• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

New Sonic Next gen shots

Eddz said:
I'm so buying a PS3 for this now.

av-462.gif
 
TekunoRobby said:
Sega really knows how to make me happy. Nothing I look forward to more in a Sonic game than playing every character under the sun except for Sonic. I mean why bother making sure Sonic works well in 3D first. Why that kind of thinking is for amateurs.


Have you watched any of the multiple trailers? They're pretty much entirely Sonic, save for some Silver and a little Shadow. It's pretty obvious the gameplay focus is on him.

The other characters can be played, but it's pretty optional, as far as we know. It might be for some of the side/extra missions.
 
Kulock said:
Have you watched any of the multiple trailers? They're pretty much entirely Sonic, save for some Silver and a little Shadow. It's pretty obvious the gameplay focus is on him.

The other characters can be played, but it's pretty optional, as far as we know. It might be for some of the side/extra missions.
You can't say for certain either way so there's no use in arguing just how much you play as Sonic. I can say that Sega seemed rather adamant in showcasing Knuckles and Silver along with Sonic at E3. However that isn't the problem, what I'm annoyed with is their intent on throwing in as much varied gameplay as possible without bothering to refine the main draw of the game, which is playing as Sonic. ItÂ’s not like they do a great job with the side characters. I prefer one smoothly executed gameplay experience rather than a bunch of shoddy ones thrown together for good measure. I wouldn't be complaining one iota if the Sonic portion of the E3 demo (which is also the one on XBL) played well btw.
 
i just ran thru thru the demo again and does anyone else get frustrated as hell at the fact that it doesnt play as smooth as that cool ass demo reel? wtf! that reel looks awesome!!!
 
you know, despite all the dumb characters thrown in and odd choices of characters.

you can still play Sonic's story only like in Sonic Adventure 1 and ignore the rest of the characters.

after i've beatn SA1 twice, I never go back to play as the "other" characters, I just play Sonic and Tails's Story and that's it

but Sonic Adventure 2 however... then you are screwed to shoot and look for treasure
 
This game is a lot like Sonic Adventure 2, but the demo seemed really limited to really judge the entire game. SA2 started out with very linear levels and got better...maybe this is the same...we don't know.

Kulock said:
So, tackle the general question: what's broken, and how should it best be "fixed"?

Games like this, and Sonic Wii, are simply diversions and distractions from what Sonic was all about.

When Naka and the rest of Sonic Team created Sonic, they created a platformer (perhaps the first) that placed emphasis on an advanced working physics system.

sonicinertia5qg.jpg


sonicgravity5yx.jpg


stickage4qh.gif


From that starting point, they designed other objects to interact with, using this system. This included not only gadgets to interact with to help you get through the level, but also parts of the levels such as ramps, loops, ceilings, and walls.

The most important trait Sonic has, and the one trait that defines him and his gameplay is the fact that he can roll. When he rolls, he can use gravity to his advantage and reach super speeds.

In the Sonic Adventure series...they did not completely abandon this system, but they hacked the physics in. So it wasn't a real working system, but they did make some effort to make it look so. It got worse in SA2, ie. you had the ability to roll down a vertical slope, turn around and roll up with no slowing down.

In Heroes it got worse again. The GBA games didn't have the same feeling as well (though Rush is a bit better IMO, and feels more like the Genny games, though I've only played through a couple of levels I need to play more).

Sonic Wii...*LOL* don't get me started on that...(it could be a fun game, but it's not Sonic...SEGA is just milking him when they decided to make that game).

SEGA got a license to use the HAVOC physics engine for this game...and I was HOPING they would use it on Sonic, or heck, in any aspect of the gameplay. Thus far it's only used on enemy physics when they fall apart after being destroyed. On falling objects such as boxes and rocks. And I think they are used on rings when they fall from Sonic. They are probably used on Shadow's vehicle as well.

But Sonic's physics are still hacked. He can't spin attack now (only does a spin dash), and the substitute for the spin attack is a kicking attack (WTF?), where he slides on his butt sticking his leg out to kick enemies.

