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Hands-on: Astro Boy
I'm afraid both Astro Boy and Sonic Team have seen better days.
You should have seen Teddman run to the demo booth, snatch up the controller, and start the game - eyes all aglint with expectation. Childlike zeal gave way first to puzzlement and then to disappointment. As he quietly set the controller down and wandered sullenly toward the <i>Virtua Fighter Quest</i> kiosks, I bit hard on my lip and vowed that Yuji Naka would pay for what he done.
Later on, though, I saw Naka breaking a ten to get some bus fare and I forgave him. Life can be so funny.
<a href="http://www.the-nextlevel.com/previews/ps2/astro-boy/">Hands on with <i>Astro Boy</i> for the PlayStation 2</a>
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Why does Sega not get the concept of making intuitive controls? Seriously, if you want to pin point the flaw that killed them in the end, it is just that. They make what should be a easy to play game into something much more complex than it needs to be. If they don't do that, they make the game insanely hard(see super monkey ball -> #2). It is almost as if they think a successful game is bad thing and make it a priority to mess it (usassuming they already haven't done so).
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I hear it's also short and has no replay value besides a pointless collection sub-game. As much as I think Naka is the biggest no talent in the videogame industry, this wasn't his fault really. The project was started by UGA before they died and their director left, leaving Naka holding the bag.
Though I really wish Sonic Team wasn't doing Phantasy Star Universe. Give it to Overworks or whatever they're called now.