Ian flubs the pacing every once in a while, but I'd say he's gotten a fairly solid handle on the characterization. And over 200 issues does change the cast somewhat.
Yeah, four seconds to switch between Sonics isn't really that bad. Comparing it to Sonic 2006 is absolutely ludicrous. I had to record some footage from Sonic 2006 for a Sonic Generations video review I'm putting together for TSSZ.
That's one frame before the loading screen ends and the level initializes. Keep in mind that any given stage in Sonic 2006 has 2-3 loading screens as you switch to different areas, and each one of them is a good 20-25 seconds long.
In comparison, it takes Sonic Generations 10 seconds flat to load Classic Speed Highway, and it's the only loading screen you see until you beat the level (or die, but the loading after you die is often under 5 seconds).
So...can you turn the mod on and off? Also whats taking so long for someone to release a mod for the game that simply fixes the way Classic Sonic's roll works?
I thought the mod just gave you the ability to play as either Sonic in either zone act? I mean fix the fact that Sonic's roll actually makes you decelerate instead of accelerate, like what that other modder did with the 360 demo by adjusting a few values.
I thought the mod just gave you the ability to play as either Sonic in either zone act? I mean fix the fact that Sonic's roll actually makes you decelerate instead of accelerate, like what that other modder did with the 360 demo by adjusting a few values.
I was saying that the mod for Sonic in either zone probably took them a long time to make, so the Sonic rolling fix is probably still in the works, (I actually have no idea if they're working on that).
I was saying that the mod for Sonic in either zone probably took them a long time to make, so the Sonic rolling fix is probably still in the works, (I actually have no idea if they're working on that).
To commemorate two million fans on the official Sonic Facebook page, Sega has posted some original sketches of both Classic and Modern Sonic by their respective designers, Naoto Oshima and Yuji Uekawa. Better than whatever it was that Capcom did for Resident Evil, at least.
Yep, I mean you look at the boxart for games post-Adventure 2 and the whole CG Sonic just makes all the games look like shovelware.
Uekawa needs to be much more involed in the newer games art direction. Even with the negative stigma that modern Sonic carries with fanboys, you still can't deny that Yuji Uekawa's designs are fantastic, and completely embody the 'cool' vibe that Sonic as a franchise has always aimed for.
When did they drop him anyways? Was it in Sonic 06?
Yep, I mean you look at the boxart for games post-Adventure 2 and the whole CG Sonic just makes all the games look like shovelware.
Uekawa needs to be much more involed in the newer games art direction. Even with the negative stigma that modern Sonic carries with fanboys, you still can't deny that Yuji Uekawa's designs are fantastic, and completely embody the 'cool' vibe that Sonic as a franchise has always aimed for.
When did they drop him anyways? Was it in Sonic 06?
Just started playing this on my PC, what the fuck is up with the framerate drop in Chemical Plant? Green Hill and Sky Santuary where between 40-60 staying mostly at 60. Do any of the other zones drop in framerate that bad?
If you're playing on an SD TV, maybe. But ok, the resolution and framerate's a problem for you? If you have a decent PC, get the PC version. 60 FPS, higher resolution than consoles.
Just started playing this on my PC, what the fuck is up with the framerate drop in Chemical Plant? Green Hill and Sky Santuary where between 40-60 staying mostly at 60. Do any of the other zones drop in framerate that bad?
Yep, I mean you look at the boxart for games post-Adventure 2 and the whole CG Sonic just makes all the games look like shovelware.
Uekawa needs to be much more involed in the newer games art direction. Even with the negative stigma that modern Sonic carries with fanboys, you still can't deny that Yuji Uekawa's designs are fantastic, and completely embody the 'cool' vibe that Sonic as a franchise has always aimed for.
When did they drop him anyways? Was it in Sonic 06?
Also, and I know it was a by-the-books kid show, but I always thought the Sonic X rendition of the characters did a good job at making them a nice mix of the cute classic and modern coolness aesthetics.
Cool, I just got to the second group of stages. I wanted to finish the challenges in the beginning first. The challenges feel extremely hit or miss. Some are pretty fun and others are just awful.
Edit: oh my goodness, this comes with a Club Nintendo pin! Since when did third party games in the US have those? I've only seen them in Europe and Japan. :O
Edit: oh my goodness, this comes with a Club Nintendo pin! Since when did third party games in the US have those? I've only seen them in Europe and Japan. :O
Edit: oh my goodness, this comes with a Club Nintendo pin! Since when did third party games in the US have those? I've only seen them in Europe and Japan. :O
Edit: oh my goodness, this comes with a Club Nintendo pin! Since when did third party games in the US have those? I've only seen them in Europe and Japan. :O[/IMG]
Basically! It really shouldn't have been Radical Highway because it was a level for Shadow, not Sonic. The level variety is a little better trope-wise but it's still a Dimps game and, due to prior history, will probably be mediocre.