Sonic was NEVER about homing attacks. Homing attacks aren't a necessity because Sonic can't be played in 3D...it was a necessity because Sonic Team sucks. :P Seriously though, Sonic Team didn't realise that a fixed camera behind Sonic would be the most appropriate route, and that in 3D, Sonic should control a lot like a racer (not exactly like one, but a lot like one).

Turn Marble Madness into a full fledged platformer, and that would be more like how Sonic should be, than any of these newer games.


It has a fixed camera (that is easily adjustable, and could be used for turning the character), it features a full fledged working and fun physics system, and it shares many qualities with Sonic from a physics POV. It bounces off of surfaces, climbs up vertical walls, defies gravity, much like Sonic does.

There could be some out there thinking, "Why is he equating physics with fun?". To those I ask, don't you find Marble Madness fun? How about rolling into a ball in Metroid Prime?

Heh, here's a bold statement: Metroid Prime...is perhaps closer to what Sonic should be, than any of these newer games.

Personally, I thought it was fun, and really, you could make an entire game like that and people would like it. Now, I'm not saying that Sonic should and will be in a ball at all times...that's only one part of it. If he has a complete working system while running, people will like it as well. He doesn't need to go any faster, but gamers will have more of a rush by controlling a real 3D Sonic game, than compared to a Sonic game that puts you on a rail and has you grinding at 3000 miles per hour. I can tell you that at some times, when attempting speed runs in Marble Madness, that I had a good rush from controlling this fast pinball through the level. Sonic should feel like that.

If there is any way I can become a lead developer of a Sonic game, I'd do it. If someone told me "you need to do A, B, and C, and then you will head a new Sonic title" I'd so do it, enough if it meant donating organs and limbs. :P Ok, maybe not limbs. And not sexual organs.

-addendum-
Credit to Scullibundo and Dan for the diagrams!


-addendum 2-
Add Kameo to MMadness and MPrime...there were good and fun rolling physics there too.
 
Maridia said:
Sweet Christ Freeform. I hope you stole that from somewhere.

As I have in the addendum (maybe I should have popped it right after the pics), I didn't draw it. But it's awesome...I would have loved that when I was attempting to code Sonic physics in UT 2003. Then just tweak the variables. I'm not a math or physics guy so it would have helped a lot. Y'know I used to like math, but then over the years I realized that math hates my guts.
 
Fight for Freeform said:
As I have in the addendum (maybe I should have popped it right after the pics), I didn't draw it. But it's awesome...I would have loved that when I was attempting to code Sonic physics in UT 2003. Then just tweak the variables. I'm not a math or physics guy so it would have helped a lot. Y'know I used to like math, but then over the years I realized that math hates my guts.

*shakes head*

Yeah, more of a liberal arts guy myself. Did you get the mod working?
 
Maridia said:
*shakes head*

Yeah, more of a liberal arts guy myself. Did you get the mod working?

No, it really took me forever to try to figure out a way to get those kinds of phyics in, and I just didn't have the math or physics knowledge to hardcode new physics.

There are a limited set of physics for FPS characters so my first approach was to tinker around with those physics. And so the character wouldn't be able to stop on a dime when going fast, he would slide. So any rapid change in direction or deceleration would cause him to "skid". I also popped in the physics where the character accelerates going downhill, and decelerates. At first I messed up so that he went faster uphill, and slower downhill, so he would literally shoot off of ramps like a bullet for a railgun. :P

But then I had to take into account that I want to be able to go through loops, I want to be able to roll (which is another set of dynamics altogether). And so tried another route which was enabling a different set of movements afforded to the character. You can set it so that you character can walk on any surface, no matter what angle it is. You may have seen it in games like Alien vs. Predator for the PC, where as the Alien you can walk on ceilings and walls and such. And with this, I tried to find out how I could make it so it would look at the angle of the wall, the angle of the player and his speed to determine whether he should stick or fall down.

And at that point I was distracted by another idea...turn Sonic into a vehicle, as it would already have a lot of the physics properties I'm looking for. So I was thinking of having an INVISIBLE vehicle, made of 3 tires, with a model of Sonic in it's place. But at that point I just gave up. UT 2004 was coming around the corner and I didn't know what improvements it would have and stuff. To vehicles especially, from my understanding at that time was that it was hard to do your own for UT 2003...apparently 2004 made it a lot easier.

