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Sonic Generations |OT| What Sonic can learn from Sonic

Well since the game itself is apparently sub par i'll ask the next most important question, is the music any good in the 3DS version? i'm hoping for an awesome Emerald Coast remix over here.
 

Dark Schala

Eloquent Princess
This is a joke.....................right?
classic sonic having the homing attack
No. Check the spoiler tags in my early impressions.
This is part of the story and it takes effect in all main storyline levels after you gain it. You cannot unequip it like you could in Sonic Generations HD. They make kind of a big deal about Classic Sonic getting it in the 3DS version since it has its own dialogue scene...

To be fair,
Classic Sonic was also able to equip the Homing Attack once you found all Red Rings in Planet Wisp. You had the option to equip it if you wanted to. It wasn't forced upon the player. TBH, I kinda liked it.
 

TheOGB

Banned
I don't know how many of you follow the Sonic Archie comics, but this just happened.

SCHLUURPY EYES
:lol I... what... yes.

http://www.youtube.com/watch?v=mzt-DOBTBck

Ahahaha, you guys look out, Knuckles might beat you to the finish line!
"Later!" xD I died

The 3DS game is very short. I say 2 hours max. The funniest thing is classic Sonic plays the closest to the Genesis games than anything yet.
Well it's not too hard when his levels are copypastes :I

Christmas has come early.

The Classic Sonic mod is out!

Video
Friggin saved
 

Dark Schala

Eloquent Princess
Well since the game itself is apparently sub par i'll ask the next most important question, is the music any good in the 3DS version? i'm hoping for an awesome Emerald Coast remix over here.
Yeah, the music isn't bad. Some of it is recycled from the HD version.

Oh! The Hub music is the same as the music in the options screen in Sonic Generations HD. No arrangement changes to that music, and there is no dedicated hub remix of the levels if you select them on the hub screen.

I need to listen to it a little more, but Emerald Coast Classic (Blue Azure World) has more electric guitar parts in it, it seems, than transitioning into... was that a sitar-sounding instrument in the original? Emerald Coast Modern (Windy and Ripply) has a lot of shredding in it as well.
 
Yeah, the music isn't bad. Some of it is recycled from the HD version.

Oh! The Hub music is the same as the music in the options screen in Sonic Generations HD. No arrangement changes to that music, and there is no dedicated hub remix of the levels if you select them on the hub screen.

I need to listen to it a little more, but Emerald Coast Classic (Blue Azure World) has more electric guitar parts in it, it seems, than transitioning into... was that a sitar-sounding instrument in the original? Emerald Coast Modern (Windy and Ripply) has a lot of shredding in it as well.

As long as Blue Azure world is there it's good to me, shame that the hub doesn't get the music treatment of the HD version, I loved the small renditions of City Escape and Rooftop Run in particular.
 

Dark Schala

Eloquent Princess
The special stages are... not as great as I had hoped they would be. I was hoping they'd be different.

Basically you chase after the Emerald, and you collect orbs (of any colour; shiny red ones give you some extra speed for a little bit) which fill your boost bar while avoiding bombs which slow you down. You have to complete the stage in 1:30.

I dunno... I guess the rival battles and boss battles seem like a better way of giving you Chaos Emeralds. But at the same time, I'm kind of happy that they seem optional so far (Not sure if the Chaos Emeralds have the same role they did in Sonic Generations HD). *shrug* I need to think about it a little bit.
 
The bonus stages of the 3DS game seemed to take after the horrible Sonic Heroes bonus stages, can't say I was expecting good things with that approach.

Oh and the soundtrack is decent enough but there certainly seems to be an extra emphasis on wailing guitars in most remixes, a bit of variety wouldn't have gone amiss.
 
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.

I think what you're forgetting is that grinding as a mechanic has found its way in to other games since it's introduction in to the platformer space in Sonic Adventure 2 (or, if you want to be weird about it, Jet Set Radio could probably be considered a "platformer"). This isn't just some crappy mechanic that keeps turning up in Sonic and nowhere else; it has its uses.

