Completely independent of quality, there is effectively no competition in the series' specific niche of speed platformer. Sega caters to a captive audience.
Most of this is pretty wrong, considering the 3D games were never really physics based.
Sonic isn't that great of a mascot?
Mario, Pikachu, Pacman, Donkey Kong? Those are the only guys who can be named up there with him as far popularity goes.
I don't think this is necessarily true. The overall goal of Sonic games is to get from A-to-B, but it doesn't presume much about your method of getting there. There is a score counter, and a time counter, and a ring counter; but, you aren't punished with a low rank for poor performance. A better score, a higher ring count, and a faster time are all very optional objectives you could impose on yourself, not unlike your prior Tanooki suit argument concerning Mario's difficulty. You're imposing an objective system that came along 10 years later, from a largely different development team no less, onto a game that has nothing of the sort. I shouldn't have to tell you that's a bit of a reach.
I'm not sure how this is correlated to the spin dash inherently, but the spin dash does have weaknesses. You sacrifice control and sustained speed for a quick burst of it. It's easy to use, but too challenging to master to consider overpowered. If we were speaking of Sonic Generations' spin dash, I would be inclined to agree. It's only as powerful as your own mastery of the stage is, I should say. There are many opportunities to bungle up by haphazardly spin-dashing. If you theoretically "get good" with the spin dash, then that implies skill involved, which implies mindfulness. I don't see what your problem is.
I would say this is the difference between the more open-ended and more closed gameplay. I enjoy Megaman. I enjoy Sonic more. Megaman is a tight, linear challenge and can be appreciated for being one. It's always the same path no matter how many different times you play it. I enjoy Sonic for the challenge of staying on the top road and fighting my way from the bottom road after falling from the top road. I enjoy chaining together my movement seamlessly without stopping and seeing what moves I'll make for the sake of maintaining that speed. I enjoy seeing where those moves lead me, and if I was able to perform at the level I wanted to. Was I able to make it to the exact path I wanted to get to? Maybe I'll reach a path I hadn't been on before simply by mistake or because the level design looked suspicious in an instance and I decided to experiment. If a platform seems out of reach, I enjoy attempting to find things to spin-dash off of to reach it. Sometimes it works out, and sometimes it doesn't. I enjoy attempting to manipulate the physics back into my favor after I've attained such a speed that I've overstepped my current limit of reaction time. I enjoy attempting to manipulate the physics to platform in a far less standard way: making a jump that is normally too far away. It's far more open-ended than Megaman and even more than Mario, which has plenty of experimentation on offer as well. This is not unlike trying to find a sweet trick loop/string in Jet Grind Radio. They're oh-so-satisfying to nail and extremely easy to fail, but the punishment for failing is far from harsh.
The 3D games follow your formula for "most good games" far more closely than the 2D games do with their linearity and ranking system, and I'm not sure too many would go down that road.
I propose alternative reasons. Classic Sonic's gameplay is something Sonic Team can't even replicate accurately it in their own games in spite of their proposed goals to do so. Classic Sonic's gameplay is so trademark that to take from it wholly would be criticized as a shameless rip-off. There are many spins you can put on tight, linear platforming. Mario does it one way, Castlevania does it another way, and Megaman manages to find another. None of these games have had rip offs that have been cherished or found significant financial success; do you have reasons for that too? I think it would be very hard to justify appropriating Sonic's momentum/pinball-based platformer gameplay as a wholly new IP.
I think the big deal here is, you're looking at successful games and ascribing a formula based on common denominators as to the reason for their success. Sonic doesn't abide by this formula, and you don't enjoy Sonic. Unfortunately, your formula is partially based around a craft concerned with subjective enjoyment. Game design isn't hard science. Sometimes things click with people and sometimes they don't. I absolutely hate Shenmue; I think the fighting mechanics are far too messy when fighting groups, the hints for progression far too vague, and every single animation too time-consuming. The dialogue and voice acting is comically abysmal -- probably my favorite part. I admire its ambition. I love Jet Set Radio and find Jet Set Radio Future a massive disappointment. I think the Uncharted series is largely garbage and I enjoy TLOU, even though they share a lot of their gameplay with one of my favorite games of all time, Resident Evil 4. To apply a formula as to why such and so is a good game compared to a bad one is a minefield, because people simply enjoy different approaches to "playing a game." If something clicks with a ton of people and makes a lot of money, it's safe to say it's "a good game" although perhaps not to yourself. It's wonderful to explore why that is.