I thought it was the weakest modern Sonic stage, it's a stage that really loses its luster after the first play through. The opening section with the board is awkward to control, trying to obtain the early red rings can be absolutely maddening.
The following areas consist of big open parks with nothing really noteworthy, it doesn't take too long to reach the final section which is an overly long version of the Colours and Unleashed Robot chases except even less threatening due to the ring surplus and another pain in the ass red ring pops up in this section which is easily missed due to sloppy control even when you know exactly where it is.
The level isn't that bad though it just feels kind of drab.
Hmm... I'm almost finished the game. I just have Tropical Resort, the modern boss and the final boss to finish. I want to take a rest, though. Plus I want to take the time to replay Casino Night and Mushroom Hill because... the levels felt like they were exactly the same as the old ones...
Also, the levels feel sparsely populated. Radical Highway is the worst offender so far. It was boring. Edit: Classic Sonic's version of that level felt like...
a tutorial section to see if you could use his new Homing Attack correctly sometimes... even if there were upper and lower routes.
I wouldn't pay full MSRP for this game, even if replaying the levels for S Ranks and getting missions via streetpass or paying Play Coins for them. It's... quite short. If unlockables and getting missions seem like they're worth it, then by all means go for it.
Oh, let me go into detail about the missions. You can unlock them in three ways:
- You unlock one of them when you finish both acts in a stage
- You can unlock via Streetpass (lol, I've come to the conclusion that no one at my university has a 3DS at all...)
- You can pay 5 Play Coins (the coins you accumulate if you use your 3DS as a pedometer) to unlock them (this is the method I used)
A lot of them are like...
Collect 50 rings in Green Hill Act 1 in 45 seconds!
Grab Time Items and clear Green Hill Act 1 in time!
Defeat 10 enemies in Green Hill Act 1 in 1 minute!
Clear Green Hill Act 2 in 1:30 without defeating enemies. (there is an act 1 equivalent)
If you select one, it'll tell you the clear bonus for the mission (ie: it'll be ??? Sound, ??? Art, ??? Model). But you can also unlock these bonuses without playing the mission if you pay 5 play coins.
3D makes a difference. Even though I don't see 3D well (so I have to turn it up to max), I can see that playing it with 3D on makes some of the environments better. Radical Highway looks better than it does in 2D.
The models in this version are funny to look at in dialogue scenes (oh, for the most part, the dialogue is pretty much the same. In the case of Casino Night, Tails says something like "big lights" or something as opposed to commenting on Chemical Plant's purple water). And Classic Sonic's model constantly goes :O
When Classic Sonic gains the
Homing Attack
, the scene goes like this:
*enemy shows up*
Modern Sonic: I'll handle it! *uses homing attack*
Classic Sonic: :O
:O
:O
:O!!!!!
And then Classic Sonic expresses that he wants to try it (via gestures), and he does it successfully. I wish I could remember the dialogue accurately, but I really want to say that Modern Sonic says something to the effect of "it's hard to believe this is the first time you've ever done this!" which kind of implies that Sonic was born to use Homing Attack to me, lol.
Oh, and the Time Eater appears in a little character portrait when he attacks during dialogue scenes.
That's all I have so far. I need to think about the other stuff before I say anything about it. Modern Sonic... plays like Rush (imo) as you would expect.
Sonic Generations Review: Dimps’ Reliable Quality Skips A Generation
The line between the two heroes blurs when
classic Sonic learns new moves like the homing attack. It’s bad enough that this negates the entire purpose of having two iterations of the same character
, but it’s even more frustrating when you lose track of which Sonic you’re playing and fudge a jump because you thought the boost was available. It eventually feels like you’re playing two redundant versions of the same stage, with the few differences being the occasional speed ramp or rail to grind.
However, the lack of worthwhile new content and sloppy level design makes the whole product feel like a rushed tie-in to the superior console version. There are worse 3DS games, but with so many great DS and downloadable platformers available for the handheld, why waste your time with a half-baked anniversary party?
why do they keep the grinding in the modern sonic gameplay still? what is the point? does anyone not spam boost through the rail sections? take that shit out and you could probably tone down on the trick system which is probably tied with grinding as the stupidest part of the game. its like these two worthless mechanics are playing off each other just to justify each other's purpose in the game.