Jump to content


BlueBlur

Member Since 22 Nov 2012
Offline Last Active Private

Topics I've Started

Sonic Boom, New Sonic the Hedghog series coming to Cartoon Network in 2014

02 October 2013 - 06:40 AM

http://blogs.sega.co...-fall-2014/?0=1


10041321226_fdeabae8d6.jpg

Sonic the Hedgehog, the iconic video game character who has brought his trademark speed and attitude to four TV series and more than 70 video games, is returning to television in his first-ever CG animated series in the fall 2014. The action packed comedy series aimed at children 6-11 will debut first on Cartoon Network in the U.S. and on CANAL J and GULLI in France, with a global rollout to follow. The initial order of 52 eleven-minute episodes is co-produced by SEGA of America Inc. and Genao Productions.
    Sonic Boom is a character-driven comedy that leaves a trail of robot wreckage in its smoldering wake. The series centers on Sonic, his best friend and sidekick, Tails, their never-ending search for adventure, and their battles with Sonic’s arch-nemesis, Dr. Eggman. Rounding out the ensemble are fan favorites Knuckles and Amy Rose, plus a rogue’s gallery of enemies—some familiar to Sonic fans and some brand-new.
    Evan Baily, Donna Friedman Meir, and Jane McGregor, Executive Producers for SEGA, packaged the series, bringing together SEGA, Cartoon Network, and Genao Productions. Sandrine Nguyen and Boris Hertzog, Executive Producers for Genao, assembled a world-class lineup of partners in France, including broadcasters GULLI and CANAL J, Lagardere Entertainment Rights and Lagardère Active TV Licensing & New Business. Baily, Meir and Nguyen developed the series, and Hertzog and McGregor structured the financing and negotiated all the deals. Baily (formerly EVP of Production and Creative Affairs for Classic Media) and Co-Executive Producer Bill Freiberger (The Simpsons, Drawn Together) are showrunners. Takashi Iizuka, the head of Sonic Team and driving creative force behind the Sonic games, is overseeing the series to ensure that it’s true to the Sonic characters and universe.
    “Sonic is the star of the SEGA universe and the stage is now set for him to shine like never before. By teaming up with world-class partners in television animation like Cartoon Network, Genao Productions and GULLI, we’re ensuring that the Sonic legacy will be introduced to a new generation of children across the globe,” said Hiroyuki Miyazaki, SEGA’s Chief Content Officer for Sonic.
    “We wanted to strengthen our TV channels’ editorial content with strong brands. This is our new objective. Sonic is an enormously popular and unique character with all the qualities of an animation series’ great hero—humor, bravery, loyalty, inventiveness. We are extremely proud to welcome him across our kids and family channels at Lagardère Active and will activate across these channels to raise awareness and excitement for the new series,” said Caroline Cochaux, Head of Programs, Kids & Family Channels, Lagardère Active.
    “Genao is thrilled to collaborate with SEGA on this amazing project and embark on new adventures with the fastest hedgehog in the world. It is so exciting to work on such a world-class brand,” said Sandrine Nguyen, Managing Director of Genao.
    Emmanuelle Bouilhaguet, Managing Director of Lagardere Entertainment Rights added “It is an amazing experience to be associated to such a powerful property with professional partners. International broadcasters are seeking for strong comedy and franchise based series and Sonic Boom is the perfect fit!”
    “On the New Business & Licensing Side, we are proud and excited to handle the representation of Sonic which counts among the leading characters loved by kids. Thanks to our 360° platform which includes Digital Activities, Magazines, Indoor Parks, Grass Root events, we will push Sonic and the Consumer Products to a new level,” said Benoit Roque, Head of Lagardere Active TV Licensing & New Business.
    SEGA is actively seeking partners in support of the new series launch across a range of industries including broadcast and licensing. In terms of television and digital distribution, Lagardere Entertainment Rights holds worldwide rights excluding the U.S. and Asia (but including Japan); SEGA Corporation will manage Asia (excluding Japan); Baily, Meir and McGregor will manage the US through McGregor’s company Jane McGregor, Inc. Licensing support will be spearheaded by Lagardère Active TV Licensing & New Business in France and SEGA in all other territories.
    Sonic the Hedgehog first appeared as a videogame character in June 1991 and instantly became an icon for a generation of gamers. Defined by his super-fast speed and cool attitude, in the years since he first raced on to videogame consoles Sonic has become a true global phenomenon with over 140 million videogames sold or downloaded worldwide across consoles, PC’s, mobile phones and tablets. SEGA’s iconic blue blur has also gone on to enjoy incredible success in many licensed areas, such as toys, apparel, comics and animation. This year SEGA announced an exciting three title exclusive partnership with Nintendo for the Sonic the Hedgehog videogame franchise. The highly anticipated Sonic Lost World™ will be the first title to launch under this agreement and will be available in stores later this year for Wii U™ and Nintendo 3DS™ platforms.