I wrote up a document on how I'd envision a Sonic game to be like...posted it on this forum but it seemed that only a couple of people were interested. Since then I've been looking at using Source technology for doing the same thing and going the route of coding Sonic as a vehicle. But the fact that I'm a weak coder really hurts any prospect of anything. If I could code, I'd be devoting more time to a Sonic MOD to teach Sonic Team a lesson. :P

When there were tutorials and stuff, I basically ripped them and implemented them (ie. popping in a 3rd person view in UT), but when it comes to coding a new set of physics...bwah...I just can't do it (or I can do it in 30 times the amount of time it takes a regular programmer to).

But I have to say, that running around with my character in the barren open plains of Mobius was fun in and of itself. :P

sonictestlevelzr5.gif
 
I still imagine making Sonic in 3D, to the level of the 2D games was always going to be a hard prospect. Mario ofcourse became a whole new type of game in 3D for it to work. Sonic is fast and creating large 3D worlds is expensive. Starting to think the 2D games are holding the series back...it really should be a new type of game in 3D. That said, I'd have a hard time believing the game sucks without playing it myself. I hope they get most of the glitches out so I won't have to hear any more bitching.

A few ideas that have been running in my head over the years: I'd have enemies that chase Sonic (ala JSR) around large levels like some running battle with Robotnik. I'd borrow heavily from action scenes and movies. In the cartoon, Sonic is damn near a WMD super powered level being...playing as him should be epic in feeling. That means crossing large amounts of terrain in seconds...bowling over trees, denting tanks while chopping up terrain. Now that there's stuff like havoc physics, all types of cause and effect can occur with fully destructable environments and enemies.

Later levels would have more emphasis on enemies that can almost match Sonic's speed making you work and move around large levels just to stay alive (ie, I want Robotnik to be a worthy advesary for once). No one hit wonders. He should be easy to control, go anywhere you want him to go. I'd like to see environments that force you to use sonic's control to his full advantage. I want the levels to play out like a good action flick, areas of limited danger but lots of cool environment things to play off of, then areas of compressed action where it's life or death.

Sonic should be edgy, like every spike on his body could cut you to death by a single touch if he so chose to. A nice character trait would be to display these spikes as he gets upset, or put them away when he's trying to save 17 year old girls (that's part of the storyline I do not have a problem with, marketing to girls is not a bad thing).

Just an old Sonic fan, the first game made that much of an impression on me. :)
 
Christopher said:
it's not 1991 anymore, get over it, and move on.

The funny thing is, there is obviously a subset of the hardcore Sonic fanbase that doesn't want to move on. Sonic Team Jr., the guys who made Sonic Robo Blast, are a good example of others who want a true 3D Sonic.

Same with me...I don't think I'll ever move on, unfortunately.

Deku: That's apparently the case. The argument that Sonic can't be properly done in 3D is a sham, IMO. I'm all good with Sonic Team making games like Sonic Wii and Sonic 360...just don't call them Sonic. Call them Shadow or Silver games...but make a true Sonic game, please, Sonic Team. :(

I'm lame this way, I know. :P
 
Fight for Freeform said:
Deku: That's apparently the case. The argument that Sonic can't be properly done in 3D is a sham, IMO. I'm all good with Sonic Team making games like Sonic Wii and Sonic 360...just don't call them Sonic. Call them Shadow or Silver games...but make a true Sonic game, please, Sonic Team. :(

I'm lame this way, I know. :P

I'm not sure what Sonic Wii is, but the standard is so low that people prefer it over what is coming to the PS3 and 360 and the games that came before it. Certainly the 3-D Sonic games aren't all that great and have lost a great deal of its fans.


And to the other poster, you can argue till you are blue about moving on, but it's not going to change the fact that Sonic is essentially a franchise on lifesupport because each successive installment have pushed fans away. And yea, people have moved on, to better games.
 
Guys.

Sonic Adventure 1 and 2, Heroes, and Shadow weren't just bad Sonic games.

They were just bad games, period.

They haven't just aged badly. They were just as bad then as they are today.

THAT is the reason everybody is looking forward to Sonic Wii and not the one for Xbox 360. Because at this point, people will take whatever they can get, as long as the goddam thing is playable...which I can't say about the last 3 Sonics.
 
