I don't understand Sonic games, they're very Kirby-eqsue in level design simplicity and lack of challenge. At least Kirby is about something; experimenting with power ups and obstacles designed around particular ones. I fail to see the point of the mechanics other than keeping them for the sake of tradition. Is Sonic mainly a platformer based around the jump button? If it's about speed, then why is it impossible to maintain it? Perhaps it's about overcoming obstacles using momentum, then what's up with all the parts that are practically on-rails? I think this format of Sonic is better suited as a runners game, that way you get the speed and a game designed entirely around maintaining it. I just can't get around this lack of direction and cohesiveness in its design.
platforming was way more important to reaching high sections than speed ever was
the amount of times you roll off a slope into a high point on the map is relatively low in sonic games, in fact i'm having a hard time even thinking of one that isn't in like the first stage
Sonic 2's introduction of the spindash does make gaining momentum/speed more easy than finding a spot to roll, but I'd argue it's nowhere near the gameplay-refocusing tool as you're making it out to be.
Sonic 2's levels are still designed around the core mechanics, the game is still entirely playable without using the spindash. It's true the spin dash can be used to get a boost in speed without building momentum, but it's not like the levels and the move are designed so that you can just spam it anywhere and clear levels solely by using the move without any risk. The move also actually holds contrast to its design, you also can't just initiate the spin dash when you're running/rolling any time; you have to actually stop and charge it for a bit before you can get decent speed with it.
Same applies to Sonic 3&K for the most part. There are some obstacles in some paths where you do need to use the move to proceed (like the breakable walls in Angel Island), but they're thankfully very rare moments throughout the game.
If you want to criticize a Sonic game where the spindash does apply as overpowered or rewriting the game's gameplay focus, that honor goes to Generations. You can just start the spindash regardless if you're running or rolling, and the move is strong enough you can use it to literally leap over levels; and the rolling physics aren't good enough to properly get around anywhere without using it.
I believe the correct title would be: Sonic forces Green Hill gameplay.
Sonic 2's introduction of the spindash does make gaining momentum/speed more easy than finding a spot to roll, but I'd argue it's nowhere near the gameplay-refocusing tool as you're making it out to be.
Sonic 2's levels are still designed around the core mechanics, the game is still entirely playable without using the spindash. It's true the spin dash can be used to get a boost in speed without building momentum, but it's not like the levels and the move are designed so that you can just spam it anywhere and clear levels solely by using the move without any risk. The move also actually holds contrast to its design, you also can't just initiate the spin dash when you're running/rolling any time; you have to actually stop and charge it for a bit before you can get decent speed with it.
Same applies to Sonic 3&K for the most part. There are some obstacles in some paths where you do need to use the move to proceed (like the breakable walls in Angel Island), but they're thankfully very rare moments throughout the game.
If you want to criticize a Sonic game where the spindash does apply as overpowered or rewriting the game's gameplay focus, that honor goes to Generations. You can just start the spindash regardless if you're running or rolling, and the move is strong enough you can use it to literally leap over levels; and the rolling physics aren't good enough to properly get around anywhere without using it.
They're kinda all over the place in Sonic 3.
Anyway, does my heart good to see people on GAF being critical of Gens' version of Classic Sonic. Maybe we can finally purge this completely useless and arbitrary gameplay split from the ST games and get to work on a single solitary gameplay style that incorporates a few classic elements back into an actual 3D environment, like the good ol' days.
Maybe.
Underrated post
Anyway I'm pretty much in the "looks ok I guess but sounds horrid" camp. Can't comment on the physics but it does look a bit faster to start up than Generations which was my biggest hope! Really tired of Green Hill Zone but hopefully this is one of the few if not only legacy zone in the game
Green Hill again? When it first reappeared in Sonic Adventure 2, it was a mindblowing treat. Then as time has gone on and it's been used over and over.. and over..
It's time for Emerald Hill.
Sonic forces Green Hill. Gameplay? Springs: 2017.
For me Sonic just doesn't work in 3D and Sonic Mania proves this by looking loads better in every way. Full 3D or 3D side scrolling just makes Sonic look weird and stiff.