  • Players are constantly moving forward: Whether the player likes it or not, they can't stop moving, because slowing down usually makes them fall off the rail or the game itself simply prevents it. Think of it like a forced scrolling section in Super Mario Bros. 3.
  • Players are usually locked to a single plane of movement. It turns a 3D game in to what basically amounts to a 2D game. In Ratchet & Clank, grind rails are used to emphasize jumping challenges because the player usually doesn't have to worry about the more complex elements of 3D movement - just timing.
  • They represent a small, compact way to traverse the environment. Platforms, especially in 3D, can take up a lot of space. Rails typically do not, especially given how player characters often tend to snap to them. It makes going rooftop to rooftop in Infamous a lot faster and easier.

It's one of those things that only really works in 3D, though. Once you start having rails in a 2D game, then you have to start wondering why they exist because at that point they're just regular platforms.

Tricks... I don't see why some people are so down on tricks. Don't like them? Don't do them. Outside of having less boost to work with, the game doesn't really punish you for failing to trick during jumps. For the rest of us, well, it's something to do during huge jumps, and it becomes sort of a game in itself of how far you want to try and push your luck before you run out of time and can't do a finisher.

I do wish there was a bit more depth to them, though. Sonic Rush was interesting because you could actually do a LOT of tricks if you wanted to (there were certain tricks that let you cancel out of finishers and keep going), but tricking could very easily waste time. If you were trying to get a good time trial ranking, it was about doing the minimum amount of tricks to have enough boost to get to the end.

I was hoping maybe there was some secret technique to doing more tricks faster, but that doesn't appear to be the case.
 

ShadiWulf

Member
The bonus stages of the 3DS game seemed to take after the horrible Sonic Heroes bonus stages, can't say I was expecting good things with that approach.

Oh and the soundtrack is decent enough but there certainly seems to be an extra emphasis on wailing guitars in most remixes, a bit of variety wouldn't have gone amiss.

Jun Senoue's guitar is the best! <3

http://www.youtube.com/watch?v=kb8wxZsYcno

I'm still surprised that wasn't snuck into the Digital version of Sonic CD.
 

Dark Schala

Eloquent Princess
From Famitsu:

Sonic Generations (PS3/Xbox 360, Sega): 8 / 9 / 9 / 9 - (35/40)
Sonic Generations (3DS, Sega): 8 / 8 / 8 / 8 - (32/40)

...I certainly wouldn't rate Sonic Generations 3DS that highly as of right now (prior to beating the game)...
 

0 HP

Member
I think what you're forgetting is that grinding as a mechanic has found its way in to other games since it's introduction in to the platformer space in Sonic Adventure 2 (or, if you want to be weird about it, Jet Set Radio could probably be considered a "platformer"). This isn't just some crappy mechanic that keeps turning up in Sonic and nowhere else; it has its uses.

  • Players are constantly moving forward: Whether the player likes it or not, they can't stop moving, because slowing down usually makes them fall off the rail or the game itself simply prevents it. Think of it like a forced scrolling section in Super Mario Bros. 3.
  • Players are usually locked to a single plane of movement. It turns a 3D game in to what basically amounts to a 2D game. In Ratchet & Clank, grind rails are used to emphasize jumping challenges because the player usually doesn't have to worry about the more complex elements of 3D movement - just timing.
  • They represent a small, compact way to traverse the environment. Platforms, especially in 3D, can take up a lot of space. Rails typically do not, especially given how player characters often tend to snap to them. It makes going rooftop to rooftop in Infamous a lot faster and easier.

It's one of those things that only really works in 3D, though. Once you start having rails in a 2D game, then you have to start wondering why they exist because at that point they're just regular platforms.

Tricks... I don't see why some people are so down on tricks. Don't like them? Don't do them. Outside of having less boost to work with, the game doesn't really punish you for failing to trick during jumps. For the rest of us, well, it's something to do during huge jumps, and it becomes sort of a game in itself of how far you want to try and push your luck before you run out of time and can't do a finisher.

I do wish there was a bit more depth to them, though. Sonic Rush was interesting because you could actually do a LOT of tricks if you wanted to (there were certain tricks that let you cancel out of finishers and keep going), but tricking could very easily waste time. If you were trying to get a good time trial ranking, it was about doing the minimum amount of tricks to have enough boost to get to the end.

