themagicalkitsune
Member
Needs more EDGE
I'd play that tbh
Needs more EDGE
I just don't understand why classic sonic or his gameplay is even here? What was sonic mania for if you weren't going to commit to one style for the other game
I think it's pretty obvious that if most players' experiences of the game are having to switch characters and having to stop and fight enemies in order to proceed, then that is the intended design decisions that Sonic Team saw fit, that is how they intended players to play through the game. If they didn't, then the designers clearly screwed up, because the emphasis of teamwork mechanics --through both the gameplay mechanics and level design-- is clearly the main focus of the game's design.
"Good players" bypassing all of the stuff with the "momentum" examples you've presented reads less like something actually designed as part of Heroes' core gameplay mechanics that the developer wanted players to utilize; and more akin to glitches / exploits or unintended / overlooked design choices players can exploit to speedrun through levels. They are arguably a result of the game's existing design, but not an intention by the game designers.
The notion that Sonic Team specifically designed Heroes' levels so that boss encounters and entire setpieces can be skipped entirely with switching characters / timed jumps / momentum I find to be really questionable, because it brings up the question of why would the studio would even spend their resources designing and implementing said boss encounters and setpieces in the game in the first place.
I feel like you're more describing an idealization of Sonic Heroes instead of the game we actually got.
I mean, sure, the game allows for that stuff, but that is blocked off to the vast majority of the players because the controls were so awful. It's pretty much a constant struggle throughout the whole game to not fly off at any given instant. Sometimes you rocket forward after landing for no good reason. The pinball physics are completely busted. Rail switching is not reliable. And don't even get me started on the special stages.
I say this as someone who replays Sonic Heroes from time to time. There's something there but it's completely mired by all the problems with having your characters do what you actually want them to.
I thought this was going to be a 3D Sonic Adventure style game. No?
The lighting looks a lot better on the screenshots than the video. You can actually see the details on the bricks, while on the video they look really flat. (And the ring placement is different)
And even then lost world still had that grid feeling to it.They did that with Lost World. People complained because it had a learning curve.
You can do some insane stuff provided you have a wall to work with. Really fun to mess around in that game.
Seriously that and that old GDK demo are the only thing I see that can be fresh. Give sonic some room to move and do whatever he wants. All this locked in gameplay is so old feeling to me. Its tried and true but we done played it already. Give sonic like 20 stages the size of breath of the wild and let him run wild.The most interesting thing I've seen out of 3D Sonic in the last 15 years has been a fan project, Sonic Utopia. Big rolling Sonic CD intro looking spaces, momentum based physics, free form locomotion, fully controllable ramp/speed sections, spin dash and super peel out, etc.
I know there's a part of the fanbase in love with the boost gameplay and the whole obstacle course racer thing they've been doing for a while now, but Sonic Utopia is what I was dreaming about in the 90s. I'd love to see a fully fleshed out version of this.
Sonic Team makes games in response to fan feedback in the same way Nintendo made Breath of the Wild as a response to fan feedback about Skyward Sword. Communication is a two-way street; a developer is blind to the desires of their fans and thus can't design a game around any of it until their fans actually tell them what they want. Otherwise, Breath of the Wild as we know it would not have existed. Subsequently, Colors and Gens are in part the result fan feedback- shitty fan feedback, but feedback nonetheless.
True, it's not all the fans' fault these games are kind of middle of the road. But since everyone blew a load over "middle of the road" game design, I don't give them a pass either.
I never thought I'd be asking this, but...what happened to the post apocalyptic setting that was supposed to be in this game?
Also, people like Sonic Generations now?
I guess this is part of the Sonic Cycle as well.
Also, people like Sonic Generations now?
I guess this is part of the Sonic Cycle as well.
Now? It's been well received since it was released.
Sonic Generations was hated?
Everyone i talked to that played the game seems to range from indifferent to loved it. I did not know it was hated.
On-topic, the music is really bad. At least the game-play seem really good.
Uh...I was here when it was both unveiled and released. People hated it (well, at least those stupid werehog levels anyway).
Uh...I was here when it was both unveiled and released. People hated it (well, at least those stupid werehog levels anyway).
The youtube comments are always so predictable.
"Am i the ONLY one who likes the music?" "Man Sonic fans are impossible to please"
Yeah its really hard to make good sounding music and have a fresh new level idea for a sonic game.
I wonder what other game is doing that right now. https://youtu.be/_l6JNagt4AY
I wish this was the entire game instead of it being the weird format every Sonic game has been for the past ten years.
I think you're thinking about Sonic Unleashed.
You're confusing Sonic Generations (The game with Classic and Modern Sonic) with Sonic Unleashed (The game with the Werehog).
The lighting looks a lot better on the screenshots than the video. You can actually see the details on the bricks, while on the video they look really flat. (And the ring placement is different)