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Project Sonic 2017 now called Sonic Forces [Update: First Gameplay Footage]

Sonic levels are much bigger than they feel because the player is racing through them at high speeds.

Also they apparently made a new engine for this game.

This has been a problem for the franchise since Unleashed introduced the style. The levels are resource intensive for ultimately rather little play time, and in an era where people so often correlate game length to quality, that doesn't help.

Liking what we saw in the footage though. Seems like they're pushing a higher framerate again, while also using the clean break generation wise - after being constrained by the Wii U - to be able to bump up the visual quality in general.
 
What? Of course I've played it. I've played it to death... which is why I wouldn't use my own prowess for how controllable the games are. Just because we've become adept at handling Sonic's atrocious controls in those games, doesn't make them any less atrocious.

I was referring to seeing basically anyone that didn't grow up playing them try them today. The controls are unwieldy because if Sonic is running forwards at 200mph, then small adjustments to the direction held on the analog stick immediately convert that velocity wholesale to the new vector. It's terrible gameplay design for anything (not even character... any THING) a player is supposed to move at speed in a 3D space.

I don't really have much issue about saying the momentum and how busted it is because it can be pretty shoddy, I just don't think it's fair to make it seem like Sonic can fall off the stage so easily. It's a definite problem in Generations I found and especially in how tight the platforms get in Adventure 2 gets, but the engine for Adventure 1 itself has weird adjustments it applies on Sonic through out the game though you'd rarely find yourself falling off the stage because you accidently made Sonic fall off the stage.

Like for example the snake in Lost World, Sonic standing still on it without any input from the player, will still more from left to right clipping into the snake and making the engine think he is jumping when all it is is the snake lowering or rising. Less an issue with the control and more of an engine issue with the collision detection. Especially on slopes, it can cause Sonic all sorts of issues.
 
Let's not rewrite history

Adventure 1 was anything but bad. it wasn't perfect but it wasn't a bad game.

Adventure 3 was the only one game who was bad from start to finish.
Back in the day the games were lauded for their ambitions towards implementing multiple gameplay styles in one game, plus their attention to detail in Five. Nowadays though their warts are easy to spot: twitchy controls, boring alternative gameplay, terrible camera, weird dark stories, etc.

I loved Adventure 2 but I'm happy they've derailed from that type of game. This looks like the logical progression of the Adventure type of story/setting with actually competent gameplay on top of it. Hopefully the classic and 3rd style will be fun to play too!
 
That includes building a new engine though.

Also, this thread is just laughable, just look at the past few Sonic games...

// Try something new
/// Reviews badly, sells badly

// Try something new
/// Reviews badly, sells badly

// Try something new
/// Reviews badly, sells badly

// Go back to style that was last praised and reviewed well
// NeoGaf "OMG YOU GUYS SUCK, CREATIVITY BANKRUPT, WHY DON'T YOU TRY SOMETHING NEW??"

The overall reception of the more well received games isn't really much of a standout to be honest; I'd say at best the better Sonic games get to a "good but not great" level. We've seen them use this formula for three games with varying degrees of success and not a lot of improvement besides whatever accompanying gimmick of the day they decided.

It's more like a "meh" feeling and just kinda speaks to Sega's difficulty to nail down something truly exceptional, especially when now it looks like they're spreading this game even thinner. While I don't hold it against them for falling back on a safer formula, I don't hold it against people for not being too excited for that very same reason. It's not as if Sonic set the world ablaze with the better of his recent outings.

I must disagree Notliquid. When I play through a level the first time in these games I typically blast through whitout a care in the world like how you described, but with my subsequent playthrough I look for hidden routes and secrets I can possibly use to get through skillfully and then practice running through and hitting my preffered route. THEN when I feel confident enough I whip out the boost and speed on through a level going for best times and looking cool.

To me I feel great when I can run through a level and take the difficult but fastest routes and nail precise movements while moving at mach 7. I feel fast not just because I have instant boost, but because I'm able to execute crazy risky maneuvers and skip past portions of the stage with well timed boosts, jumps and hard practice. I still feel rewarded with speed when I finally learn a level be able to maneuver through it the best way I can with no mistakes. Maybe our tastes are different?

While I can't deny there's thrill in executing some of these elements my main issue with the modern formula is how binary it is. Because of it's mechanics and designs it's incredibly strict in it's pathfinding. I just don't see the nuance in it, while the classics had so many more moments when you build your own momentum and utilize the fluidity of speed to enable platforming in a multitude of ways. I think to Sonic CD's Collision Chaos as an example where there were a plethora of half tubes that had to be utilized for Sonic to gain elevation and higher ground, or the first act of Sonic 1's Green Hill where a tunnel catapults you high up and allows you to collect rings, while giving you ample time to readjust your angle to hit an enemy in mid air to gain even more height if you're good enough. The fact that you had to build speed and then sustain your control a lot of the time in order to pathfind is something I generally prefer with Sonic, and many of the boost games don't provide me with similar fluidity. With those games it almost feels more like the minecart levels in Donkey Kong.