I was hoping maybe there was some secret technique to doing more tricks faster, but that doesn't appear to be the case.
I've heard about how they started doing it in ratchet & clank, but i have tried it yet. i see what you mean about rails being a shortcut through 3D parts (the beginning of speed highway act 2 off the top of my head)...but a lot of the time you're forced into it and it just feels unnecessary or there's no point. (chemical plant 2 and egg dragoon might be a good examples). for something so simple/bare-bones, it really shows up a lot too. why not just replace it with actual things that you can interact with in the levels for on-rails segments, at least then you can have some variations on it. jet grind radio did it first, did it better, and it made more sense in that game. for sonic games, it just feels shoehorned in.

the trick system is kind of whatever. like grinding (imo) it looks kind of stupid and doesn't really serve much of a purpose. there's absolutely no depth afaik, i usually just hold forward and then hit the shoulder buttons at the very last minute. same thing every time, no skill or technique to it. it gives you a lot of free boost, but then again, boost isn't exactly the greatest mechanic either. you use it on straightaways and rails...and to break the game in time attacks. if they tried to move away from race track levels for 3D sonic, i would think they would have to get rid of boost as well. it worked well in the rush games, but i don't want every sonic game to play like the DS games.
 

Throavium

Member
I've heard about how they started doing it in ratchet & clank, but i have tried it yet. i see what you mean about rails being a shortcut through 3D parts (the beginning of speed highway act 2 off the top of my head)...but a lot of the time you're forced into it and it just feels unnecessary or there's no point. (chemical plant 2 and egg dragoon might be a good examples). for something so simple/bare-bones, it really shows up a lot too. why not just replace it with actual things that you can interact with in the levels for on-rails segments, at least then you can have some variations on it. jet grind radio did it first, did it better, and it made more sense in that game. for sonic games, it just feels shoehorned in.

the trick system is kind of whatever. like grinding (imo) it looks kind of stupid and doesn't really serve much of a purpose. there's absolutely no depth afaik, i usually just hold forward and then hit the shoulder buttons at the very last minute. same thing every time, no skill or technique to it. it gives you a lot of free boost, but then again, boost isn't exactly the greatest mechanic either. you use it on straightaways and rails...and to break the game in time attacks. if they tried to move away from race track levels for 3D sonic, i would think they would have to get rid of boost as well. it worked well in the rush games, but i don't want every sonic game to play like the DS games.
I don't get it, the rails don't really serve a purpose, however they don't hurt anything either.
 

Anth0ny

Member

fuck-gif-gif
 

0 HP

Member
I don't get it, the rails don't really serve a purpose, however they don't hurt anything either.

exactly. it doesn't serve a purpose, yet its in almost all the games. i just think it's an interesting point to debate, i doubt they'll stop using it any time soon.

not to be an asshole, but its kind of funny how the OT for this game has just turned into a sonic community thread. there's probably 10 posts about the music and comics books per one post about the actual game haha :|
 

Dark Schala

Eloquent Princess
Finished Tropical Resort... not sure how I feel about the Modern Sonic remix. It's more guitar-driven than I'd like. Classic Sonic uses the Red Burst Wisp (which was in Colours DS) and Modern Sonic uses Laser. The inclusion of both Tropical Resort and Casino Night feels kind of redundant to me just based on overall design...

I got kind of @_@ when the Time Eater came and attacked Classic Tails or something and then
Modern Sonic saved him and Classic Sonic was like "?!" and then Modern Sonic's like, "Oh, that's called a Boost! Don't worry, you'll be able to use it soon!" I honestly thought they were going to give Classic Sonic boost. :lol

Now to race Silver.
 
Finished Tropical Resort... not sure how I feel about the Modern Sonic remix. It's more guitar-driven than I'd like. Classic Sonic uses the Red Burst Wisp (which was in Colours DS) and Modern Sonic uses Laser. The inclusion of both Tropical Resort and Casino Night feels kind of redundant to me just based on overall design...