Usually my goal in Sonic is to at least get 100 rings in a stage. That's why I'm always hoarding lives when I play them. I think those are very reasonable objectives, but the game doesn't even record your times, does it? If the games were structured around beating times, that'd be pretty fun, and while I do create my own rules and games (game within a game) when I play some titles, I think that's bit of a reach for the Genesis titles. There is no time attack mode in the original non-ios releases. Playing for score doesn't mean much either. Since when does Sonic record score? You're creating these self made objectives because of Sonic's own limited scope, I think. This is nothing like not using the Tanooki suit. Mario 3 clearly gives you the option of the suit. You hit a box and a leaf flies out. You can not hit that box and go cold turkey if you choose. The game gives you this option. It doesn't force you to do anything. But Sonic? Sonic's own limitations mean you're racing and beating times that the game doesn't even bother recording. Is this not a bit simple for a game series released in the 90's? In Mega Man, you can do a p shot run, and sure, the game makes no difference on whether or not you use a p shooter or a boss weapon, but the reality is that it's direct challenge the player can create for themselves. What objectives like that is possible in Sonic besides the basic no hit or no game over or no chaos emeralds? Staying on the top doesn't seem as equal a challenge, and finding the fastest time also feels arbitrary.
Usually my goal in Sonic is to at least get 100 rings in a stage. That's why I'm always hoarding lives when I play them. I think those are very reasonable objectives, but the game doesn't even record your times, does it? If the games were structured around beating times, that'd be pretty fun, and while I do create my own rules and games (game within a game) when I play some titles, I think that's bit of a reach for the Genesis titles. There is no time attack mode in the original non-ios releases. Playing for score doesn't mean much either. Since when does Sonic record score? You're creating these self made objectives because of Sonic's own limited scope, I think. This is nothing like not using the Tanooki suit. Mario 3 clearly gives you the option of the suit. You hit a box and a leaf flies out. You can not hit that box and go cold turkey if you choose. The game gives you this option. It doesn't force you to do anything. But Sonic? Sonic's own limitations mean you're racing and beating times that the game doesn't even bother recording. Is this not a bit simple for a game series released in the 90's? In Mega Man, you can do a p shot run, and sure, the game makes no difference on whether or not you use a p shooter or a boss weapon, but the reality is that it's direct challenge the player can create for themselves. What objectives like that is possible in Sonic besides the basic no hit or no game over or no chaos emeralds? Staying on the top doesn't seem as equal a challenge, and finding the fastest time also feels arbitrary.
Are Sonic games bad? No. Are they for me? No.
Yes, I'm bad at Sonic games. Based on what exactly? Criticizing the branching paths is madness why exactly? Because its core to the Sonic design to you and criticizing that would mean that Sonic is a highly flawed game series and concept?
We need a "Sonic was always bad" bingo card. Spaces can include "you have to slow down and jump too much" and "if this game is about going fast, why can't I stop running into things"
I propose alternative reasons. Classic Sonic's gameplay is something Sonic Team can't even replicate accurately it in their own games in spite of their proposed goals to do so. Classic Sonic's gameplay is so trademark that to take from it wholly would be criticized as a shameless rip-off. There are many spins you can put on tight, linear platforming. Mario does it one way, Castlevania does it another way, and Megaman manages to find another. None of these games have had rip offs that have been cherished or found significant financial success; do you have reasons for that too? I think it would be very hard to justify appropriating Sonic's momentum/pinball-based platformer gameplay as a wholly new IP.
I think the big deal here is, you're looking at successful games and ascribing a formula based on common denominators as to the reason for their success. Sonic doesn't abide by this formula, and you don't enjoy Sonic. Unfortunately, your formula is partially based around a craft concerned with subjective enjoyment. Game design isn't hard science. Sometimes things click with people and sometimes they don't. I absolutely hate Shenmue; I think the fighting mechanics are far too messy when fighting groups, the hints for progression far too vague, and every single animation too time-consuming. The dialogue and voice acting is comically abysmal -- probably my favorite part. I admire its ambition. I love Jet Set Radio and find Jet Set Radio Future a massive disappointment. I think the Uncharted series is largely garbage and I enjoy TLOU, even though they share a lot of their gameplay with one of my favorite games of all time, Resident Evil 4. To apply a formula as to why such and so is a good game compared to a bad one is a minefield, because people simply enjoy different approaches to "playing a game." If something clicks with a ton of people and makes a lot of money, it's safe to say it's "a good game" although perhaps not to yourself. It's wonderful to explore why that is.
I read the long post you made last night and.....I strongly disagree. Sonic isn't just about speed; its exploration through speed. Using the speed you built up to get to new parts of the levels and exploring what is around you. Sonic doesn't suck now, and never sucked either. Sure, he fell flat on his face HARD a number of times over the years but the series is more consistent than many give it credit.
