Oh yeah, I have no illusions that the SA action stages were any less 'on rails' than the newer stuff, although I do feel that they were counterbalanced by the adventure field in SA1 and the hunting stages in SA2 (I didn't hate those, honest. The level design kind of sucked most of the time but the way it injected some explorative platforming was appreciated. Like a lot of things in SA series it just needed polish and refinement.) The real problem that makes the new games feel so off is the controls. Yes, they are a problem and it's entirely due to the huge focus they've put on insane speed since Sonic 06. It only feels right when you're going at top speed and shouldn't become such a problem when you suddenly hit a wall or miss a jump and find yourself wrestling with Sonic to line him up again. SA1 and 2 didnt have much actual platforming, but what was there was tolerable and even fun because the jumping height and movement rates were manageable. In a 3D platformer, minute control is everything. It's literally THE most important thing. It's why Mario has been consistently fun in 3D from 64 to Galaxy: they nailed the physics and responsiveness and simply running and jumping around in the world is immensely satisfying. It should be the same with Sonic and where their major focus should have been this whole time.branny said:Beyond the classics, modern games are obviously filled with filler, but I maintain that the Sonic/Shadow stages in SA1/SA2 were either almost completely auto-pilot and overly reliant on stage elements (and homing) or filled with a lot of empty space (that must be navigated with an unwieldy camera) with the only purpose of making your destination unclear (which I guess eventually serves little point after you figured out a critical path for every subsequent run). In any case, I'd say the modern Sonic game stage representation in Generations is pretty faithful. Watching SA1's Speed Highway shows that things are pretty much the same; there's more 2d platforming in Generations, and a few awkward sections (like the tunnel) are either removed or turned into something less fiddly.
As for how Modern Sonic controls, it seems fine to me. Maybe it just takes some getting used to? As with other games in the series, it seems like you'll only really encounter problems when you're screwing up. Or if you're trying to rely on the homing targeting too much, like inthat musical note reflecting challenge with Vector.
I think it's probably the 2d parts with Modern Sonic that are throwing Adventure fans off. Generations is similar to Colors but without all the wisps. There's still enough wiggle room to try lots of different approaches and to execute them to varying degrees of success. If anything I'd complain that the most densely designed stages in Generations (the main story acts) can sometimes be filled with too much or take too long to complete, bloating them a bit.
Phonomezer said:I can't believe people are finishing the game already, is it really that short? wow...
I'm about to drop $89 on it tomorrow, hope it lasts a bit longer!
Box of Bunnies said:I'm sure there's plenty of werehog and compulsory hub quests/medal collection Sega could put back in the game if you prefer. Maybe some emerald hunting, shooting and fishing if that's more your kind of thing.
Box of Bunnies said:I'm sure there's plenty of werehog and compulsory hub quests/medal collection Sega could put back in the game if you prefer. Maybe some emerald hunting, shooting and fishing if that's more your kind of thing.
I can understand where you're coming from. Hopefully you won't continue to wrestle with the controls. It took me a while to get used to Colors, but after it clicked everything seemed to work much better than I expected. Going slow or coming to an abrupt stop with Modern Sonic does shake things up but with enough familiarity and practice it'll happen a lot less. The Adventure games are a little different than this one but maybe there's room for you to like both eventually. =\luka said:snip
Don't get me wrong, I have no problems playing the game. Like I said earlier I finished it in about 4 hours with almost no problems, also finished Colors and World Adventure (Unleashed). I'm as attuned to the ins and outs of the mechanics as you can get.branny said:I can understand where you're coming from. Hopefully you won't continue to wrestle with the controls. It took me a while to get used to Colors, but after it clicked everything seemed to work much better than I expected. Going slow or coming to an abrupt stop with Modern Sonic does shake things up but with enough familiarity and practice it'll happen a lot less. The Adventure games are a little different than this one but maybe there's room for you to like both eventually. =\
Firestorm said:how is one user wrong so often
I feel that way about a lot of indie platformers and LittleBigPlanet. It could just be varying levels of sensitivity to certain quirks that are driving some people away and not really bothering others, I guess.luka said:I'm talking about the intrinsic enjoyment from simply controlling a character in a virtual space that all great platformers nail with weight and response, like mario, nights, and the original Sonic. The new games are just wrong, it feels like there is no friction and you're sliding around just above the ground, and a magnetic field keeps pushing you down when you jump. Things just don't behave the way they should - not based on Sonic's past physics model, but based on good video game design principles.
It sounds like nitpicking but it's really essential, fundamental stuff for any platformer.
