
I just played that game a few weeks ago on my Sega Saturn. My favorite character is the werewolf.
Short documentary I made which describes possible links between Michael Jackson's music and Sonic 3.
This Documentary isn't just random comparisons, listen to the start. Roger Hector, who ran SEGA's Technical Institute said Micahel was planned to work on it. We *have* asked SEGA because HE WORKED FOR SEGA! Please take note of this before accusing the documentary of making un-validated claims.
Since this documentary was made, there have been numerous discoveries showing that most of the people featured in the credits list worked with Michael Jackson at some stage.
Also I have had numerous requests for the Who Is It vs Ice Cap mix. The clip is just 21seconds however you can download it here:
http://sonicresearch.org/qjimbo/Qjimb...
I have also began working on a website which shows the links. It's still incomplete though:
http://www.sonicresearch.org/basement...
UPDATE: Read this article on SEGA-16:
http://www.sega-16.com/feature_page.p...
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Ferelden. A dark and foreboding place, where death and violence lurks in every shadow. A troubled nation, where even the brightest light can often find itself extinguished by the ever encroaching darkness.
Name a type of gameplay, and odds are Prototype has it covered. There's combo-based melee. Lock-on shooting. Vehicular combat. Urban free-running. Disguises and stealth. You'd expect a genetic superman like Mercer to be able to do just about anything, but the game almost--almost--collapses under the sheer volume of options available to you during combat. The upgrades screen includes dozens of abilities spread across numerous pages, and not only did I get nowhere close to unlocking them all during my first playthrough, but I didn't even think to use all of the powers and moves I did get access to. The number of button combinations you'd need to remember and bust out on the fly to utilize every last ability is too overwhelming for them all to be useful concurrently while you're in the thick of the game's often dizzying action.
Running around New York City outside of the story missions provides some relief. Alex can essentially fly around the city. With his jump, air dash, and glide abilities fully powered up, and the basic ability to run on any surface, the buildings become like a giant jungle gym. And there's no lack of things to do. Playing through the story opens a number of side events that you can use to bank extra experience points -- which you can use to build up Alex. The best of the events involves absorbing members of the Web of Intrigue. Many of the missions, though, are mundane challenge-like races. The lack of a quick reset makes mastering these more annoying than it ought to be.
Throughout Prototype, this theme keeps coming back up of appreciating all the things it does in one game, while wishing it did them individually a little better. On a theoretical level it achieves a significant design accomplishment in pulling everything together into a cohesive package. As the person holding the controller, though, it stumbles too often on its inability to turn its potential into a consistently fun game. The result leaves every "hell yeah!" it delivers costing a steep price in "oh hells" to get there.
But how long can you do flying elbow drops onto tanks or throw people off of rooftops before it gets boring? The world itself here is far from the most engaging...
The answer to that will vary by the player, but obviously messing around with the powers isn't all there is to do in Prototype. The storyline involves 31 missions including everything from simple seek and destroy affairs to stealthy infiltrations to escort missions and massive boss battles. Most of these missions are standard in design. In fact, if you've played many open-world games, you've probably played identical copies of these in the past. And since repetition is oftentimes the name of the game here, you can be sure you'll be doing uninspired tasks over and over again.
"Conceptually, the launch of Natal will be like the launch of Xbox 360," said Kim, "It's going to be that big. We're not just going to ship it when the hardware and software are ready. We have to make sure that there are enough content experiences that are really good. That's similar to how you would think of the launch of a new console."