Hot Coldman
Banned
If it walks like a duck...
then YOU'RE THE FAKE DUCK AROUND HERE
If it walks like a duck...
Black Knight's plot was pretty stupid, wasn't it? I'll admit I didn't play it, so I dunno.
@Sciz- I'll be reading the latest Sonic issue within the next few days, but I wish you wrote what your reason for liking it was at least XD.
Ahahaha, yeah, I guess Iizuka would want to have his own way.ShadiWulf said:Hashimoto said in an interview that Sonic World Adventure was originally going to be called Sonic Adventure 3. Then they decided against it due to various reasons. So that kills any speculation that Sonic 06 is Sonic Adventure 3. A game isn't Sonic Adventure 3 unless it's led by Iizuka-san.
You'd be surprised. It's kind of cartoony, but in terms of overall themes and character motivations, it's the only entry in the series that attempts to have a significant degree of gravitas across the board and succeeds. Probably because the plot complexity sits somewhere between S3&K's minimalism and SA1's straightforward (albeit multi-POV) storytelling.
And the final cutscene is brilliant.
Just sit down and give it a watch on Youtube.
Look like I'm not going to Summer of Sonic tomorrow because I can only spend two hours there between 1-4 which means all my interview opportunities are going to be missed. Trying to sort some kind of deal out, though.
What's the deal with SoS, any way? They hire a venue that only holds a few hundred so they sell out in seconds. Seems silly turning people away.
I thought it was known (or inferred) that many people at Sega/Sonic Team would have liked to do something other than Sonic at many points in time, Iizuka being one of them. Isn't that kindasorta how we got Shadow?Now, though, I just think Iizuka needs to get away from Sonic, because his style of overloading players with detail-ridden stories and the occasional plot-hole only worked in Sonic Adventure 1. He neglects other important parts of the game's design and overall execution to focus on things that Sonic games usually don't benefit from. Not a good idea, sparky.
I thoroughly enjoyed this post.To be honest, I actually think Black Knight has the best writing of any 3D Sonic game. I think it's morseo the concept of the game (HURRDUURSONICWITHASWORD) than the actual story of the game. The thing I like about Black Knight's story is the fact the SEGA actually did their research on the mythos of King Arthur and paid respect to it, not to mention that Black Knight is one of the only 3D games that I think not only captures the essence of Sonic's character perfectly, but also adds some depths to it, unlike in Colours where his cockiness felt completely one-sided and he wouldn't shut the hell up. It also helps that he was given someone to talk to in the form of Caliburn, who was actually a well-written character, unlike in Colors where he's talkin to inanimate objects like an idiot.
Yeah, Unleashed was essentially a modernization of Sonic Adventure's plot; It was a simple Monster-of-the-week plot, but unlike Adventure, instead of focusing on the different stories of different characters, some of which have weren't really necessary (Big, Amy, and, to a lesser extent, Gamma), it focused solely on Sonic and Chip, not to mention actually giving Eggman some actual screentime, and making him a decent comedic vilain, which is practically the only strength that Colours had in terms of writing.
It was simple and straightforward, but everything that was there was there for a purpose; With Colours, it felt like it was being simple just for simplicity's sake. I liked that Chip got a meaningful albeit rather small and packed-in arc that contributed to the plot, unlike in Colours, where Yacker dissapears halfway through the game and they never explain where the hell he went, and that Chi[ serves his purpose and is a one-time only character.
Unleashed also had much better humor than Colours, which mostly derived from subtle quips, badly-placed cartoonish sound effects and blink-and-you'll-miss-it onscreen moments, whereas with Colours I felt they tried waaaay too hard to be like the cartoons and it was just painful to watch. I also wasn't a big fan of what they did toErgoOrbot in Colours: he's far more sarcastic and snarky in Unleashed when it was just him and Eggman, whereas with Colours they introduced Cubot and tried to bring the whole Scratch and Grounder thing into play, and I was never a fan of those two to begin with.
