well guys, here the word of the E3 review,
they talk of the desing and the gameplay style of the adventure:
Sonic is a mega-star at SEGA's E3 booth, with massive real estate dedicated to the Blue Blur's newest adventures. Sonic the Hedgehog 4: Episode 1 is a big hit with showgoers, as attendees line up to try the official sequel to the classic series. If you ask nicely, though, SEGA will hand over an iPhone with Sonic 4. The iPhone version (and conceivably, the eventual iPad edition) of Sonic 4 contains two exclusive stages not in the console version. Conversely, though, the console Sonic 4 has two stages not in the iPhone version.
I gave Sonic 4 a test run today, trying each of the control schemes: virtual d-pad and tilt. Between the two, I appreciate the fluidity of the tilt controls. The virtual d-pad certainly works (and it works better than the d-pads in SEGA's previous Sonic iPhone ports), but I had few problems blasting through Splash Hill Zone with tilt. The more you tilt the iPhone, the faster Sonic goes in that dipped direction. Tapping the screen jumps. However, when Sonic is close to a bumper pad or enemy, tapping the screen also makes Sonic lunge toward it. This is a great way to link moves, flying through the air above giant chasms on the backs of Eggman's enemies. Don't worry about accidentally blasting into unwanted targets, though, as a red circle pops up around the object you are about to slam into.
Though Sonic 4 is still early, it ran pretty well on the demo iPhone. The visuals are adapted from the console version of the game and look crisp. The colors really popped off the screen, reminding me of the classic "blue sky" aesthetic that made Sonic so popular two decades ago. You know, before developers went through the dark days of grays and browns.
Sonic the Hedgehog 4 for iPhone does not have a solid release date just yet, but SEGA says it will appear on the App Store right around the same time it appears on Xbox Live Arcade and other console download services.
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