Sonic Unlimited coming this year (new tone, focus on the lore, playable character...)

People still buying this?

The guy say that the gameplay "feels really good". Based on what? Sonic 06?

Also, retarded points to the "if you don't like stories" comment. The game can still be shit with or without story. Its just that Sonic games nowadays do some kinda of x-mas miracle and fails on both gameplay and story.
 
It's Sonic, it's for kids, it has had 30 years of tragic attempts at narrative depth unsuccessfully thrown at it, it has a bat with big tits on it.
Except you're blatantly wrong, seeing as good Sonic stories do exist. SA1&2, Unleashed and Black Knight come to mind. Every other Sonic story is serviceable, but not agonizingly bad. The only egregious attempt was 06, and that's it.
 
No one wants ugly ass sprites either. If they do sprites they should look like they haven't been stuck in the 90s. Technology has evolved since then for better looking games with no pixelation. People who want Sonic 3.5 over and over are blinded by nostalgia.
I'm not blinded by nostalgia. I don't like hand drawn as an art style for games. So ignorant of you to not understand people can have different preferences.

You want every sega classic reboot to look like the same lizardcube art style?
 
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It sounds... Ok, need to see it first at least they changed those awful VA i hope they fired the writters from the previous 4 games too.

Cutscenes in Sonic(or even new villains) are not necessarily the problem, its just that the writting is so bad and like peaked at Dreamcast. Also the boost gameplay needed to go
 
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Ironic when you have an avatar from a Nippon Ichi game
I say that in a good way.
My avatar is a zombie rat.
Aloy crafts arrows on the spot while running from robot dinosaurs.
Kazuma Kiryu strips naked by only touching his coat with one hand.

The best videogames are completely retarted. That's a must, actually.
 
Disregarding that I do not want this (lore focus and no boost), this sounds fake as hell. Why would Amy of all characters be the second playable character? When has Sega ever given an in game reason why a character was not playable in a Sonic game?
 
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when he goes super fast it is hard to keep up
That's the fucking point of high speed gameplay. To make it difficult to react in time and allow for a good adrenaline rush. Sonic without adrenaline rush is junk.
It's sad to see Sonic becoming extremely boring and unbearable to play. They should just make him walk a bit for a change. Just look at the cartoon side of Sonic, make it more story dense, change the fucking gameplay.
More story and walking around? There are more than enough slog ass games where you walk around to experience some garbage story as is. Sonic should stay an arcady, fast, platform game.
 
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It's Sonic, it's for kids, it has had 30 years of tragic attempts at narrative depth unsuccessfully thrown at it, it has a bat with big tits on it.
Being "for kids" doesn't preclude it from having any story at all.

Will this one be good? I doubt it, but that doesn't mean they shouldn't try.
Cutscenes are skippable after all.
 
Disregarding that I do not want this (lore focus and no boost), this sounds fake as hell. Why would Amy of all characters be the second playable character? When has Sega ever given an in game reason why a character was not playable in a Sonic game?
Why the hell do you still want boost? Do you enjoy bland, mind-numbing, press X to win gameplay? Boost is just a collection of short corridors punctuated with dogshit 2D sections that break the pace of the game. It's been high time the series took a different direction - there are several fan game formulas that are worthy successors.
 
Funny how to the people who don't buy Sonic games and call all the modern Sonic games crap Have the most to say and also visit Sonic threads.
I like the irony

Irony is seeing people believing in this kinda of fanfic rumor and then later go on saying smartass remarks. Don't surprise me you didn't even read the contents of the rumor, you sure love to go into Sonic rumors threads pretending to be smart.
I'm all for things like Sonic Mania though.
 