Another thing that I though Unleashed did really well at that Sonic 2006 failed at doing was have a well-developed world ala the unique NPCs, which also had there own arcs and stuff, such as one of the tribe girls from Mazuri going to Spagonia trying to find her true love (I think the first Adventure had something like this, but I don't remember), going and getting souvenirs for Professor Pickle (BRING HIM BACK DAMMIT, along with the ghosts from Night of the Werehog), or helping that chick from Empire City become. The only real downside to Unleashed was that Sonic himself can be seen as a little bland and out-of-character, but I always thought that that was becuase he was mostly interested in helpin Chip find his memories and being a good friend and stuff.
It's not about having a great plot, but it's abou having a competent one, at least in terms of Sonic, and by far, Unleashed's story and world have the most personality of all the 3D games, and that's what I like about it.
Unleashed was such a damn fun experience. Probably the first time I invested myself in a Sonic game since SA2.Dammit, guys, I just finished two versions of Unleashed this year.
You're making me want to pick one of them up again. I love the music and presentation in that game so gosh darn much, as I've written in the first few pages of this thread, actually. Even if Unleashed has a ton of flaws, it doesn't stop me from liking it a lot and having a lot of fun with it.
I've seen a few mention that Unleashed's daytime gameplay takes more skill than Colours and Generations? I'm not sure. Perhaps that might be the case considering how much time I had to put into doing Eggmanland with as little flaws as possible.
I've seen a few mention that Unleashed's daytime gameplay takes more skill than Colours and Generations? I'm not sure. Perhaps that might be the case considering how much time I had to put into doing Eggmanland with as little flaws as possible.
We talked about this a while ago, and I'm still at a loss as to what exactly an open world Sonic environment is supposed to look or play like. It's the complete antithesis of the straightforward arcade gameplay the series is still built around twenty years later.
I guess we differ in what we want in a 3D Sonic. The Boost for me added a great sense of thrill and spectacle early on with Unleashed. However, once you realize how many deaths you've suffered from the lack of perfect memorization, lack of control, and overall unforgiving level design, the frustration really sets in, at least for me.Boosting is just a more convenient, direct spindash. It's not 1:1, but they accomplish a lot of the same game design ideas.
Honestly, after Sonic Unleashed's daytime levels, I would be fine if they turned the Sonic franchise in to a more time-trial centric racing game. For as fun as they are, Sonic Colors and to a lesser extent Sonic Generations are missing something that Sonic Unleashed got right, and I think it might be the bits where they slow you down and have you do platforming. There's not enough
"I'm going too fast oh shit oh fuck oh shit oh fuck OH SHIT OH FUCK WAIT I MADE IT"
Those moments are fueled by relying on the boost as a primary mechanic, and as somebody who championed the way the Genesis games did things for the longest time, I think I'd prefer it if they kept going down the path set by Sonic Unleashed.
I need more white knuckle cold sweat gameplay.
I guess we differ in what we want in a 3D Sonic. The Boost for me added a great sense of thrill and spectacle early on with Unleashed. However, once you realize how many deaths you've suffered from the lack of perfect memorization, lack of control, and overall unforgiving level design, the frustration really sets in, at least for me.
It's certainly jaw-dropping to watch someone blaze through an Unleashed stage without breaking a sweat, probably some of the most impressive show of skill I've seen this gen. But aspiring to that is not for me. I wanna play the game and have fun, explore, and yeah refine my run through the stage to an extent. The Unleashed/Colors/Generations trio of this style have been impressive and polished, but not the direction or appropriate transition of a real 3D Sonic.
I'm actually really looking forward to see what new gameplay style Sonic Team is cooking up for next gen Sonic, since I for one am ready for something new.
snip
Iizuka was asked about the Chao Gardens in future Sonic games, and the audience pretty much cheered for it to happen. He said he liked that people like it. Maybe that's a sign?
He was also asked about other characters in Sonic games, and he said that he liked Tails and Knuckles, but most of the fans wanted more action based around Sonic himself lately. So for now, he's focusing on Sonic.
For other characters there are Sega Racing Transformed and Mario & Sonic to let you have a chance at playing with them..
*EDIT*
He also confirmed Super Tails wasn't in Episode 2 because it was for Sonic 3 only. No more Super Tails.
It's a weird one (which is lampshaded by the end of it), but it's all the more memorable for it.Great rundown mate, might check out that story from the classi Sonic comics too.