I get the impression that you just don't like the series, but I respect you spent time, energy and effort to play through the 2D games before making your detailed comments; have a lot of respect for that honestly, so thank you for having a fair, honest negative opinion on the series. It's damn refreshing compared to hearing 'Sonic just sucks man'.
I'm sorry you can't get into the series and I disagree with your view point on the franchise, but I am thankful you spent the time and effort to create your points after playing through the games. Long story short, I respect you a lot for making points and backed them up through your claims after playing the games. Have a great night and thank you for taking the time to make your points, rather then just stating the series sucks for no good reason.
Also notice that the game had an arcade release (Sega Mega Play). Only difference was that bonus stages were missing. Ever since I saw and played the cab of Sonic 2, I always felt this belonged in a ruthless arcade environment rather than the comfort of your home, without pause.
Check out Sonic Pocket Adventure on the Neo Geo Pocket Color. It's like a downgraded remix of Sonic 2 and has graded time trials (two versions, one where you have to finish with 50 rings). It also has puzzle pieces hidden around the levels to collect - some require some tricky platforming to get.
https://www.youtube.com/watch?v=LW6I9bOyzjQ
This is weird. You're talking about self-imposed challenges - you even stated one (get 100 rings) and then you say both that there aren't any you can come up with in Sonic, and that ones you've, erm, come up with (?) are dismissed as "arbitrary". Why are they arbitrary to compared to any other self-imposed challenge in any other game, including the ones you've already stated?
I played Sonic 2 today, and aimed to get 200 rings in each stage before I moved on. It was a lot of fun! That was a self-imposed challenge. It was as arbitrary as any other.
Beating Mega Man 2 buster only. Somehow less arbitary? I don't see it.
I played a lot of Sonic as a kid and didn't like their design even then. I didn't care about the routes and went on whatever route mostly by chance. I didn't care if I got hit bc I just needed a ring to keep charging forward. I just rushed each stage bc Sonic is about speed, or at least the design made it seem like that.
This design just felt hollow compared to more deliberately paced platforms of those generations. Even those more deliberately paced platforms could be done quickly, but you got far fewer second chances randomly handed to you through a level thats for sure.
Are Sonic games bad? No. Are they for me? No.
The problem here is, you stated that your definition of consequences (pertaining to the games in question) wasn't rigid, but rather than explaining why you just said the same thing again with a larger word count.
Your exact words before were "Your actions can not matter without being respawned".
Why not? And, more important, how does that make the games - your (almost) exact words again - "(Go) against any basic idea of good game design"? How is that not a incredibly rigid criteria?
Feel free to ignore this. I just wanted to state what I feel is being communicated here.
But Sonic isn't just about maintaining speed.. That's not how I play.. I never cared for the 'break your record' gameplay that the new games focus on. And the slower nature of the classic games, prove that.
I mean, you get 10 entire minutes on the clock before it kills you. That's a lot of exploration time for a single act. When I played as a kid, I'd spend a lot of time exploring, finding rings, doing things differently. Oh, if I go up here, there are loop dee loops, but if I go down here, I can crash through this wall and there's a stash of rings.
Sonic 3 might have more 'bloat' but it also has a battery save. You're definitely expected to be spending more time with it, which is fine by me.
And you might be a savant, but I always thought Sonic games were difficult. As a kid, I'd typically get about 3/4 through the game and get a game over, and I played a ton of games back then, not exactly a pushover.
Fair play to you OP. As RK128 said, you've done a lot more than the cheap "Sonic sucks lol". I think the discussion has been interesting to look, and even if I disagree almost completely, I think this thread has been worthwhile.
I grew up recording Sonic's cartoon on UPN everyday and getting up every Saturday to watch his cartoon on ABC. I got the comics. I bought the Game Gear games. I highly respect the series, and such a simplistic argument would be an insult not only to the Sonic fanbase but also the amount of time and energy I have put into this series in the past three decades.
One last thing - do you think Mania has the potential to change your mind? Being the first proper sequel to the Genesis titles, perhaps the devs share some of your problems with those games.
