lvl99 Pixel
Member
is my youtube buffering or is the framerate just bad? this looks kind of unpolished
Nope. Some of us are just Sonic fans that like good games regardless of the perspective. This does not look like one of those.I think there are two kinds of sonic fans.
3d and 2d
I think there are two kinds of sonic fans.
3d and 2d
Nope. Some of us are just Sonic fans that like good games regardless of the perspective. This does not look like one of those.
I think there are two kinds of sonic fans.
3d and 2d
The last Sonic game developed by Sonic Team was released in 2013.Sega... please... shelf Sonic for a bit and work with your other IP's for once!!
- Makes a Sonic game
- Removes most of the momentum
You can't explain that.
Sega... please... shelf Sonic for a bit and work with your other IP's for once!!
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.
Is Sonic a time/score attack game or a platform game?
I've never really been fond of any of the Sonic games past the first couple, and I think it's because it's a mish-mash of two different styles of play that seem at odds with each other. The character is all about speed, but that inhibits exploration. You want to have enemies and collectables, but that inhibits the flow of movement (you're going fast, you don't see an enemy and get hit or you miss rings and want to stop and get them).
The design of Sonic when that first game hit was a game changer, but it's always been style over substance for me. I feel like I'm still waiting for that great Sonic game to be made - I just don't know if it's a platformer, or a time attack game?
I think there are two kinds of sonic fans.
3d and 2d
There are 3D Sonic fans!?
Is Sonic a time/score attack game or a platform game?
I've never really been fond of any of the Sonic games past the first couple, and I think it's because it's a mish-mash of two different styles of play that seem at odds with each other. The character is all about speed, but that inhibits exploration. You want to have enemies and collectables, but that inhibits the flow of movement (you're going fast, you don't see an enemy and get hit or you miss rings and want to stop and get them).
The design of Sonic when that first game hit was a game changer, but it's always been style over substance for me. I feel like I'm still waiting for that great Sonic game to be made - I just don't know if it's a platformer, or a time attack game?
- Makes a Sonic game
- Removes most of the momentum
You can't explain that.
What is the 'proper' way to play them?This is true maybe for the first 10 minutes in the game. Then you learn to how to play properly
There are 3D Sonic fans!?
I think there are two kinds of sonic fans.
3d and 2d
I just don't get it.
The very first Sonic the Hedgehog was a rewarding momentum-based game. Before you had the spindash you had to build up speed and curl into a ball to get through loops and break through walls. Or, you could seek out springs for a more immediate boost. The physics felt natural.
It was basic but the formula served as a key differentiator from other platformers such as Mario.
As much as I think the entire original trilogy (plus Knuckles) is great, I have to wonder if the addition of more instantly-gratifying speed mechanics in Sonic 2 led to the eventual downfall of the core Sonic gameplay. The later-added homing attack didn't help matters either. Now there's an over-reliance on crutches to keep Sonic moving.
Sega really needs to reevaluate their approach to this series.
Yeah... I'll stick to just hyping Mania.
Nothing in Forces excites me.
And please stop letting Jun Senoue compose 'classic' Sonic music. He's terrible at it.
Generations:What was the last Sonic game he had a big role in that wasn't Sonic 4? It feels like it's been a while.
Watched it, awful.
-Boost pads with limited range before it forces you to slow down.
-Zero physics going on with the S tunnels, one of them even has a boost pad at the exit point.
-There is no feeling of momentium from anything, even the enemy bouncing feels off somehow.
And then there's the level layout which feels like it was ripped from Sonic 4 episode 1, the bridge at the end is very much a Sonic 4 design choice.
Sonic Generations was a fun game but just like this everything was mostly forced when it came to speed, slopes and boost pads.
I'd love to have both, just not in the same game. Please focus on one style of gameplay per game.
Sonic colours had them both and made for a fine game.
At this point though, I don't believe Sega have a clue of what made Colours work, and that it even turned out half as good as it did was an entire crapshoot.
