ViewtifulJC
Banned
I think Sonic games are always destined to be shorted than most like. Imagine having to make all those art assets just for people to speed by the whole thing in five minutes.
Sonic Adventure trailer
https://www.youtube.com/watch?v=H5k9CgkWRg8
Entire city is destroyed by flooding/alien-looking creature. In the game, Eggman is so intent on destroying Station Square that he summons an ancient god-beast.
Sonic Adventure 2 trailer
https://www.youtube.com/watch?v=aGglsCdIxfI
Evil Hedgehog. Good Hedgehog breaking out of what seems to be a military chopper, and he's wearing handcuffs. Also in the game, Eggman blows up the freaking moon just to prove a point.
Sonic 06' trailer
https://www.youtube.com/watch?v=DCc32P672_0
Eggman lays waste to a city. There was also the tech demo where Sonic is "killed" by Eggman's robots.
I don't see how Sonic Project is any different. Eggman is remarkably consistent in his plans: destroy the city (or even the world), rebuild it in his image.
The problem is that modern sonic is also partially 2D.I hope Classic Sonic's 2.5D style of play sticks around.
2.5D platforming is underrated and can be pretty brilliant in the right circumstances. Classic Sonic's City Escape was amazing due to how the truck appearances were handled.
The problem is that modern sonic is also partially 2D.
I don't really understand why boost was introduced in the first place.
Seven Force brought up a good point in the announcement thread that the Sonic Adventures having a shitton of boost pads amounted to the same thing.
If they have a couple of well-placed pads in each 3D stage, you can get that same sense of breakneck speed w/o having to hold down the X button for the majority of the stage.
I don't really understand why boost was introduced in the first place.
Seven Force brought up a good point in the announcement thread that the Sonic Adventures having a shitton of boost pads amounted to the same thing.
If they have a couple of well-placed pads in each 3D stage, you can get that same sense of breakneck speed w/o having to hold down the X button for the majority of the stage.
Really? You want more automation? And I suppose you'd request the same from (car) racing games, because they require you to hold down the R-trigger for the majority of each stage?
I suggest you watch BlazeHedgehog's video he linked on the previous page. It raises some very good points, and explains why the boost was introduced.
I disagree. It's essentially a gas pedal, and actually shares some similarities with the spin dash.I just feel like boosting puts the game on cruise control as well.
What degree of control are you surrendering, exactly? The huge difference is that it's the player's choice to press the boost button. Boost pads leave you no choice, they force you.Even though you have to hold down a button, you're still surrendering a degree of control to the game since Sonic barrels through things.
That's indeed a problem. There are passages where you need to jump (or do the quick hop to not lose speed) over ledges on the ground, slide underneath things, or use quickstep to avoid spikes/mines. But generally, the boost is a bit too powerful in its ability to plow through enemies, maybe that should be nerfed (Blaze makes that point in his video).There's often no point in jumping over obstacles since his boosts breaks through em.
That sounds like an exaggeration to me. The last stretch of Rooftop Run, for example, takes about a minute, not minutes. But yeah, it is a bit simplistic - perhaps in favor of players with less skill. Compare that to this optional level, where a lot more obstacles are thrown at the player, and which kept my brain at least busy enough.Look at those long stretches of paths in Unleashed or Generations where you're holding down boost for minutes at a time, only using the quickstep buttons to dodge things. It felt very brain dead at times.
I admittedly don't have the answers on how best 3D Sonic works, but I lean on the side of smart use of boost pads rather than explicit boosting. Or at least make building boost meter harder.
I'm not saying the trailer was well put together, mind. I just don't think it definitively suggests a darker tone on the level of Shadow or 06.
Played through the Taxman 1, 2 & CD ports and Sonic 3 Complete all one after the other.
Quick thoughts:
- I forgot how much time the Labyrinth Act 1 shortcut saves. Holy shit.
- Metropolis Zone isn't as bad as I remember. Game still takes something of a nosedive around that part.
- I forgot Sonic 2 Mobile's Good Ending had that Sonic 3 & K tease.
- Fuck Wacky Workbench
- Goddamn, the Insta-Shield is so good once you get a handle on it
- The 1/2/CD spriteset is so much better than the one for 3&K.
- Real talk, fuck Wacky Workbench
- Sandopolis Act 2 is underrated. I love how the tension works in conjunction with the level design in that it almost expects you to panic and fuck up
- The Lava Reef -> Doomsday Zone stretch is still the best part of the game and arguably the highlight of the entire series
Now to spend all week doing this shit as Tails.
Let's be real here
Stardust Speedway is the only Sonic CD stage that realistically has a chance, right
Stardust Speedway's definitely the obvious choice, though I'd personally love to see Quartz Quadrant. The original level design was a little barren and straightforward, but I always liked the aesthetic and music, so I'd be interested to see what Mania could do with it.
Let's be real here
Stardust Speedway is the only Sonic CD stage that realistically has a chance, right
Why didn't they ever make Chrome Gadget an actual stage
Played through the Taxman 1, 2 & CD ports and Sonic 3 Complete all one after the other.
Quick thoughts:
- I forgot how much time the Labyrinth Act 1 shortcut saves. Holy shit.
- Metropolis Zone isn't as bad as I remember. Game still takes something of a nosedive around that part.
- I forgot Sonic 2 Mobile's Good Ending had that Sonic 3 & K tease.
- Fuck Wacky Workbench
- Goddamn, the Insta-Shield is so good once you get a handle on it
- The 1/2/CD spriteset is so much better than the one for 3&K.