They're straightforward in the sense that there is a starting point, an ending point, some finite number of carefully constructed routes between them, and your one and only goal is to reach the end. Open worlds approximate that with mission-based gameplay, but it's still not the same experience (until you've run over the terrain multiple times throughout the game, at which point it gets to be a samey experience).Also, the arcade games were not straightforward at all. There were always multiple paths depending on your skill level, with the addition of depth added by the the lock-on tech.
I keep championing Modern Seaside Hill as the best level in Generations specifically because it branches like crazy in 3D. It's something they've finally figured out how to do, and will presumably keep doing going forward. It and Sky Sanctuary are pretty light on boost usage, to boot.Yes, modern Sonic has multiple paths too, but it's only used most in the 2D sections, which at the end of the day still isn't technically a 3D environment.
Yeah, that level got posted last time we had this argument too. It's an interesting concept, but it's also virtually devoid of both hazard and potential hazard. There's no failure state, which in turn makes the progression from start to goal pretty dull. I also don't think the concept translates well to environments that aren't naturally rolling green hills.Edit: THIS is what I'm talking about. Janky animation and sparseness aside, this is really impressive to me. I feel like this is the direction 3D Sonic should take. It feels like a playground waiting for you to discover hidden paths, items, shortcuts and just fucking around. Even boost is acceptable here. I can only imagine what they could do with an actual budget with this kind of direction.
"SONIC HEROES DIDN'T HAPPEN. EVERYONE FORGET ABOUT IT." (Although you could make some argument that it was more like going... assist super than directly super. But still, that's dumb.)
And if you want to get really picky, I don't think Tails could go Super without the Hyper Emeralds, so it was more of a Sonic & Knuckles thing...
no no no no god no never againHe was asked if there was a level he wished would of made it into Generations, and he said Rail Canyon from Sonic Heroes. For those who don't remember.. this level: http://www.youtube.com/watch?v=JwJ5VN1I1Dk i hate that level
He can't be real.when asked about the negative games, he said its because he was in america and wasnt in charge, and they were developed in Japan, and that's why they sucked. Said he came back in charge in 2010, said that those people had different visions, but now hes back in control to make good Sonic games, matches up with what he said in a older interview about how hes in control.
I was also thinking of Modern Seaside hill as the best representation of a branching 3D stage. I was actually pleasantly surprised with how open it got at times (despite those moments being shortlived). The problem with how this is set up however is that Sonic's current control scheme isn't suited for this kind of gameplay. Despite three attempts, controlling this Sonic in an open space remains rather clumsy and slippery. Something about his acceleration and turning radius leaves a lot to be desired. I much preferred his movement in SA. Not that it wasn't without its faults either, but controlled better for sure.I keep championing Modern Seaside Hill as the best level in Generations specifically because it branches like crazy in 3D. It's something they've finally figured out how to do, and will presumably keep doing going forward. It and Sky Sanctuary are pretty light on boost usage, to boot.
I agree it's far from something entertaining, (after all it's just a fan game) but its direction is something a lot more exciting and appropriate to me for the Sonic franchise in 3D. I imagine an attempt by Sonic Team today (who are simply way less incompetent than they were before) with actual budget would fix the issues of sparseness and lack of challenge.Yeah, that level got posted last time we had this argument too. It's an interesting concept, but it's also virtually devoid of both hazard and potential hazard. There's no failure state, which in turn makes the progression from start to goal pretty dull. I also don't think the concept translates well to environments that aren't naturally rolling green hills.
If the guy behind it would put some serious effort into figuring out how to make badniks and traps halfway threatening in 3D (which Sega still hasn't figured out), I'd be more convinced.
He was asked if there was a level he wished would of made it into Generations, and he said Rail Canyon from Sonic Heroes. For those who don't remember.. this level: http://www.youtube.com/watch?v=JwJ5VN1I1Dk i hate that level
Or getting even pickier, it was a Sonic 3 & Knuckles thing.
when asked about the negative games, he said its because he was in america and wasnt in charge, and they were developed in Japan, and that's why they sucked. Said he came back in charge in 2010, said that those people had different visions, but now hes back in control to make good Sonic games, matches up with what he said in a older interview about how hes in control.
Jeez, how much more unmemorable of a stage could you pick?