SonicMegaDrive said:
Guys.

Sonic Adventure 1 and 2, Heroes, and Shadow weren't just bad Sonic games.

They were just bad games, period.

They haven't just aged badly. They were just as bad then as they are today.

THAT is the reason everybody is looking forward to Sonic Wii and not the one for Xbox 360. Because at this point, people will take whatever they can get, as long as the goddam thing is playable...which I can't say about the last 3 Sonics.

I think Sonic Adventure 1 was a really fun game. It was rough around the edges, but if the team devoted a bit more time into really polishing the Sonic aspects, it would have been a great game (if it wasn't already). I think this revisionist history that no one liked Sonic Adventure 1 is really ridiculous; the game was very well recieved.

The same thing can be said for the Sonic stages in Sonic Adventure 2, of course. As was said before, if Sega had just spent the extra time on the Sonic stages in both games instead of wasting it on the the other characters, the Adventure series could have really carried the Sonic name. Instead, it all went down hill from that first Dreamcast Sonic.

As for Heroes and Shadow....those were terrible games. No argument there.
 
Sonic Adventure 1 is a strange game, as it does have its own place in video game history.

It stands to be the very first '128 bit generation' game.

When it was first released in 1998, it got 8s and 9s across the board in virtually every publication.

It was, after all, the only platformer available for the Dreamcast at launch, as well as it was the first Sonic the Hedgehog game in five years.

I, like many other over-anxious Sega fanboys, was very excited for it.

Now, when I first played the game, it was really fun. Was I really having fun with it, or was I trying to convince myself that it was a fun game? That's a question I can't answer.

Yet, unlike every other Sonic game prior to it, I did not feel inclined to play through the game again...at least not for a very long time.



The last time I played the game was a week ago, only my third time ever. It just doesn't hold up. Sorry, I went into it with an open mind...but, no.

I don't mind the graphics. Yeah, they're bad...but I can deal with them.

It's the play control, atrocious camera, and the boring hub stages. Even the levels themsevles are boring. While running through each level as Sonic, I never felt like I was really 'in control' of what was going on. It really felt like I was having my hand held the entire time. The stages just were not very fun at all.

There was one stage I think I enjoyed...I think it was the raceway stage(the one that has the music with vocals that go "up 'n down 'n all around"...the game does have great music). It may not have controlled well, but at least the speed was there.

Now, Sonic Adventure 2(at least the Sonic/Shadow stages) was a drastic improvement in this area. They weren't great, but they fixed a lot of things in the 'speed' stages with that game. Alas, those levels account for less than 1/3 of the entire jouney. But they did prove one thing with this game...that a good 3D Sonic IS possible.

But we're still waiting.

I hate to come off as some overly hard-to-please eletist fanboy. Sonic Adventure isn't as bad as I probably make it seem. It just has too much unneeded, extraneous fluff. If it was purely action-oriented, I'd enjoy it much more.
 
Freedom: YES. That's what I've been trying to say (and way more) about 3D Sonic games for ages. New Sonic games (including Advance and Rush) are getting it wrong because they're all about flat-out speed, when Sonic's really about controlling that speed in tricky situations.
 
Played the demo on xbox live and hated it. But when the demo restarted i passed the pad to my mate to have a go and it totally ****ed up and was running at half speed (ok it's a demo, shit happens) BUT the important part of this story is: at half speed it was actually.. better! The camera snapping was still annoying, but at least it was every 10 seconds instead of every 5 now and you actually had time to, you know, do stuff before it had passed you by...
 
GitarooMan said:
The biggest thing they need to make from what I saw in the demo by far is the control and camera. If they were solid, I wouldn't care very much about the story and stuff. The control is too oversensitive in the demo, the best example is where you're running sideways on the wall and it's nearly impossible to line up Sonic on the speed arrows because it's so jerky. I have no problem with the game being 3D but if they are going to make the levels fully 3D and not just on rails they need to fix the control and camera to something more like Jak and Daxter with added speed. I'm a huge 3D platformer fan and will probably play this game at some point no matter what, but the controls feel incredibly unpolished compared to good examples in the genre.
I do not disagree that the controls have issues in the demo, but you must realize that some of can actually HANDLE those controls and have fun while doing so.