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Except you're blatantly wrong, seeing as good Sonic stories do exist. SA1&2, Unleashed and Black Knight come to mind. Every other Sonic story is serviceable, but not agonizingly bad. The only egregious attempt was 06, and that's it.
giphy.gif


Let's agree to disagree :messenger_heart:
 
Why the hell do you still want boost? Do you enjoy bland, mind-numbing, press X to win gameplay? Boost is just a collection of short corridors punctuated with dogshit 2D sections that break the pace of the game. It's been high time the series took a different direction - there are several fan game formulas that are worthy successors.
I want boost, because
(a) Sonid is probably the last series that embraces speed properly, since racing games after the death of Burnout were limited to boring slow slogs
(b) Your description is bullshit. Getting the best rankings (in Unleashed, Colours, Gens, Rush games) / beating the goal times (in Forces) is classic arcade gaming. Press X to win is a total bullshit claim.
 
Except you're blatantly wrong, seeing as good Sonic stories do exist. SA1&2, Unleashed and Black Knight come to mind. Every other Sonic story is serviceable, but not agonizingly bad. The only egregious attempt was 06, and that's it.
SatAM & the Ian Flynn run of the Archie comics are the crowning examples of it done or at least better.
 
I want boost, because
(a) Sonid is probably the last series that embraces speed properly, since racing games after the death of Burnout were limited to boring slow slogs
(b) Your description is bullshit. Getting the best rankings (in Unleashed, Colours, Gens, Rush games) / beating the goal times (in Forces) is classic arcade gaming. Press X to win is a total bullshit claim.
Except it isn't. Sonic was originally about maintaining speed by your own merits, not some bullshit mechanic that dullards can use to give themselves the impression that they're going fast. There's no mobility or maneuverability with Boost, just, as I've said before, 10 second long corridors that allow you to expend your boost freely before trapping you into another slog of 2D sections. The level design has been severely hindered by the fact that Sonic can just speed through the level; look at Forces, the levels are legit 1 minute. The model is unsustainable.

If you want a true evolution of 3D Sonic, look no further:

 
Sonic was originally about maintaining speed by your own merits, not some bullshit mechanic that dullards can use to give themselves the impression that they're going fast.
1. It is not really important what Sonic was about "originally".
2. The best Sonic game (and the first truly brilliant one) introduced a mechanic that did allow to produce speed almost instantly, the spin dash.
3. Using boost all the time and not getting hit is not trivial, not even in Forces.

There's no mobility or maneuverability with Boost, just, as I've said before, 10 second long corridors that allow you to expend your boost freely before trapping you into another slog of 2D sections.
I would prefer if the 3d share was increased, but this is a very inaccurate description of the boost games.

If you want a true evolution of 3D Sonic, look no further:
This is just a graphically more advanced rendition of the Adventure gameplay concept (including the shitty Tails from Sonic 06 with his ringbox throwing). I like Adventure gameplay, but especially in an environment where truly fast games are excessively rare I'd prefer boost gameplay.
 
Except it isn't. Sonic was originally about maintaining speed by your own merits, not some bullshit mechanic that dullards can use to give themselves the impression that they're going fast. There's no mobility or maneuverability with Boost, just, as I've said before, 10 second long corridors that allow you to expend your boost freely before trapping you into another slog of 2D sections. The level design has been severely hindered by the fact that Sonic can just speed through the level; look at Forces, the levels are legit 1 minute. The model is unsustainable.

If you want a true evolution of 3D Sonic, look no further:


Platforming at that speed is ridiculous. No wonder Sonic Team never tried to go this route.
 
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The level design has been severely hindered by the fact that Sonic can just speed through the level; look at Forces, the levels are legit 1 minute. The model is unsustainable.
It's not. Forces was just reduced to the bare minimum and therefore was shallow in its gameplay. Other boost games do work great though and require more thought and skill to finish at high ranks. There is a clear difference in the quality of the level design of let's say Sonic Generations and Sonic Forces. I do agree that classic Sonic was more about building momentum while boost Sonic is more of a racing/platformer mixture (and therefore more about good reflexes), however, it is definitely possible to build great levels around that model by building creative environments with branching paths and memorable set pieces.

See this playthrough as an example:


The player uses different passages all the time and has a good rhythm and all.
 
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If they can make a Sonic game like this, it would be revolutionary.




taking inspiration between Quicksilver and the Flash would be a great start, different ways of conveying speed.


PASS

I'm tired of Slowmotion being what's used to convey speed. Simply put i want to go fast, not slow.