I think there's different reasons for it. For one thing, Sonic has a physics system that's hard to mimic due to the talents of Yuji Naka and Sonic Team's programmers. Sonic has a unique flavor due to its physics system that no other 2d platformer really attempts. But I think you're wrong on your point. Ninja Gaiden is for all intents and purposes is a fast paced Castlevania clone. It even has virtually the same lifebar. But more importantly, I don't think there being a lot of successful clones of a game means much. Street Fighter II is one of the most copied games of all time. Metroid (and by extension, Castlevania) has influenced an entire genres creation. Zelda II basically popularized the side scroller RPG. Ys III, Faxanadu, and more owe their existence to that game and that game is still controversial. My point is, influencing (or not influencing) successful copycats doesn't mean a thing regarding the subject of a games quality. I think Sonic's case is due to that it's not only so un-copyable thanks to its physics, but its approach to platforming isn't something a lot of designers are interested in due to the expectations of the genre. Most 2d platformers find tight platforming more important than exploration.
I get that different games can be up to different peoples taste. I also think Future is an inferior sequel. But some people love it while I think it's just above average. I know a lot of people who would argue it's a bad game or mediocre game and you know what? Despite being a game I like I wouldn't bat an eye.
I mentioned this earlier but the argument that you cannot argue something is bad because it's not your taste is kind of insulting and limits viewpoints. You think Shenmue is terrible and I don't a know a single fan who wouldn't understand why you feel that way.
Talking about JSR, I feel that they are related to Sonic even in characters. Were Sonic and Tails human in the 90s, they'd be just like JSR characters, riding on their skates and spraying graffiti.
JSR is even political and rebellious. It's hard for me to not think of pre 3d Sonic games as political rebel statements. The DiC Saturday morning cartoon and comics seal this feeling further. JSR is a game where you're being chased by helicopters and tanks for spraying graffiti. In JSR, you can jump in the air, tag a copters mirror and blind them, and then watch it twist and plummet to the ground, exploding, while platforming and doing tricks.
JSR is 3d Sonic.
If you take away the art style and music (which aren't really like Sonic to begin with) you have a 3/10 game. JSR's gameplay is not that good. This coming from someone who loves JSR.
The two are not even comparable.
Edit: and before you say "but neither were actual 3D sonic", those games are fast, unlike JSR.
Play the Master System Sonic 1 instead.![]()
Future is really fast. The comparison is on the dot. JSR is a fast game. Honestly, Sonic doesn't need to be that fast, just a sense of speed. In JSR you have boost, make boost faster but not Future levels.
I much prefer Future to JSR. The core of JSR is figuring out the best way to cut away from the cops to do a really tedious QTE except with an analog stick.
Future gets rid of that and just focuses on the joy of platforming, and it's really good at being a platformer. I consider it to be the best game of that whole generation, and that generation was absurdly great.
Future is fast but not fast enough to be considered Sonic. The way they've achieved that sense of speed is by making him actually fast.
I much prefer Future to JSR. The core of JSR is figuring out the best way to cut away from the cops to do a really tedious QTE except with an analog stick.
Future gets rid of that and just focuses on the joy of platforming, and it's really good at being a platformer. I consider it to be the best game of that whole generation, and that generation was absurdly great.
I have a confession. I sort of like Sonic Adventure. My biggest problems with it are world map. I also like Sonic Adventure 2. I like Knuckles' stages. 😔😇
Play up to Oil Ocean and then pretend the rest of the game doesn't exist.
Real talk though, the quality falls off a cliff after Oil Ocean.
Hold on a sec. You said that most honest people are the ones who say they enjoy both 2D and 3D Sonic. So to state otherwise, or to have the opinion that I have, which is that Sonic lost its way as soon as it hit Dreamcast - that's dishonest on some level?
You are essentially saying that people who don't share your perspective must be, on some level, disingenuous. That's not really fair.
No. I'm saying 2d Sonic and 3d Sonic's similarities are there and ever since Unleashed the 3d games have been solid so ignoring the 3d games makes no sense. People have dismissed them as "we need to save Sonic!" or "where did Sonic go wrong?" or "Sonic Boom is the end of Sonic". 3d Sonic's could use more exploration but the core of learning levels to get the fastest time you can is still present in the 3d games, namely Unleashed, Generations, and presumably Colors (haven't played it). So as a Sonic game, someone who likes the 2d games should be able to enjoy the 3d ones.
Also, when I say 2d games, I'm mostly talking about the Genesis games. All of this hubbub about Mania when Advance and Rush games did exist after all. But for some reason they don't count.
I think people put the Genesis games on an unhealthy pedestal because Sonic skipped a generation so they had to latch onto them. Me though? I moved on. I hadn't played them in years. When Shadow the Hedgehog and Sonic 06 came out I think people latched on the Genny games even further because they were now "the foundation" or "how to do Sonic right" when Sonic Adventure games were seen as pretty good when they came out. Now that's revisionist history. *finger wag*
I think that looking at the Genesis games reveals they have more similarities with the 3d ones than people admit and for that reason, people who say Sonic has sucked since the Genesis (while ignoring the Advance titles at the same time) shows how demanding the fanbase is. The people who enjoy both 2d and 3d Sonic are the most honest people in the room because they haven't put the Genesis games on a pedestal to the point where people can no longer critique them, as per this thread. You can't even say Sonic 3's levels are boring even though at the time of release, Sonic 3's levels were seen as a step down from Sonic 2's and the far inferior game.