Which isn't to say it isn't fun, but it isn't as memorable personally.
 
People complaining about flames and missiles being dark and gritty when Sonic 3 literally opens with Eggman burning down an island with flames and missiles and wasn't at all dark and gritty

1d7480a0cf.png
 
So what do people think the purpose of Green Hill in the footage is? Probably has something to do with why Classic Sonic is in this.
 
I'll wait until we have more footage.

At the moment, I'm disappointed. Same boost into hallways shit with apparently all those colors power ups... And 0 hints of verticality on the level design like back in the SA days, meaning they'll probably rely on 2d segments in order to give some kind of platforming.

At least sonic mania it's there to please the 2D aspect.
 
Was hoping that the majority of paths ingame wouldn't be complete straight lines. Wanted more open levels to allow for alternate paths. Maybe the third style will account for that.
 
I'll wait until we have more footage.

At the moment, I'm disappointed. Same boost into hallways shit with apparently all those colors power ups... And 0 hints of verticality on the level design like back in the SA days, meaning they'll probably rely on 2d segments in order to give some kind of platforming.

At least sonic mania it's there to please the 2D aspect.
I spied some alternative paths in the footage I watched, unless my eyes deceived me.
 
"Objectively"

Let me stop you right there. Obviously it's my opinion. I don't think it needs to be prefaced before every comment I make.

Fair enough.

I personally find the slower and more deliberate platforming to be superior to the almost racing game like qualities of Generations. This stems to both Adventure's controls and level design.

I find Adventure's controls pretty janky, to be quite honest. And even then, the level design still leaves a lot to be desired. Adventure 1 favors the use of homing attack chains in lieu of any meaningful platforming (Parts of Windy Valley, IceCap and Final Egg are the only real instances of decent platforming that come to mind) and outside of City Escape and maybe Pyramid Cave, Adventure 2's idea of level design was sticking grind rails all over the place. 3 of the 10 speed based levels in the game are literally grind rails over bottomless pits with some sparsely laid platforms every now and then. I don't find it to be thoughtful or engaging level design at all.

Compared to the boost style games where yeah, it's more akin to a racing time trial (I chalk that up the the boost concept finding it's origins in Sonic Rush; A game with a similar design philosophy but frustrating level design to show for it), but each level is crafted around what the player can do, whether they're on the lower end of the skill floor, or the higher end of the ceiling. Skill and mastery of how Sonic controls grants you access to shortcuts you might otherwise not even know existed. Some will even be dangled in your face a bit (The beginning of Chemical Plant comes to mind) encouraging you to try your hand at approaching the level a little differently.

Even Colors gets this right despite being a slower paced game. There's one act in Planet Wisp for example, revolving around this giant tower. The act itself isn't terribly long, and the level is more or less straightforward. However, if you go hunting for the Red Rings in the level you find that through some clever Wisp and Boost usage, there's an entirely separate path through the level that nets you all of the red coins and more than likely a better time, because that higher path is way quicker. The Adventure games tend not to have any instances of that level of thought being put into it's level design.

About the only thing I will say Adventure (at least 2) does right in comparison is it's ranking system. Unleashed and Generations ranking systems are far too generous in comparison.
 
I'll wait until we have more footage.

At the moment, I'm disappointed. Same boost into hallways shit with apparently all those colors power ups... And 0 hints of verticality on the level design like back in the SA days, meaning they'll probably rely on 2d segments in order to give some kind of platforming.

At least sonic mania it's there to please the 2D aspect.
Couldn't have said it better myself.
 
Gameplay not doing much for me. Looks like they're repeating the same formula that hasn't really worked well for nearly two decades now.
 
I don't really have much issue about saying the momentum and how busted it is because it can be pretty shoddy, I just don't think it's fair to make it seem like Sonic can fall off the stage so easily. It's a definite problem in Generations I found and especially in how tight the platforms get in Adventure 2 gets, but the engine for Adventure 1 itself has weird adjustments it applies on Sonic through out the game.

Like for example the snake in Lost World, Sonic standing still on it without any input from the player, will still more from left to right clipping into the snake and making the engine think he is jumping when all it is is the snake lowering or rising. Less an issue with the control and more of an engine issue with the collision detection. Especially on slopes, it can cause Sonic all sorts of issues.

For sure the Adventure games have plenty of other issues as well (mostly SA1, which is almost as hilariously busted as '06)... but the core controls are also just one of those things, and were definitely not some strong point that the series should be looking to return to.