I got kind of @_@ when the Time Eater came and attacked Classic Tails or something and then
Modern Sonic saved him and Classic Sonic was like "?!" and then Modern Sonic's like, "Oh, that's called a Boost! Don't worry, you'll be able to use it soon!" I honestly thought they were going to give Classic Sonic boost. :lol

Now to race Silver.

It sounds really messed up that
Sonic basically teaches himself how to do these moves.
 

Combichristoffersen

Combovers don't work when there is no hair
At least he won't be fat anymore.

His physical health got better, while his mental health went completely down the shitter. His douchebaggery post-S3&K is just a way of creating barriers so as to not let his shitty friends realize what a miserable mental state he is in. Sega should make a Sonic game with a deep, gripping storyline about Sonic travelling through his own psyche to find out where it all went wrong, and save his sanity. Like a sort of American McGee's Alice, but with Sonic characters. Big the Cat would be the obvious replacement for the Cheshire Cat. Final boss is Iizuka.
 

OMG Aero

Member
It sounds really messed up that
Sonic basically teaches himself how to do these moves.
From the cutscenes in the console version, I also like to think that Eggman gave his past self the idea of using that name or Classic Sonic heard Modern Sonic calling Robotnik Eggman and thinks it's a pretty good insult to use in SA1.

Paradoxes are the best.
 
Sega: "See? Even old Sonic likes the new version better! Why don't you!?"

Well, it's like, I think I like Modern Sonic more than Classic in Sonic Generations. I don't have a problem with boosting or the homing attack or any of that stuff when used in the appropriate context.

But between this and Sonic 4, Sega has done nothing but handle the concept of "Classic Sonic" in the most hamhanded, almost vaguely antagonistic way... it's really offputting.

Like a desperate man gesticulating wildly, shouting "See! SEE?!?! MODERN SONIC IS WAY COOLER THAN DUMB OLD CLASSIC SONIC WHO CAN'T EVEN BOOST"
 

Dark Schala

Eloquent Princess
Sega: "See? Even old Sonic likes the new version better! Why don't you!?"
This is honestly the impression I'm getting from the 3DS version. It didn't seem completely hammered into the player in the HD version in comparison, but the 3DS version is essentially,
"Look at how useful Modern Sonic is! Look at all the cool stuff he can do! Classic Sonic loves his moves (because in every cutscene he's like :O "!!! ?! !!!!!") and wants to learn them himself! Time paradox!"
 

qq more

Member
Sega: "See? Even old Sonic likes the new version better! Why don't you!?"

Well, it's like, I think I like Modern Sonic more than Classic in Sonic Generations. I don't have a problem with boosting or the homing attack or any of that stuff when used in the appropriate context.

But between this and Sonic 4, Sega has done nothing but handle the concept of "Classic Sonic" in the most hamhanded, almost vaguely antagonistic way... it's really offputting.

Like a desperate man gesticulating wildly, shouting "See! SEE?!?! MODERN SONIC IS WAY COOLER THAN DUMB OLD CLASSIC SONIC WHO CAN'T EVEN BOOST"

This is honestly the impression I'm getting from the 3DS version. It didn't seem completely hammered into the player in the HD version in comparison, but the 3DS version is essentially,
"Look at how useful Modern Sonic is! Look at all the cool stuff he can do! Classic Sonic loves his moves (because in every cutscene he's like :O "!!! ?! !!!!!", and wants to learn them himself! Time paradox!"

I think we all can safely assume Sega will NEVER give us a proper classic styled Sonic game. At least in our lifetime. :( Generations is the closest we will ever get now.
 
This is honestly the impression I'm getting from the 3DS version. It didn't seem completely hammered into the player in the HD version in comparison, but the 3DS version is essentially,
"Look at how useful Modern Sonic is! Look at all the cool stuff he can do! Classic Sonic loves his moves (because in every cutscene he's like :O "!!! ?! !!!!!", and wants to learn them himself! Time paradox!"

It's true, though, to a certain degree. But that's mainly because they deliberately hosed things like shields, attaching them to specific missions and making them a (super overpriced!) skill equip. If they were just item monitors you could find in any level, that would go a lot farther in expanding Classic Sonic's repertoire.

