How would you design a Sonic game NeoGaf?

SinDelta

Member
I would place an emphasis on speed, level design and good controls.

Small cast of characters, straight forward story gathering the Chaos Emeralds.
 
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With Mario.
That already is a thing, even excluding stuff like Smash Brothers. Though a dedicated crossover could be interesting. People once thought Final Fantasy with Disney was batshit.
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If you play Sackboys big adventure, imagine that but faster pace.

Sackboy even has these tubes you enter and turn into a ball to go through and up to a higher platform.
 
I wouldn't, I'd let Christian Whitehead do it and maybe give a few notes here or there if he'd be willing to hear them.
 
I think what you need most since sonic is a speed type character is a vast land. So I'd create a large-ish open crazy looking area with tons of loops and tunnels for sonic to run around in. You make everything slightly larger than normal since you are making this player friendly so you can attack enemies with your spinning moves. You can even have high rises type structures so sonic can run up them and leap to other areas. I'd say they should take note of the spiderman game when it comes to moving fluidly and quickly to other areas.
 
-Perfect the physics.
-Almost no story.
-Go back to 2-3 acts in a zone followed by a boss.
-3D level design inspired by Sonic Adventure 1/2 hedgehog levels
-Lots of large areas to explore and alternate paths in levels
-Only Sonic/Tails/Knuckles are playable (with perhaps a secret/bonus character)
-Game is linear and all characters start playing the same game, but Tails and Knuckles can explore areas Sonic can't which can lead to shortcuts or alternate paths.
-Boost is in the game, but not as OP as in most games and isn't necessary to clear a level because only Sonic can use it.

Alternate experimental design:

Basically Breath of the Hedgehog. Drop down a huge map. Make it Mobius from the old comics/TV show maybe. You can fully abuse Sonic's speed on the gigantic map, which you will need to do because the object of the game is to rescue as many animals as possible from being roboticized, but Sonic will need to be everywhere at once to do that. Sort of like Crazy Taxi with Sonic, you zip around in every direction to put out fires everywhere, at a blistering speed only Sonic could manage. The map would have open paths to abuse Sonic's speed followed by tighter platforming chops needed to maintain your good momentum. Could even make it cel shaded to look animated and somewhat like the old show, add effects like cel shaded smoke and fire for when he has the speed shoes.

Either of the above is good enough for me to buy a new sega console to play. Who knows if I'll even buy whatever they crap out next.
 
-character roster similar to sonic adventure 2
-chao garden
-sonic and shadow have boost style gameplay
-less corny "heHuehE chilidaWgS" dialogue (and less dialogue in general. One of my biggest issues with forces was that they wouldnt shut up)
-tails and eggman stages play more like action shooters than the slower paced rails shooter they felt like in SA2
-knuckles and rouge stages become a collectathon
-unlockable characters like chaos 0, Emerl, Gamma, Omega, Metal Sonic, Blaze and Silver
-Hub world similar to sonic adventure/unleashed
-level select in the main menu for unlocked stages
-secret unlocks like fully playable classic sonic games (perhaps a level or 2 built from scratch by the mania team)
 
I don't think the emphasises should be on speed anymore. I think that's where they keep going wrong.

Mario's gameplay doesn't revolve around plumber activities as much anymore. It evolved beyond his original concept. Sonic should evolve beyond the fastest thing Alive Shtick.

Here is some challenges for the developer:

1: Limit boosting gameplay. It sucks.. plain and simple. Do these for special bonus stages or something.

2 And lose the homing attack
Give sonic a better combat system

Sonic needs to be quick yes but not have speed be the primary focus of the game.
Level design and tight controls need to be first.

I think the adventure games despite me shitting on them in the other thread got this the most correct. Not perfect, it still has that silly homing attack but close.
 
Sonic just doesn't translate well to 3D with his emphasis on speed. Or at least there's not been a great example yet. I'm sure there's someone out there that can make a good 3D Sonic game, just hasn't really happened yet.

Same reason we'll never get a good The Flash game, unless you want a game moving in slow motion all the time to give you proper control of your character, it's just hard to give that sense of speed in an open environment and make it feel fun.
 
