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Metro conflict steam
Metro conflict steam









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metro conflict steam

Lead designer Chris Senn said he modeled and textured four main characters and created designs for 50 enemies and an hour of music. Īt least four stages were developed: Jade Gully, Red Sands, Galaxy Fortress, and Crystal Frost. Surfing and bungee jumping were included as activities considered cool at the time. Additions included the abilities to throw rings at enemies, create a shield from rings, do spinning midair attacks, strike enemies below with a "Power Ball" attack, jump higher with less control than normal, and execute a "Sonic Boom" attack, in concert with the shield, that struck in 360 degrees.

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In 1996, Wallis said they planned to integrate familiar Sonic gameplay, plus new elements: "We're giving Sonic new moves, because Sonic is a hedgehog of the times, we're bringing him up to speed." In line with other Sonic games, X-treme emphasized speed and featured collectable rings. The developers wanted to take Sonic into the modern era, while building on the series' successes. These levels used shading, transparency, and lighting effects to showcase the Saturn's technical potential. For boss battles, levels were "free-roaming" and "arena-style'", and rendered bosses as polygonal characters as opposed to sprites. Sonic was also able to enter and exit the screen as he moved. Levels would rotate around a fixed center of gravity, meaning Sonic could run up walls, arriving at what was previously the ceiling.

metro conflict steam

The game featured a fisheye camera system, the "Reflex Lens", that gave players a wide-angle view, making levels appear to move around Sonic.

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Gameplay was similar to the Saturn platform game Bug!, though producer Mike Wallis said that X-treme would differ in that Sonic would be free to roam levels, unconstrained by linear paths. X-treme was a platform game in which players controlled Sonic the Hedgehog, with the ability to move in any direction. "Jade Gully Zone" from Senn and Alon's engine (see Game engines), which used a fish-eye style view known as the "Reflex Lens" Elements similar to those in X-treme appeared in later games, such as Sonic Lost World (2013). The cancellation is considered an important factor in the Saturn's commercial failure, as it left the system with no original Sonic platform game. In place of X-treme, Sega released a port of the Genesis game Sonic 3D Blast, but did not release an original 3D Sonic platform game until Sonic Adventure for the Dreamcast in 1998. A film tie-in with Metro-Goldwyn-Mayer was also canceled. Amid increasing pressure and declining morale, designer Chris Senn and programmer Chris Coffin became ill, prompting producer Mike Wallis to cancel the game. The plan was disrupted by company politics, an unfavorable visit by Japanese Sega executives, and obstacles using a game engine developed by Sonic Team for Nights into Dreams. Development shifted to the 32X and then the Saturn and Windows, and the game was redesigned as a 3D platform game for the 1996 holiday season. X-treme was conceived as a side-scrolling platform game for the Sega Genesis to succeed Sonic & Knuckles (1994). Robotnik from stealing six magic rings from Tiara B. The storyline followed Sonic on his journey to stop Dr. It was planned as the first fully 3D Sonic the Hedgehog game, taking Sonic into the 3D era of video games, and the first original Sonic game for the Sega Saturn. Sonic X-treme was a platform game developed by Sega Technical Institute from 1994 until its cancellation in 1996.











Metro conflict steam