To be honest, I found the 2D levels in Colours to be a bit exhausting. The amount of 2D often feels like a crutch because of how limiting and resource-draining the 3D gameplay is. At some point soon, they need to work out a 3D style that can hold up an entire game.
There are 3D Sonic fans!?
That's how I've come to feel about the classic series. I'll even throw CD in there with Sonic 1. I know it gets knocked for its level design, and rightfully so in some cases. But when time attacking the mobile port, I realized that in CD, the level itself is the barrier to gaining momentum. Instead of learning how to use the level design to gain momentum like in Sonic 1, in Sonic CD you have to learn what to avoid in order to gain and keep momentum, and thus, time-travel.I just don't get it.
The very first Sonic the Hedgehog was a rewarding momentum-based game. Before you had the spindash you had to build up speed and curl into a ball to get through loops and break through walls. Or, you could seek out springs for a more immediate boost. The physics felt natural.
It was basic but the formula served as a key differentiator from other platformers such as Mario.
As much as I think the entire original trilogy (plus Knuckles) is great, I have to wonder if the addition of more instantly-gratifying speed mechanics in Sonic 2 led to the eventual downfall of the core Sonic gameplay. The later-added homing attack didn't help matters either. Now there's an over-reliance on crutches to keep Sonic moving.
Sega really needs to reevaluate their approach to this series.
That's basically never going to happen while Sega isn't willing to make a 2-3 hour 3D sonic on first playthrough, because they made it abundantly clear they're not willing to stump up the cash for a purely boost 3D sonic that is any longer than that.
I really do feel for Sonic Team. They're piece-mealing out info that isn't too big yet to tease fans, but it's backfiring big time. Everyone's sick of Green Hill and Classic Sonic. I'm sure once we see the third character and the full "hook" for this game, it'll inspire more confidence than remixed Green Hill stage #97 is doing.
I hope I can get my hands on this at E3 at least.
I don't think people are necessarily tired of Classic Sonic. It's just that the way they're using him, once again, doesn't seem to be up to par with what people are hoping for with that character. Tons of people are excited for Mania, but it's just doing everything right, whereas Sonic Team seems to be off in fantasyland for whatever reason.I really do feel for Sonic Team. They're piece-mealing out info that isn't too big yet to tease fans, but it's backfiring big time. Everyone's sick of Green Hill and Classic Sonic. I'm sure once we see the third character and the full "hook" for this game, it'll inspire more confidence than remixed Green Hill stage #97 is doing.
I hope I can get my hands on this at E3 at least.
Why do you feel sorry for Sonic Team? If they want positive reception, they should put out something worthy of it.I really do feel for Sonic Team. They're piece-mealing out info that isn't too big yet to tease fans, but it's backfiring big time. Everyone's sick of Green Hill and Classic Sonic. I'm sure once we see the third character and the full "hook" for this game, it'll inspire more confidence than remixed Green Hill stage #97 is doing.
I hope I can get my hands on this at E3 at least.
I don't think so. The spin dash was just a move that allowed improvements to level design. Prior to its inclusion they were limited by the fact that they could have designed sections of levels where players became trapped because they had no way of building the necessary speed to continue on. The spin dash allows players to get instant speed to escape such situations. It offsets this by requiring the player to be perfectly still for a few seconds; meaning you can't really use it to gain a speed advantage over playing well. If your goal is to go a fast as possible you're not going to spindash much. This is unlike the homing attack and boost mechanics, which give you instant speed with no time cost, and the Generations spin dash which charges in an instant and can be done while moving.I just don't get it.
The very first Sonic the Hedgehog was a rewarding momentum-based game. Before you had the spindash you had to build up speed and curl into a ball to get through loops and break through walls. Or, you could seek out springs for a more immediate boost. The physics felt natural.
It was basic but the formula served as a key differentiator from other platformers such as Mario.
As much as I think the entire original trilogy (plus Knuckles) is great, I have to wonder if the addition of more instantly-gratifying speed mechanics in Sonic 2 led to the eventual downfall of the core Sonic gameplay. The later-added homing attack didn't help matters either. Now there's an over-reliance on crutches to keep Sonic moving.