Sonic Mania 2, 2D low res sprite based like like the first one but with new stages. Sonic, Tails and Knuckles as playable characters. Maybe with ptional offline and online multiplayer.
 
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-character roster similar to sonic adventure 2
-chao garden
-sonic and shadow have boost style gameplay
-less corny "heHuehE chilidaWgS" dialogue (and less dialogue in general. One of my biggest issues with forces was that they wouldnt shut up)
-tails and eggman stages play more like action shooters than the slower paced rails shooter they felt like in SA2
-knuckles and rouge stages become a collectathon
-unlockable characters like chaos 0, Emerl, Gamma, Omega, Metal Sonic, Blaze and Silver
-Hub world similar to sonic adventure/unleashed
-level select in the main menu for unlocked stages
-secret unlocks like fully playable classic sonic games (perhaps a level or 2 built from scratch by the mania team)
Please do the exact opposite to this guy's post.

Although: Less dialogue is a good shout out though
 
Large 3D lineal levels with different paths. Tight controls. Emphasis on speed, collectibles and points, well put enemies that help you interact with the map.
Middle size character roster with different abilities and co-op that encourages you to play as a team combining abilities and skill to get the faster, higher score and cooler level completion.
Really low emphasis on story.
 
2 routes:

2D: Rayman Legends
3D: Ratchet and Clank + some speedy places but not spammed everywhere like last/two decade entries.
 
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Fuse Mario Kart with Mario Sunshine. Treat Sonic like a kart. Im surprised they keep making Sonic games. Last time one caught my interest was a PS3 trailer. But I believe that was all CGI.
 
isometric 3d would also work
It doesn't.

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2 routes:

2D: Rayman Legends
3D: Ratchet and Clank + some speedy places but not spammed everywhere like last/two decade entries.

It's a core problem with the character. Or not a "problem" in the traditional sense, just that Sonic's thing is speed and to take that away...You may as just make a different game/character. Sonic really only works as a 2d game imo. I'd love to be proven wrong, but there's not been a GREAT Sonic game that's 3D or what we say we want we mean when we say we want a Sonic 3D. It's a design challenge that would take a lot of iteration and thought put into it, and with that challenge in mind, a lot of time..and time means money..
 
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fan of that game , it worked well in isometric 3d
I remember playing it when it released. I don't remember disliking it, but I also vividly remember thinking it didn't really feel like a Sonic game and felt more like a Sonic skin thrown on a different game. To each their own though.
 
More exploration, more open levels, multiple paths, secrets to find.

Less focus on speed all the time, like keep the hyperlinear super speed bits to set pieces like Sonic Adventure. Sonic can still run fast and you build that into the level with hills and ramps and stunts, but you aren't on a track.
 
Take Somic Lost World, turn up the quality of the Leveldesign a bit, add actually good boss fights and add less whisp gimmicks...

voilà, you git yourself a great 3D Sonic game
 
It's a core problem with the character. Or not a "problem" in the traditional sense, just that Sonic's thing is speed and to take that away...You may as just make a different game/character. Sonic really only works as a 2d game imo.
Except the classic 16-bit 2D games never had that "gotta run fast all the time" thing. There were whole stages like Marble Gardens, and Labyrinth Zone that were slower. Sonic CD was a whole ass Sonic game where you had to search and explore in order to get the best ending.

Sonic Advance 2 is like the 2D example of how it all goes wrong when you only focus on speed, and that game sucks.

But then somewhere around Sonic and the Secret Rings they just get in their head that Sonic is a Temple Run game where you run real fast the whole time. And that's bullshit the Sonic games were never like that before.

Ok Sonic Advance 2 was like that. But that game fucking sucked too.

Sonic Rush is super speed focused I guess but it took skill to pull it off. Those games are actually kind of amazing.
 
Take Somic Lost World, turn up the quality of the Leveldesign a bit, add actually good boss fights and add less whisp gimmicks...

voilà, you git yourself a great 3D Sonic game
No lies, Lost World has a lot of really good ideas, the level design was just wildly inconsistent. It was a few months of polish and refining the levels away from being a pretty good game.
 
Except the classic 16-bit 2D games never had that "gotta run fast all the time" thing. There were whole stages like Marble Gardens, and Labyrinth Zone that were slower. Sonic CD was a whole ass Sonic game where you had to search and explore in order to get the best ending.

