QUOTE (test-object @ Dec 8 2009, 11:48 AM)

QUOTE (BlazeHedgehog @ Dec 8 2009, 02:35 PM)

It's too bad, then, that Sonic Xtreme didn't actually end up looking that good in the end. A lot of what is in these data files shows a very ugly, easily dated, blocky game. The art direction is kind of haphazard and all over the place. There are color palettes used in some of these levels that are outright ugly. Videos show controls and physics and animation that just look plain sloppy.

I wouldn't buy this game for its graphical pallet. Considering Sonic Xtreme was early development and looks about the same, I'm safe to say it would've been a great game for 1997.
You misunderstand me, I think. Yes, Mario 64 also looks dated today, but keep in mind that Sonic Xtreme would have come out after Mario 64. Even at the time, it was going to look dated. You look at Mario 64 and Crash Bandicoot and then look at what Sonic Xtreme was going to be.

And that's if it would have made it out in 1997. Assuming Chris and Ofer had kept going with the PC version... that's 1998, the same year the Dreamcast hit Japan. Sonic Adventure, man. And you had these two guys building a Sonic game out of cubes and a weird camera filter.
And then there's simply the fact that the art direction for the game is all over the place. There's very much a "throw stuff at a wall and see what sticks" vibe to the levels. As ugly as Mario 64 is today, at least it still has cohesive art direction. I don't get that feeling from Xtreme at all.
QUOTE (Lobotomy @ Dec 8 2009, 09:43 AM)

It was shitcanned very early in development. Something isn't the finished product until it's a finished product.
Like I said before, if it ran on the Bug! Engine, it would have played well. (Can someone confirm this?)
This is definitely something I said multiple times in my post - that yes, I get that this was an unfinished game. But just because the train isn't at the destination doesn't mean you can't feel it going off the tracks.