Sega really needs to reevaluate their approach to this series.
I really do feel for Sonic Team. They're piece-mealing out info that isn't too big yet to tease fans, but it's backfiring big time. Everyone's sick of Green Hill and Classic Sonic. I'm sure once we see the third character and the full "hook" for this game, it'll inspire more confidence than remixed Green Hill stage #97 is doing.
I hope I can get my hands on this at E3 at least.
Why do you feel sorry for Sonic Team? If they want positive reception, they should put out something worthy of it.
Have you seen the response to Mania?
I'm not sick of Green Hill or Classic Sonic.
The problem with this level isn't that it is Green Hill. The problem with it is that it doesn't appear to elevate Green Hill in any way. If anything it looks like a step backwards compared to the original Green Hill in design. It's a level that looks like Green Hill but is structurally worse. Plus whoever is composing the music doesn't know what they are doing.
And the problem with Classic Sonic is that it's NOT Classic Sonic. It's yet another half-assed attempt to make something that LOOKS like Classic Sonic but doesn't actually play like Classic Sonic. It's very frustrating. We haven't gotten anything that actually played like Classic Sonic since Sonic Advance 1 in 2002, and the last really well-designed Classic Sonic game was from 1994. And you know, with Generations the level design was good enough to make me willing to settle for that heavily scripted approximation of Classic Sonic; but this level demonstrates a huge backward step in level design.
I really do feel for Sonic Team. They're piece-mealing out info that isn't too big yet to tease fans, but it's backfiring big time. Everyone's sick of Green Hill and Classic Sonic. I'm sure once we see the third character and the full "hook" for this game, it'll inspire more confidence than remixed Green Hill stage #97 is doing.
I hope I can get my hands on this at E3 at least.
Is there a reason this game is doing the same gimmick of Generations? 3D Sonic was doing more than fine by the time Sonic Colors droppedand even Lost World had a lot of neat ideas that could have worked really well with a sequel that leveraged those strengths and dropped the bad parts.I am biased because that's my favorite Sonic game ever
Like, why even botter with 2D sections when Sonic Mania is a thing? smh
As a fanbase, 3D Sonic sounds like hell on earth to design for.
Some people want Adventure Sonic.
Some people want Boost Sonic.
Some people want to play as Sonic's shitty friends.
Some people want deep lore Sonic (this sect clings to 06 as a high point)
Some people want only Classic Sonic design/aesthetics.
No story. Some story. One character. A couple. Which play style? What theme? Modern aesthetic? Classic? Boost? Open world? Linear? Wisps?
As a result, this is what we get. A game that can't commit to any one style, while shoehorning in something "fresh", while having to pander to the Classics-or-bust crowd, while being to afraid to take a risk and settling on the overly worn boost gameplay, now a decade in use. This lack of focus means all things suffer, including Classic Sonic, as we've seen. I'm sure this third character/playstyle will inherit their potential experimental style without committing a full game to it, without fully demonstrating it's full potential because they're stretching themselves so thin.
I'd love to be wrong. But I also understand that developing for 3D Sonic has to be one of the most impossible-to-please jobs in the industry.
This is why Sonic Team should just drop Classic Sonic altogether. It was a nice gesture for the anniversary game, but that era is done. Them continuing to pursue that style will please no one, and never live up to the legendary status of the original games, imagined or not. Let other teams and project tackle classic style as they see fit (Mania) and concern themselves with the most worthy, polished iteration of 3D Sonic. Otherwise they'll continue defaulting to this boost shit since it's the safest gameplay system they can land on.
This is why Sonic Team should just drop Classic Sonic altogether. It was a nice gesture for the anniversary game, but that era is done. Them continuing to pursue that style will please no one, and never live up to the legendary status of the original games, imagined or not. Let other teams and project tackle classic style as they see fit (Mania) and concern themselves with the most worthy, polished iteration of 3D Sonic. Otherwise they'll continue defaulting to this boost shit since it's the safest gameplay system they can land on.