Take inspiration from things about actually moving fast

 
1. It is not really important what Sonic was about "originally".
2. The best Sonic game (and the first truly brilliant one) introduced a mechanic that did allow to produce speed almost instantly, the spin dash.
3. Using boost all the time and not getting hit is not trivial, not even in Forces.


I would prefer if the 3d share was increased, but this is a very inaccurate description of the boost games.


This is just a graphically more advanced rendition of the Adventure gameplay concept (including the shitty Tails from Sonic 06 with his ringbox throwing). I like Adventure gameplay, but especially in an environment where truly fast games are excessively rare I'd prefer boost gameplay.
1. Better than the baby-fied shit we have now. Tell me, is this fun to you?



I'm not joking, the only buttons you need for this level is X for boost, and A for jumping. Never mind that the enemies don't pose a threat, or that the entire level is basically one straight line with no variation, or that the controls don't feel satisfying.

2. You can't rely on the spindash for sustained momentum, unlike the boost. The spindash is only relevant when you've lost speed and need to quickly gain some in order to pass a certain obstacle (i.e a really steep slope).

3. Stop the cap. The only time where boost was legitimately hard was in those Sonic Unleashed stage DLCs, and the only way they could do that was placing a fuckton of spikes and pitfalls everywhere instead of actual intelligent platforming and level design.

Also, "truly fast?"

Like this?
 

Yeah, Forces is definitely dumbed down compared to other boost games. If we keep the comparison between the boost games and racing games, then Forces is on autopilot. The reason why you can do that in Forces is that the developers made to decision to automate the turning, which you can see around 0:43. In Generations, you need to turn by yourself (which is infinitely better). The only stage in Generations where you can kinda do the same is the first one, Green Hill. In any other, this will result in bumping into walls.
 
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When you have a game that runs too fast and players cannot keep up with Sonic's speed except a minority few you are going to alienate players. Players playing Sonic games have been dwindling because of this.
Rather than create speed through the eyes of the players, display speed through the point of view for Sonic, thus Sonic can be playable similar to Mario and controllable for his speed. Often times players are playing as Sonic and he hits a roadblock ruining any momentum and flow on a frequent basis. Werewolf Sonic was to diversify gameplay and keep it steady focusing on the alternative of strength over speed. Playing as Amy would give the much-needed variety for combat and problem-solving.
 

I played this game a lot, and yeah, I have to admit it, the game is a lot of fun.

I don't find that this video demonstrates well the argument, this is the most "on rail" stage of the whole game and the guy is certainly not holding down X without doing anything else.
 
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Irony is seeing people believing in this kinda of fanfic rumor and then later go on saying smartass remarks. Don't surprise me you didn't even read the contents of the rumor, you sure love to go into Sonic rumors threads pretending to be smart.
I'm all for things like Sonic Mania though.
Nothing smart ass about it. I don't like a game series, I'm not going to waste my time in treads talking about them, much less slagging games off I've never played or owned for that series.
Sadly, we get people like you in the Call of Duty, Assassin Creeds threads; I don't like the games, haven't bought any of them for years, but still look to visit's threads talking about them so one can slag them off/

So... predictable
[h2][/h2]
 
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(b) Your description is bullshit. Getting the best rankings (in Unleashed, Colours, Gens, Rush games) / beating the goal times (in Forces) is classic arcade gaming. Press X to win is a total bullshit claim.

You're totally wrong though, since the very foundation of boost is simply passing through almost anything without using much of cell brains.
Make no mistake, I think boost is an iconic move that makes Sonic differs from things like Mario.
But to say its not "boost to win" is a total lack of any later Sonic experience. Unleashed, Forces and even Generations proves that. Although their stages require to evade a thing or two there(by using backstep), you still completelly mitigate any level complexety and enemy behaviour by simply passing through everything(and in some little cases just homing attack everything). Honorable mentions to Unleashed and its clones to create enemies that beat themselves, you just have to dodge until they do. Theres no dept in this. The worst case recently is Forces, which manages to be literally a boost to win.
 