Instead they get put in to the same category as things like "INFINITE BOOST" and "INSTA-STOP SUPER BRAKES".
 

Rlan

Member
It's true, though, to a certain degree. But that's mainly because they deliberately hosed things like shields, attaching them to specific missions and making them a (super overpriced!) skill equip. If they were just item monitors you could find in any level, that would go a lot farther in expanding Classic Sonic's repertoire.

Instead they get put in to the same category as things like "INFINITE BOOST" and "INSTA-STOP SUPER BRAKES".

Ultimately Modern Sonic is the equivalent of all three shield without the shields -- Fire (boost), Electricity (double jump in Colors at least ) and Water (that slam-down-to-the-ground move)
 
Ultimately Modern Sonic is the equivalent of all three shield without the shields -- Fire (boost), Electricity (double jump in Colors at least ) and Water (that slam-down-to-the-ground move)

Absolutely, but the way those abilities are enabled is different enough. Instead you get "oops I got hit once, I'll never have another electric shield for the entire duration of this level unless I deliberately kill myself."
 

Dark Schala

Eloquent Princess
It's true, though, to a certain degree. But that's mainly because they deliberately hosed things like shields, attaching them to specific missions and making them a (super overpriced!) skill equip. If they were just item monitors you could find in any level, that would go a lot farther in expanding Classic Sonic's repertoire.

Instead they get put in to the same category as things like "INFINITE BOOST" and "INSTA-STOP SUPER BRAKES".
...which is really unfortunate. I liked Modern Sonic's playstyle a lot, but when Classic Sonic's abilities are enhanced with the various shields, there would be little need for homing attacks and boost. Limiting the shield skills to one-time-only uses per act just feels like they wanted to limit Classic Sonic's potential.

I just wish they had treated both Sonics' playstyles equally, and showed that both styles had redeeming qualities.

Oh, two new reviews:

GamingXP (German Site) - 84

Sonic's debut on Nintendo's 3DS is a real success. The combination of the two different hedgehogs in the colorful 2D and 3D environments is pretty cool. The game is a little too easy, but there's tons of Sonic flair and enough content to truly satisfy the player.

Reading through the review text, I feel like I'm playing a different game... one of the headers is "Alles andere als eintönig!" (Anything but boring!).

Bioware Employee - 2/10 (this is from Metacritic, and how blunt and harsh it was made me chuckle; the same reviewer gave Modern Warfare 3 a 3.2 and Dragon Age 2 a 10.)

I was really looking forward to this game, especially after we were shown signs of improvement after Sonic Team started babysitting DIMPS (originally, it was going to play identically to Sonic The Hedgehog 4! Poor physics, Sonic uncurling from ramps, and all!). But the game has truly proven that DIMPS is no longer a competent developer.

The only decent level designs in the entire game are the first three classic era ones, only because they're all carbon copies of the original levels! Every original level design is riddled with boring, flat terrain for one half and then poorly designed, pit-riddled portions for the other. It's as if DIMPS simply took levels from Sonic Rush Adventure and gave them a (rather ugly) 3D update.

The graphics are very low quality for a 3DS game, with pop-in and pop-out mere millimeters off the screen (which becomes obvious during modern Sonic's portions where the camera turns on a pointless 45 degree angle. Terrain, hazards, and enemies alike will appear on screen seconds before you crash into them because they don't even pop into existence until Sonic is too close to properly react!).

Modern Sonic plays like a sluggish version of the Sonic Rush games, while classic Sonic plays more like Sonic The Hedgehog 4, homing attack and all.

A horrendous game which everyone should avoid, regardless of how starved they are for Nintendo 3DS games at the moment. Better games will come in due time, just be patient and avoid this one completely. It's not even worth a rental, let alone a purchase. The sooner people stop buying DIMPS' poorly designed, half arsed games, the sooner we'll get a more competent team making better Sonic games for our handhelds.
I think the game is worth more than a 2/10 if I had to rate it, btw.
 