2.5D sonic in general needs to just die in Sonic games. They need to just continue tweaking their 3D and stop with the lazy spline switches halfway through the levels.
Sonic needs to look at what Nintendo accomplished with SM3D World, how they managed to incorporate 2D gameplay while maintaining 3D control and mechanics. The spline 2D modern gameplay needs to exist for very niche parts of the levels.
The most exciting thing about was seeing the older stages and mechanics reimagined in beautiful 3D HD....but that loses its novelty when you switch the stage to 2D and it just becomes a worse version of a stage you already played...and in the Dreamcast up until PS3 era, it becomes a 2D version of a stage you already played in full 3D.
It's holding them back, i sware. Does anyone actually have more fun in the 2D sections than they do in the 3D ones? And Generations Modern actually had really good pathing for many of the 3D levels. It just always gets ruined when it switches to 2D.
The graphics aren't the reason for that at all.
That the gameplay looks bad, like every Sonic game? That the music sounds bad? Like every Sonic game?
I've played my fair share of Sonic games over the years. Including Generations, which is said to be one of the better ones. I wouldn't call myself aggressively ignorant. I'm just trying to see what you fans see in this and other than nostalgia I can't explain why people still care about it. I remember all the hype about Sonic 4 and how that tuned out too.
I don't mind you liking Sonic, I just don't understand what Sonic fans even want at this point. All of this looks the same. I can't be the only one.
I've never liked how Sonic looks in 3D really, his 2D running animation looks far better than his 3D animations. The physics look off again too, Sonic seems to stop on the spot with no momentum in a few places on that video, it just looks odd. Sonic Mania looks a million times better than this.
This is surprising.
I'm okay with the music but it really gives off Sonic 4 vibes which most of fanbase hated so, if it is indicative of entire game, why? What really concerns me personally is physics and specifically a lot of Sonic halting, it seems even more pronounced than in Generations. Or is that supposed to be a "twist"?
I agree with the band-aid level design notion, that was one thing that Generations' classic acts contained but it wasn't as obvious/annoying at least. For what it's worth, Sonic 1's implementation of the slide tube wasn't just straight application of in-game ground physics from what I remember, but regardless it was definitely less abrupt.
It honestly sounds like you either didn't play or don't remember the original games, which is fine, but don't act so surprised. You can't stop that fast without hitting a wall or something in Sonic 3&K, it takes time, especially if you were moving at your top speed just before. Hitting enemies typically conserves your speed while possibly redirecting it unless you were already slow in the first place.
But you fuckers hated Unleashed so we had to settle for goddamn fucking mediocre Sonic Colors and Gens after Unleashed's director left in shame.
Now, to me, Generations as an idea with which to base the franchise on going forward was just kind of a crock of shit. Like, the idea of separating Sonic into two different characters with their own abilities versus one gameplay style that takes the best of both worlds into account is stupid as fuck. The act of throwing in a bunch of old levels with absolutely none of the surrounding context that made them as iconic and memorable as they are was also stupid as fuck, regardless of the style of gameplay within them. Not taking into account the fact that a lot of the level design and quirks that made the older levels what they were would inevitably be lost in translation to the modern gameplay style, because the modern gameplay style is different from classic gameplay and the faux-classic 3D stuff of SA1 and SA2 was a dumb as fuck oversight. Honestly, Generations works best when you consider it a meta-aware celebration of the franchise's birthday and nothing else.
But apparently I'm the only one who got that memo because now we have Generations 2 and the cracks are showing. Because people who don't really understand Sonic's mechanics sure have a hell of a lot to say to Sega about how the franchise should be dictated. THANKS GUYS.
Mania does look far better. But again, the physics have nothing to do with the art direction. It's because Sonic Team is either incapable of recreating classic movement, or just doesn't care to.
lmao yeah dude it's everyone else's fault Sonic Unleashed ran like a trash fire, was full of pointless padding, and had an entire half of the game that was mediocre at best and held back the entire product. Fucking gamers am I right.
I don't even like the Classic Sonic focus but blaming it on people not liking the Werehog is like cutting off your nose to spite your face. At least one of them plays kind of like a Sonic game.