I humbly suggest anyone who hasn't liked 2d Sonic game since the Genesis games play the Advance games. If you're more about speed, play 1. If you're more about exploration (my favorite part of Sonic as a kid) play 2. I haven't replayed them because I'm scared I will no longer like them. I recently played the Adventure games and I didn't like them as much either. I think the concept of the series makes it so that they age and are not timeless. They're good games at their time of release but not after. "Good" Sonic games always seem to be the result of market demands, rather than the pursuit of quality. This makes them age more than something like Mario. But at the time I really liked them. I think Genesis Sonic fans should check their love for those games and see if it's an earnest love. Do you feel the same way about the 3d games as you do the Genny ones? Because from what I've played, there's more similarities between the two than others would admit. Just be honest with yourself, nostalgia be damned.
Why are you so insistent on the idea that anyone who doesn't share your perspective on these games must be lying to themselves? "I think people put the Genesis games on an unhealthy pedestal because Sonic skipped a generation so they had to latch onto them?" "The people who enjoy both 2d and 3d Sonic are the most honest people in the room?" "Be honest with yourself, nostalgia be damned?" Where the heck do you get off making presumptions about how and why I or others enjoy our video games? I don't know if you're doing it on purpose but this kind of sanctimonious condescension is incredibly annoying.
By the way, I love Sonic Adventure 1 and 2, liked Colors, liked Generations, greatly enjoy Sonic Advance 1 and 3, liked Sonic Rush and Sonic Rush Adventure despite how different they were, and will probably end up enjoying Project 2017 if it's like Generations, even if my hype for Sonic Mania overshadows it at the moment. Also the Genesis Sonics are a still better than all of those games.
It's far more open-ended than Megaman and even more than Mario,
No. it offers a different kind of openness then Mario, but certainly not more. Sonic's openness mostly comes from the routes, you can find different ways to get to different parts of the level, but each area will in exchange be shallow. They won't have the tightness and forcing you to responded to ever rising challenges like a Mega Man or classic Castlevania.
They also however don't offer the interactivity of a Mario, you won't be punching holes in blocks to create new ways to move through the level, or garbing shell carrying them a bit further ahead were you can use it to take out a whole bunch of enemies. Sonic reacts and plays less with level elements (almost no destructible blocks, enemies only interactivity is destroying and bouncing off of them) instead he's more about interacting with the terrain, using slops to alter jumps and such.
For someone claiming this is the worst thread you've ever seen, not exactly refuting criticisms of the first game made by Cindi Mayweather.This is the dumbest thread I've seen on Gaf. "Sonic was never good" is just as stupid as saying Mario was never good. The original Sonic the Hedgehog didn't reach it's full potential and some zones are rather poor but it's hardly bad. Ignoring Sonic 2 and Sonic 3 & Knuckles is just straight up ludicrous. Sonic 3 & Knuckles in particular is the GOAT platformer. No platformer has level design nearly that good.
If you want to see just how well designed Sonic 3 & Knuckles level design is I highly recommend you check out Zone0.com. It has maps, guides, and summaries for every level from Sonic 1 to Sonic 3 & Knuckles.
http://www.soniczone0.com/games/sonic3/stagesandstory/
For someone claiming this is the worst thread you've ever seen, not exactly refuting criticisms of the first game made by Cindi Mayweather.
While during the 80s and 90s I'd say there were more people who did play Mario games over Sonic, after 2000 I'd say the situation has been reversed. Sonic games, even the classics, are available to more platforms and people.
Mario games are only for Nintendo platforms or better played on PC through emulation.
I trust the comments and complaints of Sonic players, rather than the ones that praise Mario.
The point is that Sonic games are more accessible. For example, Sonic 1 can be found on just about every platform imaginable. So regardless of whether you prefer to play on a console, PC or smartphone the fact is that Sonic game is never out of reach.What about people who grew up with Sonic, and has played every Sonic game to completion except 06, STH, Black Knight, Sonic and the Rings, Colors, Sonic 1 Master System, and Sonic the Hedgehog 1 Game Gear but still praises Mario? Don't most people, despite having played more Sonic games, praise Mario more than Sonic?
because they're open-ended in such different ways.