- Real talk, fuck Wacky Workbench
- Sandopolis Act 2 is underrated. I love how the tension works in conjunction with the level design in that it almost expects you to panic and fuck up
- The Lava Reef -> Doomsday Zone stretch is still the best part of the game and arguably the highlight of the entire series
Now to spend all week doing this shit as Tails.
Played through the Taxman 1, 2 & CD ports and Sonic 3 Complete all one after the other.
Quick thoughts:
- I forgot how much time the Labyrinth Act 1 shortcut saves. Holy shit.
- Metropolis Zone isn't as bad as I remember. Game still takes something of a nosedive around that part.
- I forgot Sonic 2 Mobile's Good Ending had that Sonic 3 & K tease.
- Fuck Wacky Workbench
- Goddamn, the Insta-Shield is so good once you get a handle on it
- The 1/2/CD spriteset is so much better than the one for 3&K.
- Real talk, fuck Wacky Workbench
- Sandopolis Act 2 is underrated. I love how the tension works in conjunction with the level design in that it almost expects you to panic and fuck up
- The Lava Reef -> Doomsday Zone stretch is still the best part of the game and arguably the highlight of the entire series
Now to spend all week doing this shit as Tails.
I think that until we get more footage, all we really can say about this new game is that it looks dark because that's all they have shown to us. I'm sure that not every level is going to be a dour dilapidated city, but they wouldn't haven chosen to make their debut of this game the way they did if it didn't set the stage for the tone of the final product, ya know?
We can't say for sure what the final product will be like, but until we see more, the game looks pretty damn dark for a game starring a character that resembles Mickey Mouse.
The bolded part surprised me a bit. Can you name some reasons or even show some examples of why you feel it's worse perhaps? Is it Sonic's design itself, the enemies, or even the level art that bothers you? Or all three?
I always thought S3&K's sprites were considered to be the pinnacle of the 2D series, but I could be wrong. I think I might like them the best, but then again it's been a while since I sat down and played them all (*cough* because of no PS4/WiiU versions *cough*).
I didn't mind Sonic's look in 3K. But then again I'm currently using the 1/2 sprite in my 3K Complete playthrough...
So I noticed that Sonic Generations is on sale on the 3DS eshop. Is that worth the 12 bucks?
So I felt under Sonic Mania's announcement hype and started playing Sonic Generations from my PS3 backlog, I'm really enjoying the classic Sonic segments but is there something wrong with the controls for the modern 3D Sonic segments? I mean, the movement feels clunky and not precise at all with the analog and there's a slight delay when you land from a jump and needs to jump again immediately, is this a common issue or is it just me? This is leading me to some frustrating moments...
So I felt under Sonic Mania's announcement hype and started playing Sonic Generations from my PS3 backlog, I'm really enjoying the classic Sonic segments but is there something wrong with the controls for the modern 3D Sonic segments? I mean, the movement feels clunky and not precise at all with the analog and there's a slight delay when you land from a jump and needs to jump again immediately, is this a common issue or is it just me? This is leading me to some frustrating moments...
Just bought the Sonic Ultimate Genesis Collection for PS3 too and I'm waiting for shipment, maybe I'm gonna bite on Sonic CD on the PSN too, dunno about it but my favorite Sonic Game is Sonic Advance 2 on GBA, that was the one I enjoyed the most.
The bolded part surprised me a bit. Can you name some reasons or even show some examples of why you feel it's worse perhaps? Is it Sonic's design itself, the enemies, or even the level art that bothers you? Or all three?
I always thought S3&K's sprites were considered to be the pinnacle of the 2D series, but I could be wrong. I think I might like them the best, but then again it's been a while since I sat down and played them all (*cough* because of no PS4/WiiU versions *cough*).
So I felt under Sonic Mania's announcement hype and started playing Sonic Generations from my PS3 backlog, I'm really enjoying the classic Sonic segments but is there something wrong with the controls for the modern 3D Sonic segments? I mean, the movement feels clunky and not precise at all with the analog and there's a slight delay when you land from a jump and needs to jump again immediately, is this a common issue or is it just me? This is leading me to some frustrating moments...
This is incredible
That backround reminds me of Samurai Jack
I was always of the opinion that CD had the best sprites, if only for how many more unique animations there are, and how fluidly they animate. On top of that, I think they (along with the S1/2 variations) convey a bit more expression than the S3 sprites do.
As for the level art, I don't hate 3'&Ks (I actually love how it changes between each act of any given zone, some subtly, some more overt) at all, but there was a level of relative minimalism going on in a lot of 1 & 2's (but mostly 1's) level art that I really dug. S3&K nails the details, but the earlier games make more out of less. Take the background of Scrap Brain Act 1, for example:
There's actually not much going on here in terms of complexity, but the level artist made masterful use of the general silhouette of various shapes and used it to create this imposing, oppressive backdrop.
Don't get me wrong, I think S3&K is the best game in the series, but I've always believed that 1/2/CD trump it in terms of aesthetic.
Definitely an issue in the PS3 version of Generations. Not a game-breaking one, but one that's immediately apparent. (This is an issue with a few multiplats on PS3, though; Mostly with fighting games and games that rely on quick, twitch based inputs)
It's present in the 360 versions, but to a far lesser degree (Pretty much when the framerate itself takes a dip, as Blaze mentioned earlier.)
I don't know if it ever will have overarching storylines, tbh. You can pick pretty much any episode and it'll be standalone comedic goofing off or something.Decided to give Sonic Boom show a try. The show isn't heavy on the overarching storylines yet right? If so, what's good episode to start on?