No, you're right. He's holding down Square too
Well that's absolutely not the case, did you only watch the video ? Probably not.

There are good games that simply require pressing a few buttons in rhythm. Or are you trying to force your personal vision of what is fun and what isn't on others ?
 
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Well that's absolutely not the case, did you only watch the video ? Probably not.

There are good games that simply require pressing a few buttons in rhythm. Or are you trying to force your personal vision of what is fun and what isn't on others ?
The fact that you enjoy a Sonic game with gameplay depth on par with a fucking rhythm game speaks lengths of the Stockholm Syndrome you're experiencing with Sonic Team.
 
The fact that you enjoy a Sonic game with gameplay depth on par with a fucking rhythm game speaks lengths of the Stockholm Syndrome you're experiencing with Sonic Team.
One day you "know it all" people with oversized ego will realize that Sonic games were never meant to cater to your elitists tastes to begin with.
 
1. Better than the baby-fied shit we have now. Tell me, is this fun to you?
Yes, I had a lot of fun with Sonic Forces, including the first, very simple level. I prefer Generations and Unleashed, but I think the lower difficulty to reach the end of the story is a result of many players being overwhelmed by previous games, especially Unleashed and subsequently complaining about "bottomless pits". If you go for full completion of the game it is not trivial.
3. Stop the cap. The only time where boost was legitimately hard was in those Sonic Unleashed stage DLCs, and the only way they could do that was placing a fuckton of spikes and pitfalls everywhere instead of actual intelligent platforming and level design.
You evaluate an arcady highscore / best time design by the difficult to reach the end at all. Is every rhythm game then also incredibly easy because you will reach the end of a song eventually?
Also, "truly fast?"
Like this?
Congratulations on picking the single worst boost Sonic level. Yes, Planet Wisp in Gens is too slow.

He is boosting and jumping and at one point sidestepping. Using three buttons. Yes, this level is completable without using the analog stick. That is not hold X / Square to win.

One thing about combat complexity: Sonic enemies are moving obstacles and platforms, so it is pretty irrelevant as a point of criticism that it is simple to beat them. In fact, if they were harder to beat, it would kill the flow.
 
More story and walking around? There are more than enough slog ass games where you walk around to experience some garbage story as is. Sonic should stay an arcady, fast, platform game.

So it should continue to be garbage? Rayman has outpaced Sonic. This 3D arcade is something not worth $20. I've been a big fan of Sonic in the 1990's, but time has changed and Sonic should mature the fuck up and make those pacey runs more rewarding by putting them around smartly. Heck, the Sega MegaDrive games had many of walking around and solving shit with those pacey runs being more rewarding by not being the only thing to do. If anything Sonic at this current state is regressive.
 
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Yes, I had a lot of fun with Sonic Forces, including the first, very simple level. I prefer Generations and Unleashed, but I think the lower difficulty to reach the end of the story is a result of many players being overwhelmed by previous games, especially Unleashed and subsequently complaining about "bottomless pits". If you go for full completion of the game it is not trivial.
Your opinion is just irrelevant, then. The enemies don't even ATTACK you in that game. Why are you complacent with such trash when things could be markedly better?

You evaluate an arcady highscore / best time design by the difficult to reach the end at all. Is every rhythm game then also incredibly easy because you will reach the end of a song eventually?
What I'm getting at is, in order to make boost even feel difficult and stimulating, the developers had to intentionally design a level that makes going fast with Sonic extremely difficult unless you literally have the whole level committed to muscle memory. Why the hell would you slow down SONIC in a SONIC game? The difficulty in Sonic games should stem from trying to maintain speed, not fearing for your life at every tile.
Congratulations on picking the single worst boost Sonic level. Yes, Planet Wisp in Gens is too slow.
Okay, sure, I cherry-picked, but why is it that they can't just maintain 3D in these boost games for long? Because that's expensive when you have boost to just blitz over the platforming, so they force verticality with the 2D sections in order to slow Sonic down and pad out the level length. Unleashed had a lot of 3D sections, so I don't begrudge that game too much, but Colors and Generations were where it started to show its limits.
One thing about combat complexity: Sonic enemies are moving obstacles and platforms, so it is pretty irrelevant as a point of criticism that it is simple to beat them. In fact, if they were harder to beat, it would kill the flow.
Okay, so, I know we've banged on about how Sonic should keep moving forward, always, but I'd rather have the enemies be harder to combat in some form and compensate in ways that keep or allow you to gain momentum. In Project Hero as linked above, Sonic has the option of using his Homing Attack while preserving his airborne momentum instead if you hold the button, rather than just coming to a halt in the air. You can also curl into a spinball whenever you want instead of having to go stationary and pressing the appropriate button (although actual spindashing is still great for achieving high speeds instantly) The added drop dash also allows you to quickly convert into speed after finishing off an enemy.