Since how i grew up watching AoSTH, i'm ok with the fact that the show is going to be comedy oriented but there's one thing that bothers me...
Spoiler

A few mechanic changes in Pokemon X and Y revealed

25 September 2013 - 04:18 PM

Bulbanews

 

An interview in the "Nintendo Stadium Returns" booklet, featured in November's issue of Nintendo Dream, revealed new mechanic changes along with some of the decisions made regarding how Mega Evolutions work, and the distribution of moves and abilities.
The confirmed information is as follows:
 
    Pokémon gain experience even when the opposing wild Pokémon is caught (as stated in another interview). A caught Pokémon gives the same experience points as a defeated one.

    Sky Battles are limited to Flying-type Pokémon and those with the Levitate Ability (as previously confirmed). Some moves can't be used.
   

There is an adjustment to the inheritence system of breeding.
   

Ghost-type Pokemon can freely escape from battle without being influenced by Shadow Tag. (The official website mentioned trapping moves.)
   

The item Exp. Share will revert to Exp. All as in Generation I, where when one Pokémon holding this item participates in battle, all other Pokémon in the team receive experience as well. Unlike in Generation I, the experience is not split but rather received by all Pokémon. This means that the participating Pokemon receive 100% experience, while non-participating Pokémon receive 50% experience.
   

When distributing new moves and abilities, priority was given to new Pokémon.
   

The CGI style is different from that of Pokémon Stadium and Pokémon Battle Revolution, because those games were supposed to emulate "realism within fantasy". Since the handheld Pokémon series is supposed to be accessible to everyone, battles were made "cuter".
  

  The standard selection process for Pokémon to be Mega-Evolvable is based on three points: visual looks, popularity and game balance.
   

The power-up of Mega-Evolved Pokemon is meant to elevate them to the class of legendary Pokémon, hence the restriction of only one Pokémon being allowed to hold a Mega Stone during battles.
   

The timing to Mega-Evolve is selectable.
   

Some moves, with focus on special ones, have had their power and accuracy revamped.


Sega says Sonic audience is clearly on Nintendo platforms, not Xbox or PS

24 September 2013 - 09:29 AM

http://mynintendonew...or-playstation/

Sonic brand manager Aaron Webber believes that the audience for Sonic related titles is on Nintendo platforms, rather than Xbox or PlayStation.  Webber says that Sonic titles such as Sonic Colours and Secret Rings have historically performed well on Nintendo systems. Webber concluded by saying that when the company has looked at the overall sales figures for Sonic games they realised that Nintendo platforms is where their audience is.
 
“If we trace Sonic’s third-party roots all the way back to just after the Dreamcast, we released Sonic Adventure 2: Battle on the GameCube and it did phenomenally well. We think that’s because there was a lot of overlap between the Sonic/Sega and Nintendo crowd at that time, and we just found historically that Sonic performs really, really well on Nintendo platforms. Sonic Colors did great, Sonic and the Black Knight did well and Sonic and Secret Rings did well — all Nintendo. When we look at the numbers, we thought — this is clearly where our audience is.”

While Sonic games do typically sell better on Nintendo console/handhelds, it doesn't seem fair for him to disregard Xbox/Playstation players who are fans of the series.

WayForward wants to make a "Pony" game

22 September 2013 - 02:27 PM

http://mynintendonew...te-a-pony-game/

WayForward, the developer behind DuckTales Remastered and Shantae , have revealed on Reddit that they would love to make a game in the My Little Pony series. WayForward’s Game Director Adam Tierney explained in a Ask Me Anything thread that there’s a lot of developers at WayForward who would absolutely love to work on a Pony game. Tierney said that if people want a My Little Pony game then they really need to contact Hasbro.

Oh, and we’re 100% not kidding, people – SO many people here at WayForward wanna make a My Little Pony: FiM game. Lauren Faust ROCKS. Make it happen, Bronies! You guys should email Hasbro – tell them how much you’d like to see a WF-developed FiM game

My reaction...

Spoiler


Shin’en: It’s not the hardware’s fault if devs can’t create good looking games

21 September 2013 - 05:11 AM

The Wii U eDRAM has a similar function as the eDRAM in the XBOX360. You put your GPU buffers there for fast access. On Wii U it is just much more available than on XBOX360, which means you can render faster because all of your buffers can reside in this very fast RAM. On Wii U the eDRAM is available to the GPU and CPU. So you can also use it very efficiently to speed up your application.
 
The 1GB application RAM is used for all the games resources. Audio, textures, geometry, etc.
 
Theoretical RAM bandwidth in a system doesn’t tell you too much because GPU caching will hide a lot of this latency. Bandwidth is mostly an issue for the GPU if you make scattered reads around the memory. This is never a good idea for good performance.
 
I can’t detail the Wii U GPU but remember it’s a GPGPU. So you are lifted from most limits you had on previous consoles. I think that if you have problems making a great looking game on Wii U then it’s not a problem of the hardware.


Here's the rest of the article.


Anti-Spam Bots!