They should really get talking to the Mania team because they perfectly nailed old school Sonic, movement and all. I played it at Eurogamers EGX last year and it felt great to play a new Sonic game that felt like it belongs to the original games.
There's a lot of bad Sonic games, there's plenty of really excellent ones as well. This music composition sounds completely different from anything we've had in the past, even if you weren't a fan of that.
Personally I think almost all of the 3D games that came after Adventure 1 are fucking horrible but the music has at least been stellar, and sounds literally nothing like this.
https://www.youtube.com/watch?v=Z8cLe9ZUh1w
https://www.youtube.com/watch?v=TF4oUJcTfVI
https://www.youtube.com/watch?v=LYETxzi2LhU
Nobody was hyped about Sonic 4, actually. I don't know what to tell you other than that you're wrong and it's not at all the same, and I say that as someone who doesn't even like these games much. The most recent 3D Sonic game I look back fondly on was Adventure and even that one aged really badly. The reason I check out videos of the new stuff is because Sonic 3 and Adventure were just that good.
Mania looks absolutely incredible. This doesn't. You're free to like what you like, but to say they look the same would just be objectively wrong, because they don't, at all.
I'm not saying Unleashed is flawless. It's far from it. I'm saying people in general don't really care to give nuanced arguments with regards to Sonic games because Sonic doesn't seem worth it to most people to give it the time of day concerning knowledgeable debate, because lol cartoon hedgehogs amirite.
So when Sonic Team ends up getting feedback they make stupid-ass sledgehammer decisions based off of that kind of binary communicative environment. For all of the flaws Unleashed has, we inevitably lost having levels defined by reasonable context and a more sincere writing style that doesn't fucking elbow you in the ribs every five seconds with petty verbal comedy. The level design for the actual boost gameplay itself got dumbed down in terms of actual platforming challenge, difficulty, and telegraphing and other forms of communication (seriously, I don't know how anyone actually finds Colors great). We've got a pale imitation of Classic Sonic that was pale when it first appeared that's attached itself to the modern games, because we just have to have classic nostalgia stapled over everything no matter how utterly shallow it is because it merely reminds us of the good ol' days, regardless of whether or not we understand the mechanics underlying those good ol' days.
And everyone ate that shit up simply because Colors and Gens didn't have Unleashed's more disagreeable design flaws. The bare minimum of achievement was celebrated. And now we're sitting here wondering how we got to this point. It's pretty dang obvious how we got to this point. Broad demands lead to broad answers.
But you fuckers hated Unleashed so we had to settle for goddamn fucking mediocre Sonic Colors and Gens after Unleashed's director left in shame.
Now, to me, Generations as an idea with which to base the franchise on going forward was just kind of a crock of shit. Like, the idea of separating Sonic into two different characters with their own abilities versus one gameplay style that takes the best of both worlds into account is stupid as fuck. The act of throwing in a bunch of old levels with absolutely none of the surrounding context that made them as iconic and memorable as they are was also stupid as fuck, regardless of the style of gameplay within them. Not taking into account the fact that a lot of the level design and quirks that made the older levels what they were would inevitably be lost in translation to the modern gameplay style, because the modern gameplay style is different from classic gameplay and the faux-classic 3D stuff of SA1 and SA2 was a dumb as fuck oversight. Honestly, Generations works best when you consider it a meta-aware celebration of the franchise's birthday and nothing else.
What the fuck is that music.
Cursory feedback to widely disliked games is not something exclusive to Sonic. If anything, Sonic's one of the few series where developers who actually care to look into feedback have a staggering wealth of content from passionate fans to pull from. Look at the way people even on GAF talk about divisive (yet still overall more liked than Unleashed) games like Skyward Sword or Mass Effect Andromeda. "Motion controls don't work", "Fi", "animations", etc.
Your blame is misplaced imo. It's Sonic Team's fault for taking us to this point, because we're not the ones making the games.
this was a side-scroller? I was expecting a more 3D on rails type adventure
People talk about momentum based gameplay in 3D? That was Sonic Heroes.
You nitwits ruined it for everyone years ago, now we're stuck with a game that can't even decide what it wants to build off of anymore.