Sonic Advance 2 is like the 2D example of how it all goes wrong when you only focus on speed, and that game sucks.

But then somewhere around Sonic and the Secret Rings they just get in their head that Sonic is a Temple Run game where you run real fast the whole time. And that's bullshit the Sonic games were never like that before.

Ok Sonic Advance 2 was like that. But that game fucking sucked too.

Sonic Rush is super speed focused I guess but it took skill to pull it off. Those games are actually kind of amazing.
You're absolutely right, but we can't say that a core component of the character isn't speed. It's what the game was marketed on, it's what the game embraced in a good majority of it's design, and while you are right that there are plenty of slower-paced levels, most of those sucked too. I still have nightmares of this:


It's entirely possible that we disagree on who the character is at it's core and I'll admit that I've only played Sonic 1,2,3, S&K, Sonic Adventure 1 and Sonic Mania, so i'm sure you have more experience with the games/genre, but to me Sonic is about speed, and I'd even wager that the movie does more to reinforce that notion too and I've not even seen the movie.
 
No lies, Lost World has a lot of really good ideas, the level design was just wildly inconsistent. It was a few months of polish and refining the levels away from being a pretty good game.

yeah, and sadly they wenr straight back to the Sonic Unleashed formula with the shitty boost mechanic and terrible and floaty controls...

if they refined the Lost World formula with a proper sequel we might finally have had a proper good 3D Sonic game
 
Honestly, I think the answer to this question might be impossible. I've thought about this before but when it comes to execution... I don't know if what I have in mind is feasible.

I would lean hard into making 3D Sonic levels sort of like a blend of racing games and Titanfall, with a heavy focus on acrobatic gameplay and running that is more like racing (think about drifting around corners and Sonic spinning his feet for traction, maybe even use a "tether" mechanic for tight turns like Jet Moto).

The Titanfall elements are more about him being able to wallrun/walljump and chain together skills to access new pathways. I'd want to blend the pure speed portions with a lot of pure platforming that rewards players with collectibles and alternate paths.

I imagine gameplay as taking tight turns and trying to hit the turns just right (literally using triggers like gas/brakes), then jumping and grapple hooking through a narrow circular gap to collect a ring box, wall-running across a bottomless gap and jumping onto a spring that leads to a new area. Enemies may chase you Hot Pursuit style, or they'll merely be obstacles.

Use rings obtained as currency to upgrade your speed, turning, grappling hook by buying new shoes or whatever from Tails.

I'm sure this is all better left in my own personal Imaginationland.
 
Half-serious answer:
Sonic - Breath of the Hedgehog, aiming for a midpoint between BotW, Skate, and Wii Sports Bowling... or maybe Boom Blox.

As for controls, one trigger would be entirely devoted to a "tuck" function which, when fully depressed, would curl Sonic into a ball. The other would be a "rev" button, that would make Sonic go faster for a few steps while upright or do his old school ground spin when tucked.

That's as far as I've gotten. Call me anytime Sega Lol.
 
never done before and would work best: 2.5D

fully 2D winning gameplay from the classic titles plus 3D graphics and wild camera work

Sonic never worked in 3D, even when constrained to feel like a racer or onrails...
 
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You're absolutely right, but we can't say that a core component of the character isn't speed. It's what the game was marketed on, it's what the game embraced in a good majority of it's design, and while you are right that there are plenty of slower-paced levels, most of those sucked too. I still have nightmares of this:


It's entirely possible that we disagree on who the character is at it's core and I'll admit that I've only played Sonic 1,2,3, S&K, Sonic Adventure 1 and Sonic Mania, so i'm sure you have more experience with the games/genre, but to me Sonic is about speed, and I'd even wager that the movie does more to reinforce that notion too and I've not even seen the movie.

Sonic is about the ability to go fast. But it's not about speed in the sense of the Keanu movie where he has to go fast all the time or he'll die.

And just as much as speed the game was about the physics. Compared to the previous gen platformed Sonic stood out for the rolling hills and the ability to use the terrain to build momentum and flow. That's something that has really been lost in the 3D games, where you're just on a track with a bunch of boost pads.
 
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