Jaded Alyx
Member
The funny thing is unlike ? Blocks, you can see what is inside the monitors before you got them.When you play Mario, do you wonder if you should break open boxes?
The funny thing is unlike ? Blocks, you can see what is inside the monitors before you got them.When you play Mario, do you wonder if you should break open boxes?
Racing games give you guide posts on what to do. You get a track overview before you start as we as an in game map.
Sonic doesn't give you this, and your field of view isn't huge ergo you end up hitting spikes and shit you didn't know were there cause the player has no reason to know at least on the first play through.
Mario does this too, but you never are going too fast, and you can stop on a dime. Plus the levels are better designed with regards to pits and spikes.
All of the arrogant, patronizing shitposting is really helpful guys, thanks.
This series' entire identity revolves around speed. The focus of the game seems to be, at least judging by advertisements and such, to complete a level as fast as humanly possible. Sonic's all about that speed and Mario is slow and old, right? So when the game's entire focus is supposedly on speed, it seems counterintuitive to have vast areas that are just ripe for exploration and secret rewards that would benefit the gameplayer. These areas are just completely skipped if you play the game that way it's advertised. It seems to me that you'd miss out on literally the majority of the game if you just played it for speed.
I'm in my 30s by the way and I've been an avid game player for about 27 years.
This poster said it well, too.
This series' entire identity revolves around speed. The focus of the game seems to be, at least judging by advertisements and such, to complete a level as fast as humanly possible. Sonic's all about that speed and Mario is slow and old, right? So when the game's entire focus is supposedly on speed, it seems counterintuitive to have vast areas that are just ripe for exploration and secret rewards that would benefit the gameplayer. These areas are just completely skipped if you play the game that way it's advertised. It seems to me that you'd miss out on literally the majority of the game if you just played it for speed.
Boosting = going fast. I have only played the classic Sonic games.
This series' entire identity revolves around speed. The focus of the game seems to be, at least judging by advertisements and such, to complete a level as fast as humanly possible. Sonic's all about that speed and Mario is slow and old, right? So when the game's entire focus is supposedly on speed, it seems counterintuitive to have vast areas that are just ripe for exploration and secret rewards that would benefit the gameplayer. These areas are just completely skipped if you play the game that way it's advertised. It seems to me that you'd miss out on literally the majority of the game if you just played it for speed.
Yeah... The goal is to beat the game. Not much different from any other side scrolling platformer. There's branching paths which are fun to explore on replays, there's powerhouse to help you survive and reach new places, there's things that help you survive and give you 1 ups...It astounds me that a game series with five discrete actions the player can do at most is so hard for some people to wrap their heads around.
You can run. You can jump. You can roll into a ball by pressing down. That's the extent of the knowledge you need to play these games.
The controlling of Sonic felt super slippery in every single 2D installment I've played, and even attempting to hurt bad guys almost never works.
Speed is beneficial for maintaining momentum often for the 'upper routes', as in staying as close to the top of the screen throughout the stage. That route most often features the greatest rewards and the quickest path to the goal(sometimes most laden with secrets along the way as well).
The reason you get frustrated with spikes and pits and other brickwall obstacles is that the lower routes usually act as a form of punishment. They are designed to often be a bit slower, force the player to pause and consider ways to reach higher ground again to get back to the loop-de-loops and ramps and coin staches, etc...
The games don't spell it out really, so I understand it can be alarming and confounding for players to think "push right, go fast, WTF not working!!??" but there is skill in trying to balance speed and keep on that chosen route. The satisfaction and thrills are seeped in doing so. Give it a try next play.
How can you say going fast was "just marketing" when the levels are built with boosters and loops and things? I just don't get that.
Oh dear....
Boosting is a defined term in the franchise as it is a specific maneuver in the newer 3D games. It is completely different from merely running fast or Spin Dashing in terms of physics and effect on game balance and level design, and it should never be used when referring to anything in the classic style games.
Like, honestly, I don't know what kind of response you're looking for
Speed is beneficial for maintaining momentum often for the 'upper routes', as in staying as close to the top of the screen throughout the stage. That route most often features the greatest rewards and the quickest path to the goal(sometimes most laden with secrets along the way as well).
The reason you get frustrated with spikes and pits and other brickwall obstacles is that the lower routes usually act as a form of punishment. They are designed to often be a bit slower, force the player to pause and consider ways to reach higher ground again to get back to the loop-de-loops and ramps and coin staches, etc...
The games don't spell it out really, so I understand it can be alarming and confounding for players to think "push right, go fast, WTF not working!!??" but there is skill in trying to balance speed and keep on that chosen route. The satisfaction and thrills are seeped in doing so. Give it a try next play.
How can you say going fast was just marketing when the levels are built with boosters and loops and things? I just dont get that.
the goal is to make it to the end of the stage in less than ten minutes. whatever else you do is up to you.
OP, your post summarizes my feelings towards the franchise entirely. I've heard so much great stuff about Sonic games since the very beginning, and I've probably tried to get into roughly 5 of them, spread throughout the years. Probably the only one that ever resonated with me was the Dreamcast one (Sonic Adventure, I think?), and even that game was super broken physics-wise and some of the levels I really didn't like.
Recently picked up Sonic Generations on the 3DS thinking, "this is it - I'm finally going to get into Sonic games!" Couldn't stand it. I love the music and that carried me through a few levels, but I just kept running into bad guys and losing all my rings. The 2D ones feel too "zoomed in" -- I can't even see what's coming up, but I need to move fast to keep my momentum to get anywhere.