Just this weekend, I finally witnessed someone playing the game who was clearly running into the same problems so many folks around here have been complaining about. Flying off of cliffs, dashing from side to side in a jerky fashion, missing lock-on jumps, etc. They truly made the game look terrible. Yet, I am able to play the game without any issues.

I actually quite like the controls chosen here as they give you very accurate control over the motion of the character. If you press the analog stick in any single direction, Sonic WILL fly off in that direction...but subtle and smooth motions using the full range of the analog stick allow for perfect control over his actions.

This new game looks to be Sonic Adventure 3, basically, and I'm somewhat excited as I very much enjoyed the first two (though SA1 is barely playable at this point as a result of the glitches).

The largest concern here is whether or not the side characters will be any fun to play. The simple fact that they exist does not necessarily mean that they will not be, however. What made each style of gameplay so poor in the first place? The Knuckles stages were always considered the worst and rightfully so. You were sent to explore these open environments with vague hints and an awful camera. The Big and E102 missions were certainly no fun either in the original game and felt tacked on. On the flipside, Shadow was perfectly enjoyable in SA2 as was Amy in the original. This new "Silver" thing looks to be a bit strange, but still much more fun than any of the real downers in the series. From what we can see, there will be no gameplay modes in this new game that are as poor in quality as the worst examples in the first two games. In fact, there is a chance that each one could actually be fun! There is no additional teamwork gameplay here and there aren't throwing in guns or other worthless junk from Shadow (outside of that stupid vehicle, but to be honest, that alone should not ruin the game as they were not the reason Shadow was a poor game).

When you add in the fact that the game is fantastic looking AND seems to feature a great soundtrack, you can see why a few might be excited. It's Sonic Adventure 3 and it seems to contain less bullshit gameplay. If you can handle the controls, it should be great fun. I'm not even sure why everyone is so against the environments as the levels themselves look fantastic in terms of design (the demo was loaded with multiple, layered paths, for instance). It's not the old Genesis environments, sure, but if you stop expecting that out of this game, I don't see why you can't enjoy what is there (it's not as if the actual levels appear boring).

I won't defend the setup, though. That story...looks odd.
 
BlackClouds said:
playing as him should be epic in feeling. That means crossing large amounts of terrain in seconds...

When I saw this pic I thought it just might happen, alas not .

sonic-the-hedgehog-next-gen-20050908091159639.jpg


Diablohead said:
and station square and mystic ruins are not real locations

And Soleanna is? Oh btw Mystic Ruins may be a liitle more real than you realise

http://www.theghz.com/sonic/adv/adv.html said:
Before beginning development, the Sonic Team flew on down to Central America for some inspiration. After hiking treacherous mountains (during which some of the team got sick due to the thin air and had to retreat), exploring ancient temples (filled to the brim with ravenous tourists and souvenir mongers), and flying over ruins to get panoramic views of the breathtaking scenery, the Team returned home to Japan to put their experiences to silicon. Most of the scenery in the Mystic Ruins area, particularly the Lost World temple, was directly inspired by the Central American sights.

nanbei0.jpg

nanbei1.jpg

nanbei2.jpg

nanbei7.jpg
 
D-X said:
When I saw this pic I thought it just might happen, alas not .

[IM]http://xbox360media.ign.com/xbox360/image/article/649/649398/sonic-the-hedgehog-next-gen-20050908091159639.jpg[/IMG]



And Soleanna is? Oh btw Mystic Ruins may be a liitle more real than you realise

Holy crap I have that Sonic plushy.
 
RegularMK said:
Basically? Sonic Heroes was on the right track but was horribly broken and damn near unplayable. If Sonic Team could manage to make a more classic Sonic, you know, good then perhaps people would be singing a different song.


Well put. I liked the fact that it was a bit 'back to the roots' in gameplay, as far as faster paced with more running/jumping than exploring and talking to NPCs. But 'broken' is the perfect term for it. There was so much wrong with it that I hated it. Constantly throwing you up in the air with nothing in sight to land on, falling through floors, etc.
 