I did somewhat exaggerate the whole "flying off the stage" stuff, as that's not as common as I probably made it sound. I was mostly just using that as a way to illustrate that the controls, and the way the games handled momentum is bad from a fundamental gameplay standpoint. It doesn't really matter if the width of the levels mean that when someone's struggling to control Sonic, they don't actually die... the point is really that they're consistently struggling to control Sonic. I can load the game up now almost two decades from its original release, and I'll still probably pinball my way around the opening corner in Seaside Coast... which has ribbons there tellingly, because basically everyone will. This is also why I take issue with claims that the levels in the Adventure games were better designed. It takes damn near an act of god to play through pretty much any level as Sonic and not be constantly running full tilt into obstacles, because they constantly do crazy shit like following up a long straight slope downwards, with a fucking square U-turn at the end (thinking specifically of Sky Deck here).

If Sonic moved at the speed of Mario, then the controls employed for Sonic Adventure would be great. He doesn't though (and shouldn't imo... just play Mario for that), and so the controls are a goddamn mess.
 
This game looks stunning even from that off screen footage, the hedgehog engine already produced some great looking games so it's no surprise that the successor look even better.

Not so keen on the boost gameplay I've seen so far but I imagine there will be more than hallways like in Generations (Seaside Hill had a lot of openness). Interested to see what third gameplay element will be.
 
Gameplay not doing much for me. Looks like they're repeating the same formula that hasn't really worked well for nearly two decades now.

I mean, I personally prefer Dreamcast style gameplay, but Sonic with the boost mechanic has been the most successful gameplay style they've ever tried with 3D Sonic. They did try something new with Lost World, but they got a lot of criticism for not sticking with "boost to win" style, because that's what most people seem to think works for 3D Sonic. I can't really blame them for going back to what they know people like.
 
I mean... It looks like Sonic Generations Modern Sonic gameplay. This game is already confirmed to have three gameplay styles, two of which is Modern Sonic and Classic Sonic. Why are people surprised Modern Sonic gameplay looks like Modern Sonic gameplay in a game that's obviously a successor to Generations?

I need to see more, but Generations ended up being one of my favorite Sonic games so I am game. People also need to remember this type of gameplay hasn't actually been used in any game since 2011, for six years this month actually. Also this is obviously the first stage of the game, which is always the most linear in those type of Sonic games (still with pathways but usually more direct to let people get a hang of the stage). Think of Sonic Generations Green Hill Zone modern or Sonic Colors first level compared to later stages.
 
While I can't deny there's thrill in executing some of these elements my main issue with the modern formula is how binary it is. Because of it's mechanics and designs it's incredibly strict in it's pathfinding. I just don't see the nuance in it, while the classics had so many more moments when you build your own momentum and utilize the fluidity of speed to enable platforming in a multitude of ways. I think to Sonic CD's Collision Chaos as an example where there were a plethora of half tubes that had to be utilized for Sonic to gain elevation and higher ground, or the first act of Sonic 1's Green Hill where a tunnel catapults you high up and allows you to collect rings, while giving you ample time to readjust your angle to hit an enemy in mid air to gain even more height if you're good enough. The fact that you had to build speed and then sustain your control a lot of the time in order to pathfind is something I generally prefer with Sonic, and many of the boost games don't provide me with similar fluidity. It's a bit more like the minecart levels in Donkey Kong.

Which isn't to say it isn't fun, but it isn't as memorable personally.
I don't think that translates well to 3D, to be honest. While I enjoyed the Adventure style, they pretty much proved that you're simply not going to be able to achieve the same balance between speed, platforming, and exploration in full 3D space without a huge amount of work to make sure you don't end up somewhere you're not supposed to. Sonic's speed pretty much demands some form of restriction in 3D level design, thus, streamlining his gameplay to a speed-focused, arcade-esque time attack style makes sense.

Personally, after going back and playing both Adventure games, I don't think there's a single thing they did in the Sonic stages that couldn't be done in a Boost-style game.
 
If anything it's the "3 gameplay styles" bit that has me worried. I already felt the despite the nostalgia attached to him, the classic Sonic levels were the weaker part of Generations. They're not going to be fucking with Sonic Mania in that area, so I'd rather they didn't bother. God only know what the 3rd gameplay style could be (dear god, don't let it be Adventure in any form).
 
Gameplay looks closer to Unleashed than Generations, which would be a downgrade. Of course, it is a whopping 20 seconds and Modern Green Hill was barely distinguishable from Unleashed stages, so yeah.

I really hope that Sega stops doing 2D Modern Sonic segments, though. They are consistently the worst parts of the Modern Generations stages.
 
I mean, I personally prefer Dreamcast style gameplay, but Sonic with the boost mechanic has been the most successful gameplay style they've ever tried with 3D Sonic. They did try something new with Lost World, but they got a lot of criticism for not sticking with "boost to win" style, because that's what most people seem to think works for 3D Sonic. I can't really blame them for going back to what they know people like.