Welllllll, I think you were able to technically play as Tails with Sonic & Knuckles only, using a Game Genie. Most of his art was missing because that was borrowed from the Sonic 3 cart, but I think you were still able to use him.
Although now that I think about it, I wonder if he could go Super, under those conditions, in Sonic & Knuckles alone. Somebody experienced with hacking the games might be able to answer that.
It's amazing how long he "wasn't in charge," when he was billed as the head of Sonic Team quite clearly at that point. I guess he wasn't... doing anything?
He was head of Sonic Team USA, up to 2008 or so, their last game released was Journey of Dreams. He had nothing to do with the games made in Japan. Then he was like on a quiet period for 2 years, and then randomly came back out of nowhere with the announcement of Sonic 4 Ep 1.
It was just padded with too much filler and overstayed it's welcome. By the time I got to Act 2, I was already sick of the zone theme. On top of being a Sky Rail retread.Rail Canyon was also one of the first stages demoed for Sonic Heroes, beside Seaside Hill. Kind of fits with my theory about the level choices in Generations.
when asked about the negative games, he said its because he was in america and wasnt in charge, and they were developed in Japan, and that's why they sucked. Said he came back in charge in 2010, said that those people had different visions, but now hes back in control to make good Sonic games, matches up with what he said in a older interview about how hes in control.
Professor Beef will not be pleased.iizuka: "do you want chao garden"
"WHOOO!!!"
iizuka: good good, i like it.
Well, at least they're starting off slow, and are working up to alternate characters. Like, I'd rather them perfect the Sonic gameplay and then work on other characters than stick them all into one thing with unrefined and unpolished techniques and skills. The Adventure games and Sonic 2006 suffered from that.says for now they are concentrating on Sonic gameplay, but might bring alternate character gameplay back in the future
when asked about the negative games, he said its because he was in america and wasnt in charge, and they were developed in Japan, and that's why they sucked. Said he came back in charge in 2010, said that those people had different visions, but now hes back in control to make good Sonic games, matches up with what he said in a older interview about how hes in control.
says he has big surprises in store and that the new Sonic games will start a new history
You'd have to wonder that Colours/Generations are easier and have less 'twitchy' sections because people didn't like those parts and felt that they detracted from the experience.I'd say Unleashed takes more skill, definitely. Sonic Generations and especially Sonic Colors always make sure the player is "safe". All three games have twitch reaction elements to them, but they more frequently kill you for failing a twitch reaction in Unleashed.
For example, Arid Sands. The two part quick step wall run bit near the end - if you fail that, you're dead. Period.
Dragon Road is an early spike in difficulty, with all of the running on water and the rotating plate platforms. Sonic Generations has the plate platforms in Sky Sanctuary, but rarely does falling off one of those kill you, and most of those platforms are twice as big as they were in Unleashed.
Or the drifting part at the beginning of Skyscraper Scamper. If you fail that drift, you go sailing to your death. The closest thing you get to that in Sonic Colors is a moment in Planet Wisp where it looks like if you drift too tight around a corner you can fall to your death - but I am pretty sure there's an invisible wall there to make sure that DOESN'T happen.
And so on. The worst you have to worry about in Colors are a couple of tough hover/cube puzzles. Sonic Generations sits somewhere between the two.
Professor Beef will not be pleased.
Three things about this video:
- Unleashed stage
- Shadow looking pretty good, run animation is finally rightish
- buttery smooth video?
Huh, I didn't even know Pyramid Cave was a thing
That Emerald Coast looks pretty good, but there's something about that run animation that just looks awward to me, hehI've been watching alot of the Generations level porting stuff, most of it's pretty rough but it's interesting to see how much progress there's been since the game was released. One guy is reinventing Emerald Coast.
There are others which they've ripped straight out of their original game (Metal Harbor, Windy Valley [there's another with the 3rd act])
Any of you know of this "Mariotehplumber" guy on Youtube? I feel like I've seen him mentioned in here before, maybe.
He left me a comment on one of my videos and I don't know how or if I should even react.
1. He's serious.
2. There's no winning.
mariotehplumber has made a comment on Sonic Returns to Mario's World - With A Download:
>uses hentai modern model instead
wow lame where is the classic model modern moran how about u give a link with a classic model playable instead of hentai