Ninja Scooter said:
its completely unneccesary. Sonic was sonic, it was fine the way it was. Trying to make it into this post-apocalyptic mature crap just makes the whole thing look ridiculous (and when we're talking about a giant, blue hedgehog who wears sneakers and runs really fast, thats saying something). Why doesn't Disney make a Mickey Mouse movie where he raps and takes ectasy?

Theres actually a mickey mouse short where he goes all... feral

I think it was called bad hare day or something ... google it

edit: wait, I think it was called the runaway brain or something, it was ****ed up regardless
 
Besides the gameplay which I believe should deffinitely be completely changed for Sonic in 3D, I also don't like the art in SA3. They need to quit with the realistic trees, and grass textures and rock textures. I want my hand-drawn palm trees, and hand drawn grass, and all the things that made the original Sonic so memorable. And by going away with these textures, they may even find they'll have more power to use on other things such as level size, draw distance, AI and gameplay physics. And STOP with the GUNS and BULLETS.

As a matter of fact, quit the "tunnel" stage design because even though one-way worked great in 2D it's not going to work so great in 3D. Go to a sand-box stage design, where you truly have many different routes to finish a level. Not just South-North, but North, South, West,East, and any other ways. Where you have multi tier-ed routes, in different directions, intersecting roads, etc. Stop with the narrow pathways at 10000 miles an hour because it's only going to create frustration.

In all honesty to make a real good Sonic in 3D, you would probably need the type of budget needed for PSO or better yet Shenmue. And I just don't think Sega's interested when they can continue slapping Sonic's face on the same iterations and make a bunch of money.

This is one series that Sega should have taken much better care then they have.
 
Fight for Freeform said:

Turn Marble Madness into a full fledged platformer, and that would be more like how Sonic should be, than any of these newer games.


I think this is a very interesting idea, especially in terms of momentum. One thing with the 3D Sonics that bugged me was that you never really felt like you were building up speed (not that there was any place to do it). Being able to stop or change directions on a dime took a lot out of the game. Thanks for the insight.
 
Sonic could work in 3D while being essentially what it was in 2D times.

I see it as a huge open freeroaming world. You could navigate it to find stuff, rings, power ups. You could spin dash to go faster make jumps with the landscape, etc.
The game could give you access to different parts of the world after you did some task (ala GTA). You could also have a base or some whatever village or something where there's some other Sonic characters to interact with VERY LIGHTLY, the game would be about evading in the open and have fun in the scenery + explore the world.

Now the player could have to find some futuristic cages and free animals Dr. Robotnick would have imprisonned (just like at the end of the levels in the 2D Sonics).
After a certain number of cages found and opened, BANG! Huge boss coming from somewhere that you have to get rid of.

You could collect Rings that kinda becomes your health (like the old Sonics) and also reach Super Sonic status if you collect ALOT of them. (rings would respawn after some time as well as ennemis in the fields).

Finally i'd like to "open" at some point a way to go in the clouds where there would be kind of a secret part of the world and also another "underground" level world could be found.

But that 3D Sonic will never happen i guess. Until i make it or something.

sonic-the-hedgehog-next-gen-20050908091159639.jpg


This pic is inspiring.
 
F4F said:
Turn Marble Madness into a full fledged platformer, and that would be more like how Sonic should be, than any of these newer games.

No, that would be Marble Blast Ultra. MM is a good game but only because it controls just how you would expect a moving marble to control. I agree that Sonic's spin should be added as an element of gameplay, but not the main focus. Your focusing to much on the 3d aspect and forgetting about what makes Sonic a good game, speed, fluid motion and control. Those things have never mixed well in a 3D environment. I also am totally against a sandbox/free roaming Sonic. The game works best with the player speeding through levels, selecting among a multitude of different paths, avoiding hazards/creatures, collecting rings and optimizing times.


I think this new game is heading down the right path gameplay wise. But, I blaim most of design character choices on the the cartoonization(wd) of Sonic. If they need to expand upon the story line, Sonic should be about Nature vs Man. Not working with them.
 
Albino Hog?

Seriously, staying loyal to your roots sometimes isn't a bad thing. On the contrary, stepping back on all of the hog variants might do the series good.
 
Top Bottom