Personally I think a lot of indie games and LittleBigPlanet are pretty awful platformers as well.branny said:I feel that way about a lot of indie platformers and LittleBigPlanet. It could just be varying levels of sensitivity to certain quirks that are driving some people away and not really bothering others, I guess.
On a side note, is it fair to say this Sonic game has the best music out of all of them? After unlocking half the songs so far, I had no clue past Sonic games had such great music.
luka said:Don't get me wrong, I have no problems playing the game. Like I said earlier I finished it in about 4 hours with almost no problems, also finished Colors and World Adventure (Unleashed). I'm as attuned to the ins and outs of the mechanics as you can get.
Yeah, you can get around the problems by just...learning the stages in and out so you can just effortlessly rocket through them... which is fun and all but it doesn't change the fact that the controls are fundamentally poor. I'm talking about the intrinsic enjoyment from simply controlling a character in a virtual space that all great platformers nail with weight and response, like mario, nights, and the original Sonic. The new games are just wrong, it feels like there is no friction and you're sliding around just above the ground due to magnetic repulsion, and a the planet's gravity pushing you down when you jump with too much force. Things just don't behave the way they should - not based on Sonic's old physics model, but based on good video game design principles.
It sounds like nitpicking but it's really essential, fundamental stuff for any platformer.
I like how the Red Rings in Sonic Colors tend to do that for each stage. It's like having incentive to get to know every stage intimately. Some platformers do collectibles horribly, but it actually works for stuff like Sonic.Ozone said:The achievement for clearing Chemical Plant Zone Act 2 without going in the water was a pain in the ass, but finally got it. It's these kinds of things to help me explore just how many different paths there are, not just for Classic but also Modern.
Watching sega1991's stream last night all the bosses looked damn simple, and what ever happened to boss fights taking 8 hits to defeat, what's this shitty 4 hit metal sonic battle!? I guess it relates to sonic cd a little too closely which had gimped boss fights.Spanish Wrath said:Finished the game.
Classic Sonic stages were pure love, but modern Sonic... blergh. I rather Sonic Colors than the MS stages on Generations.
Final boss was kind of a joke.
unleashed was too long, for bad reasons.Phonomezer said:I can't believe people are finishing the game already, is it really that short? wow...
I'm about to drop $89 on it tomorrow, hope it lasts a bit longer!
Greektown said:this game kills colours in every single way.
You need 60 or 70 stars if I'm not mistaken.Sega1991 said:It's like Mario 64 if you only had to get 1 star per stage in order to face final Bowser.
qq more said:You need 60 or 70 stars if I'm not mistaken.
I'm happy with the amount of content regardless though.
Ordered the game for $37.49 from Amazon! Can't wait.
qq more said:You need 60 or 70 stars if I'm not mistaken.
Ah, misread you. My bad.Sega1991 said:That was my point, though. Super Mario 64 requires you to get a minimum of 70 stars out of a maximum of 120 - or, 58% of the game's total content has to be finished in order to defeat the final boss.
Sonic Generations asks that you beat 27 stages out of, by my count, 99 total (100 if you count Casino Night's pinball table). That means, bare minimum, you see roughly a quarter of the game's total content if you make a bee-line to the final boss.
The image is hotlinked. What is it suppose to be?.la1n said:*image*
Diablohead said:Watching sega1991's stream last night all the bosses looked damn simple, and what ever happened to boss fights taking 8 hits to defeat, what's this shitty 4 hit metal sonic battle!? I guess it relates to sonic cd a little too closely which had gimped boss fights.
Sega1991 said:Generations is short only if you're doing the main "storyline" bit. They try and stretch it out a little bit with having to collect three "boss keys" per era but even with that, it takes maybe 4 hours to see the credits.
The good news is, if you really want to keep playing Sonic Generations after those credits are over, I'd say more than 75% of the game's content is completely optional.
It's like Mario 64 if you only had to get 1 star per stage in order to face final Bowser.
Sir_Crocodile said:By content are we talking new levels/level routes or just stupid fetch/time quests with additonal obstacles in the way?
gutter_trash said:okay, I don't get it, how do I progress to the next Zone after Sky Sanctuary?
fuck! that wasn't clearSega1991 said:Beat the boss. To beat the boss, you need three boss keys. To get a boss key, just beat one "challenge act" from each level as either Sonic and then find the key (not terribly hard, it's usually some place obvious). Challenge acts are those weird golden arch portal things that are strewn about the hub.
Really? Sonic Adventure 1? I honestly don't see how anyone could feel that way. The game is a broken, buggy mess with so many design problems. I loved it back when it was new, but returning to the game reveals that it simply wasn't very good.I still feel like SA1 and 2 were more enjoyable from a pure gameplay perspective. Controlling Sonic from a standstill is still way too touchy.