Lost World proved the opposite is the case. Sonic games need to be less open, yet still wide, and Unleashed is proof of this. One of the many reasons it's superior to Generations and Colors IMO.
Lost World proved the opposite is the case. Sonic games need to be less open, yet still wide, and Unleashed is proof of this. One of the many reasons it's superior to Generations and Colors IMO.
Still waiting.
I'm sorry man, but its hard to take your opinion on Sonic seriously when you were trying to downplay how awful Boom is.
Still waiting.
That's from the reveal of Sonic 06 lmaoIs that the newest Sonic game? Looks to be the best game since the Genesis titles. Seems Sonic Team finally did something right.
I think most people who still aren't satisfied with 3D Sonic wants this. I think it's possible, but the direction and design would probably be painstaking as shit, and Ironically I'd say the controls from Lost World maybe closer to what you want, despite the level design being meh.I just want to be able to PLAY this. Is that too much to ask goddamnit?
Imagine these fields below are your playground. Mother of God, Sonic would be saved.
Gimmie.
Go anywhere. Tricks build momentum. Chain Parkour moves to reach untold speeds.
Ignore this silly pseudo Sonic Xtreme pipe levels nonsense. The real stage is below all that in the background. Imaging if you could go anywhere on that background.
THIS.
Is that the newest Sonic game? Looks to be the best game since the Genesis titles. Seems Sonic Team finally did something right.
Sonic will only work if they stop making it as a racegame. More platforming like sonic 1. Better music like sonic1. Open world would be the best fit, but not like the video's in here.
Is that the newest Sonic game? Looks to be the best game since the Genesis titles. Seems Sonic Team finally did something right.
Gimmie.
Go anywhere. Tricks build momentum. Chain Parkour moves to reach untold speeds.
Sonic could fill a niche Mario hasn't since Mario 64 in terms of sheer player character ability and compete there vs. the Mario series' increased focus on escalating level design and thus the entertainment value would come explicitly from moving Sonic around.
Lost World proved the opposite is the case. Sonic games need to be less open, yet still wide, and Unleashed is proof of this. One of the many reasons it's superior to Generations and Colors IMO.
Wow man, I'm glad someone else sees the potential of that intro as well. Great job adding examples.I just want to be able to PLAY this. Is that too much to ask goddamnit?
Imagine these fields below are your playground. Mother of God, Sonic would be saved.
Gimmie.
Go anywhere. Tricks build momentum. Chain Parkour moves to reach untold speeds.
Ignore this silly pseudo Sonic Xtreme pipe levels nonsense. The real stage is below all that in the background. Imaging if you could go anywhere on that background.
THIS.
I always got that feeling from the speed games.
I feel like even in those games, there was still something "missing" that would take the idea from a genuinely fun thing to something series redefining. If they return to the boost mechanics, I hope they also iron out the kinks in the parkour mechanics they introduced in Lost World just because it would allow for some wild character action and means of bounding about stages.
PeakPoint's line specifically about (roll?) tricking off things to continue building momentum sounds brilliant and a game with geometry and level design that would allow for that much could be something really unique if someone puts in the work to design it.
I think the mistake was assuming the series would be better in 3D in the first place. Go back to 2.5D and stop trying to be a soap opera.
I think the mistake was assuming the series would be better in 3D in the first place. Go back to 2.5D and stop trying to be a soap opera.
I think the mistake was assuming the series would be better in 3D in the first place. Go back to 2.5D and stop trying to be a soap opera.
I'm sorry, did you mean to post this in a thread from 8 years ago?I think the mistake was assuming the series would be better in 3D in the first place. Go back to 2.5D and stop trying to be a soap opera.
While the level design concern is a valid one, it can be solved with proper pacing of stage elements and fun traversal for long stretches of land. For example think Spiderman 2 on the PS2. Webslinging across NYC was extremely intuitive and structured to take advantage of your environment for movement. Once you mastered how Spidey maneuvered, getting from point A to point B became an absolute blast. It could be done quickly, with style, and a maturing move set that you upgraded kept it all interesting. Imagine a mountain in an open world Sonic game you once had to travel between the crevices and walls to get to the other side at the beginning, and by the end of the game you have grown and upgraded to the point you could simply leap over it with enough momentum.I think most people who still aren't satisfied with 3D Sonic wants this. I think it's possible, but the direction and design would probably be painstaking as shit, and Ironically I'd say the controls from Lost World maybe closer to what you want, despite the level design being meh.