Dark Schala

Eloquent Princess
So is the 3DS version fun if you: Liked Sonic Rush 1 and Sonic Advance 1?
I might need some time to think about that one. I'm not really liking what I played, but there are a few things that I liked too. Overall, the game isn't too bad, but it isn't great either. Perhaps if Dimps had more time, it would have been a better product as it's clearly lacking in design. Anyone know off-hand how long Dimps had to develop this game?

Right now, I want to say that I liked Rush and Advance 1 more than this since a lot of Generations 3DS felt ho-hum in comparison to both of those games (ie: I had to take breaks a few times because I could not bring myself to play this one sitting despite being 2-3 hours long). I just finished up Time Eater. *sigh*

That Time Eater battle is better than the HD version by far, and there a part where he
casts a time spell where he throws clocks at you and you have to dodge the minute/hour hands
and it looks kinda cool in 3D. But there are a few parts of it that I found absolutely loathsome. Also, you cannot customize music for this. You can unlock extra music, but you can listen to it in the Collection option. Tails is the only friend here, so don't worry if you don't like the other friends. I found that a little odd based on Colours DS having an abundance of friends.

Like in the console versions, all Chaos Emeralds are required. Also... No
Super Sonic
in main levels other than Time Eater. The Rival Races are boring, imo (sometimes it felt like I was playing a watered-down Sonic Rivals).

I need to sleep on this to see if I like it or not (because I want to be fair to it). I haven't tried all the missions I've unlocked yet either. Edit: I want to say I like what they did with Classic Sonic, though, in terms of movement and control... but some of it feels right, and then other times it feels... kind of weird. Modern Sonic plays like Rush, but the level design is very lacking.
 

RobbieNick

Junior Member
Just got home from work. Bought the 3DS game before work and played it during breaks and lunch. Only got up to Radical Highway. Here are my first impressions.

THE GOOD

S ranks actually are hard to get and count for something again.

Rolling works! You roll down a sloped hill and he doesn't stop rolling and even goes faster in some cases!

Classic Sonic feels more like his classic self than the HD versions.....until...(We'll mention later). This give me hope for Sonic 4-2.

Classic Sonic is as big if not bigger than the badniks this time. Much more to scale of the classic games.

The game starts out really good. Mainly because they are just stealing the Genesis levels in design.

The special stages are difficult in the later stages, but great! Much improved over the original Sonic Heores version. Only problem is it's hard to see the spikes just before they hit you. But such was the case in Sonic 2 as well.

The 3-D is fantastic! Deep background make the middle ground pop out which makes the foreground pop out. Much better 3-D than Shinobi.

The Bosses. Big Arms and Biolizard are pretty awesome with great music.

100 missions! Each give a special unlockable. Can't beat a mission? Buy the unlockable with your Streepass coins!

Online Multiplayer

THE GOOD OR BAD DEPENDING ON WHERE YOU STAND AS A FAN

This time Sonic arrives too early at the party and none of his friends outside of Tails who's setting up has arrived. so no Chaotix, Rouge, Blaze, Amy or Knuckles. Sadly, Shadow and Silver are still around as Rivals.

THE BAD

Now we get to the Dreamcast era and the game takes a huge downward spiral. Modern Sonic Teaches Classic the homing attack and you cannot choose not to use it. You are stuck with it for good. WHHHHYYYYY?!! Look, it's not that I hate the 2-D homing attack, it's just that it takes away what makes classic Sonic classic. I'm totally cool with it being a option, but not something permanent you can't get rid of.

Now that the game has to have a more original level design, the levels take a nose dive in quality. WTF?! This is not my DIMPS! Even Sonic 4 with it's odd physics had good level design. The Dreamcast Era gets the basics of Sonic level design down, but uses it in a bland way. It's just a few notches above Sonic Rivals in terms of game design.

Well, time to play through the rest. I hope it picks up cuz the Dreamcast era sucked.
 

Dark Schala

Eloquent Princess
Well, time to play through the rest. I hope it picks up cuz the Dreamcast era sucked.
I really disliked the Dreamcast Era. It's like Dimps said, "Oh crap, we don't have levels to crib off of anymore, so... uh... give Classic Sonic
Homing Attack
and we'll design levels for that!"

Tropical Resort was probably my favourite out of the later games' though...
 
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