It may not keep you blitzing around with impunity like Boost Sonic does, but it keeps you mobile to greater effect than just pressing X. More accurately, the goal with Sonic is to keep him moving, not just running fast necessarily. 2D sections work to hinder this because they need Sonic to go slow otherwise the game just ends.
 
One day you "know it all" people with oversized ego will realize that Sonic games were never meant to cater to your elitists tastes to begin with.
I'm not even elitist. I'm just holding Sonic Team to the standards they should be held to. Why would I accept their trash offerings of Sonic when multiple fan developers have showed what an actual proper evolution of Sonic could look like. It's been 18 years of boost, and not a single game of that era has broke 80 in metacritic. It's time for its retirement.
 
Showing sonic forces to exemplify 3d sonic games as if anyone besides furries that love the custom char and story like it, come on!
iu
 
t's been 18 years of boost, and not a single game of that era has broke 80 in metacritic. It's time for its retirement.
18 years? Do you mean Sonic Advance 2?

Anyway, I personally think they didn't commit to the concept of the boost games 100%, that is why instead of taking it to the next level they took steps backwards with Forces, perhaps out of fear. They are basically racing games mixed with platforming in form of an obstacle course, so why don't build on that with a dedicated multiplayer for example? Try to give the levels more memorable set pieces to break up the pace or make remix levels that are more difficult than the regular ones? Or take more advantage of mechanics like drifting? Include more characters and give them different mechanics (Forces kinda tried that, but they ended up gimping modern Sonic for that)?

I think there is a lot of things they could do to build on the boost formula. Forces went backwards though to make the games easier to get into. Which was the wrong direction, as those games weren't hard to get into, to begin with.
 
18 years? Do you mean Sonic Advance 2?

Anyway, I personally think they didn't commit to the concept of the boost games 100%, that is why instead of taking it to the next level they took steps backwards with Forces, perhaps out of fear. They are basically racing games mixed with platforming in form of an obstacle course, so why don't build on that with a dedicated multiplayer for example? Try to give the levels more memorable set pieces to break up the pace or make remix levels that are more difficult than the regular ones? Or take more advantage of mechanics like drifting? Include more characters and give them different mechanics (Forces kinda tried that, but they ended up gimping modern Sonic for that)?

I think there is a lot of things they could do to build on the boost formula. Forces went backwards though to make the games easier to get into. Which was the wrong direction, as those games weren't hard to get into, to begin with.
sonic team has tried anything but iteration, its a shame that instead of building on top of their past games they now attempt to rebuild 3d sonic every time.
That's why generations felt so good, it built on top of previous games adding and polishing stuff.
 
I'm not blinded by nostalgia. I don't like hand drawn as an art style for games. So ignorant of you to not understand people can have different preferences.

You want every sega classic reboot to look like the same lizardcube art style?
No I just don't want them to look like they never evolved. Sprites are okay if they don't make them pixelated 90s sprites.

Why would you want every reboot to look like they are stuck in the past?
 
No I just don't want them to look like they never evolved. Sprites are okay if they don't make them pixelated 90s sprites.

Why would you want every reboot to look like they are stuck in the past?
Sonic Mania looked beautiful though and did exactly what you said, evolved sprites.

Something like Sonic Mania or Metal Slug level animations would be amazing. Otherwise you end up with Sonic 4 level visuals.
 
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