I'd invariably end up not having enough speed to get up a loop de loop, so I'd awkwardly turn around and walk back to the bottom, to have to run back and get my speed going.. to abruptly end it all by smashing into a bad guy.
The controlling of Sonic felt super slippery in every single 2D installment I've played, and even attempting to hurt bad guys almost never works.
I just don't get the appeal at all. All of the excitement of Sonic Mania makes me want to try it out, but I just know I won't like it at all.
Half of the core mechanics seem to contrast with the other half. "Gotta go fast!" "Can't go too fast!" Well which one is it, then??
EDIT: Furthermore, the "3D" ones out on 3DS and other systems look like something I might actually like, but everyone always says they're terrible (Sonic Boom, Sonic Lost World, etc). But here's the thing - I think all the 2D games are terrible and I just can't get into them, so maybe the 3D ones _would_ be for me?
Just not worth the gamble IMO, there are plenty of franchises I do enjoy, I don't need to like Sonic. And neither does anyone else!
It is a platformer with a pinball gimmick. That's it. It's literally one button. You run, jump, roll, and spin. Sometimes you build up momentum and go fast. Other times you have to be slow and careful. The game signposts when you can go fast and when you can't.
Frankly, I do not think this thread is made in good faith. Imagine if I made a thread about Mario and said, "wtf is this shit? How am I supposed to play? Do I get the mushrooms? Do I get the pipes? wtf, there's a run button too? Should I walk, or should I run? Should I stop and hit all the blocks? Should I collect all the coins? This is so confusing. This is bullshit!" That is literally the equivalent of what people are doing itt.
I feel like you just accurately described every single time Ive tried to play a Sonic game. Im glad people like those games and finally have another good one to play, but the design is just baffling to me and doesnt work at all.I'd invariably end up not having enough speed to get up a loop de loop, so I'd awkwardly turn around and walk back to the bottom, to have to run back and get my speed going.. to abruptly end it all by smashing into a bad guy.
How can you say going fast was just marketing when the levels are built with boosters and loops and things? I just dont get that.
With all the hype and positive words said about Sonic Mania, I'm seriously considering picking it up. However, I have no idea how to play a Sonic game.
They've always been confusing to me. Are you trying to acquire and hang onto as many rings as possible, or do they not really matter outside of lives?
Are you trying to complete levels as fast as possible or are you supposed to regularly stop and explore? The focus on speed in the game is a little confusing to me, as it seems like you'll be quickly ushered through gigantic parts of the game in the name of speed. Are you expected to kind of backtrack and explore the area that you just zoomed through?
Should you be seeking out every TV to smash? What rewards do these garner? What about enemies? Should you be trying to kill them all or is it okay to just run past them?
What do you need to do to acquire the giant ring (no idea if that's what it's called)? What makes it invisible/unattainable and what unlocks the ability to acquire it? What's the benefit of acquiring the giant ring?
I have other questions, but I guess I'll just leave it at that for now.
Speed is beneficial for maintaining momentum often for the 'upper routes', as in staying as close to the top of the screen throughout the stage. That route most often features the greatest rewards and the quickest path to the goal(sometimes most laden with secrets along the way as well).
The reason you get frustrated with spikes and pits and other brickwall obstacles is that the lower routes usually act as a form of punishment. They are designed to often be a bit slower, force the player to pause and consider ways to reach higher ground again to get back to the loop-de-loops and ramps and coin staches, etc...
The games don't spell it out really, so I understand it can be alarming and confounding for players to think "push right, go fast, WTF not working!!??" but there is skill in trying to balance speed and keep on that chosen route. The satisfaction and thrills are seeped in doing so. Give it a try next play.
Seriously, is this "Sonic is so confusing" thing a meme that I missed or something? I don't recall anyone EVER complaining about Sonic being "confusing" before like, two years ago, when suddenly people started shitting every Sonic thread with it. These games are about as simple and entry-level as video games get.
Chaos Emeralds for the 'real ending' if you care about that.heh, I asked this same question in the Stupid Gaming Questions thread like 2 days ago. My biggest question was, "Should I be collecting the chaos emeralds or is that not necessary to merely beat the game?" I was answered it makes things easier but not a requirement
Right?
People say go fast! But going fast is actively discouraged by the game.
People say go slow! But going slow feels so bad.
It's as if someone threw a bunch of mechanics together that don't make sense in the same game.
Sounds like you've figured out what many of us have known for years... That Sonic games are terrible.
Right?
People say go fast! But going fast is actively discouraged by the game.
People say go slow! But going slow feels so bad.
It's as if someone threw a bunch of mechanics together that don't make sense in the same game.
Yep, much worse gameplay and design than Mario games. But...gotta go fast!
The fuck is this garbage? Jesus the salt is real.Sounds like you've figured out what many of us have known for years... That Sonic games are terrible.
Chaos Emeralds for the 'real ending' if you care about that.
The people taking about sonic is just about speed should record a video of themselves playing through Marble or Labyrinth Zone.
There's some parts where you'll need to slow down. There's some sections when you go fast. It's both until you completely master the stages. Then it's all speed.
Sometimes I rhyme slow, sometimes I rhyme quick.
https://youtu.be/BHGJEdjCoeUPerfect comparison.
Well done.
10/10.
Chaos Emeralds for the 'real ending' if you care about that.
The people taking about sonic is just about speed should record a video of themselves playing through Marble or Labyrinth Zone.