I just want to be able to PLAY this. Is that too much to ask goddamnit?
Imagine these fields below are your playground. Mother of God, Sonic would be saved.
Gimmie.
Go anywhere. Tricks build momentum. Chain Parkour moves to reach untold speeds.
Ignore this silly pseudo Sonic Xtreme pipe levels nonsense. The real stage is below all that in the background. Imaging if you could go anywhere on that background.
THIS.
If you ever take the time I'd be willing to listen and bounce ideas. A good place to start would be thinking about how an open world Sonic can be a great game in terms of functionality over concept.I'm sorry, did you mean to post this in a thread from 8 years ago?
How embarrassing.
While the level design concern is a valid one, it can be solved with proper pacing of stage elements and fun traversal for long stretches of land. For example think Spiderman 2 on the PS2. Webslinging across NYC was extremely intuitive and structured to take advantage of your environment for movement. Once you mastered how Spidey maneuvered, getting from point A to point B became an absolute blast. It could be done quickly, with style, and a maturing move set that you upgraded kept it all interesting. Imagine a mountain in an open world Sonic game you once had to travel between the crevices and walls to get to the other side at the beginning, and by the end of the game you have grown and upgraded to the point you could simply leap over it with enough momentum.
Pockets of "stages" and obstacle courses scattered around the game field would act as destinations, with much more contained platforming and momentum based exploration. Little oddities, discoveries and enemy types would be scattered across the open fields as you travel to your endpoint, acting as submissions or side-quests.
I dunno, it's almost overwhelming how ripe an open world Sonic game is for ideas. I could write an entire design document right now if I had the time. I almost want to sketch it out.
Had no idea so any people liked unleashed. I thought I was terrible.
Colors and Generations are by far the 2 best entries in recent Sonic history.
Nah, a more open structure within the stages won't mean a damn thing if the devs aren't talented and skilled enough to also create a nice harmony between great level design and satisfying player mechanics with good game feel.
I mean that's the problem right there; Sonic Team has never been able to nail the player mechanics.
This isn't because of ridiculous notions like "Sonic's gameplay is impossible to transition into 3D!" or "Sonic's concept was always flawed!" there are plenty of times in modern 3D Mario games where the player has to control a fast moving object through a superbly designed obstacle course (Like This or this or even this.) and those moments feel great thanks to the satisfying player mechanics. I think the real gist of it is Sonic Team never wants to commit; they're either throwing away perfectly good templates (SA2's Sonic mechanics/level design and Unleashed/Colors/Generation's Sonic mechanics/level design) or they're distracting themselves with clunky non-platforming/semi-platforming gameplay styles (Big's fishing levels, Knuckle/Rouge's semi-open treasure hunting levels, Werehog's God of War style levels, etc.)
This is really annoying to say the least...
I really think that Lost World could have have been fantastic if they had just copied, refined, and added onto the player mechanics and level design that was featured in Colors/Generations.
There was no need to start over from scratch; especially when you consider the tight schedule Sonic Team is on.
No, it was a concept video from E3 2005 (shown behind closed doors).That's from the reveal of Sonic 06 lmao
No, it was a concept video from E3 2005 (shown behind closed doors).
I just want to be able to PLAY this. Is that too much to ask goddamnit?
Imagine these fields below are your playground. Mother of God, Sonic would be saved.
Gimmie.
Go anywhere. Tricks build momentum. Chain Parkour moves to reach untold speeds.
Ignore this silly pseudo Sonic Xtreme pipe levels nonsense. The real stage is below all that in the background. Imaging if you could go anywhere on that background.
THIS.
The way to fix Sonic games is to completely overhaul the player's tools, not the obstacles they face.
The current Sonic moves and abilities are a mess which lead to bad level design. There's a ton of baggage in the tools you're given which come from a lot of poor choices made in the past - most of which stem from a misplaced notion that Sonic needs to go fast rather than the idea that Sonic can go fast.
Returning Sonic's speed to a momentum-based risk/reward scenario rather than the current "give Sonic as many tools as possible that make him fast" nonsense it has become would go a long way toward making the games better. Once you have those fundamentals down, the rest of the game and level design will follow.