I mean "going with what works" is a pretty low standard. It's worked in the sense that it's the least suckiest and it's nice to look at, it's never worked well.

Generations 3D sections were passable, but the quality was in the 2D portions.
 
From my experience with Unleashed and Colors, the boost gameplay isn't something I've thoroughly enjoyed so far. However, I do understand the a good portion of the fanbase likes it, and the games that have focused on it have reviewed well, so it's smart for them to come back to it.

This third gameplay style is what I'm most interested in seeing. I'm hoping it's a slower take on the 3D Sonic gamepaly in comparison to the boost style. Whether that's through recreating the style of the adventure games or something totally new, I'm game.
 
For sure the Adventure games have plenty of other issues as well (mostly SA1, which is almost as hilariously busted as '06)... but the core controls are also just one of those things, and were definitely not some strong point that the series should be looking to return to.

I did somewhat exaggerate the whole "flying off the stage" stuff, as that's not as common as I probably made it sound. I was mostly just using that as a way to illustrate that the controls, and the way the games handled momentum is bad from a fundamental gameplay standpoint. It doesn't really matter if the width of the levels mean that when someone's struggling to control Sonic, they don't actually die... the point is really that they're consistently struggling to control Sonic. I can load the game up now almost two decades from its original release, and I'll still probably pinball may way around the opening corner in Emerald Coast... which has ribbons there tellingly, because basically everyone will. This is also why I take issue with claims that the levels in the Adventure games were better designed. It takes damn near an act of god to play through pretty much any level as Sonic and not be constantly running full tilt into obstacles, because they constantly do crazy shit like following up a long straight slope downwards, with a fucking square U-turn at the end (thinking specifically of Sky Deck here).

If Sonic moved at the speed of Mario, then the controls employed for Sonic Adventure would be great. He doesn't though (and shouldn't imo... just play Mario for that), and so the controls are a goddamn mess.

Ah okay I gotcha, I only had to double take that because there are Sonic games where he moves so fast that moving the control a little bit can send him off in all sorts of direction from and standing position that this was the least of Sonic Adventure's problems (If me memory is correct this applies to Sonic Heroes the most in the pre-360 era but what recollection of Bingo Highway and Hung Castle maybe fuzzy)

I definitely think the level design in Sonic Adventure is at times, well made (Such as Final Egg) but I'd say Sonic Generations has shown that Sonic Team are capable of passing that sort of design as evidenced through out Sky Sanctuary which pretty much blows away everything in Adventure 1. It's just a shame Generations flips between great ideas for levels to mainly 2D sections because they weren't confident in their 3D designs. We'll see if this has a bit more consistency in that regards, I didn't enjoy the opening segment though but I will admit it's probably the same sort of narrow straight introductory course modern Green Hill Zone was.
 
I don't think that translates well to 3D, to be honest. While I enjoyed the Adventure style, they pretty much proved that you're simply not going to be able to achieve the same balance between speed, platforming, and exploration in full 3D space without a huge amount of work to make sure you don't end up somewhere you're not supposed to. Sonic's speed pretty much demands some form of restriction in 3D level design, thus, streamlining his gameplay to a speed-focused, arcade-esque time attack style makes sense.

Personally, after going back and playing both Adventure games, I don't think there's a single thing they did in the Sonic stages that couldn't be done in a Boost-style game.

I think a lot of Adventure's issues come from just poor design and execution. I could see some ways in which it's possible to improve Sonic Adventure's game play to make it more attuned to the classic sensibilities. Aside from just generally refining mobility and collision physics, Sonic should ideally have rolling and gained momentum from a button press rather than just spindashing (something that Sonic Adventure 2 did but did super awkwardly since it just canceled momentum), and the homing attack should account for whatever momentum Sonic has as well, sustaining it after a bounce. It'd simultaneously eliminate the need for homing attack chains while giving it something of a semblance of skill. Everything after that is completely up to level design.

Of course... this is just theoretical and I don't know whether that's been tried internally, or if it'd even work. But I think it's something that could be worth exploring and hopefully will be explored in a 3D fan game since we're getting to a point where we're seeing engines and demos for those.
 
3 flying enemies in line and more straight hallways. What's the point of different paths if they don't imply a challenge?
It's the first 2 seconds of footage, my dude. The first section of legit every 3D Sonic game is running in a straight line. Hell, in Adventure 2 you don't have to press a damn button til ya get off the board!

I'd wait for more gameplay before making huge judgements. If more Generations gameplay is not what you're after, this will not be for you no matter what.
 
Ah okay I gotcha, I only had to double take that because there are Sonic games where he moves so fast that moving the control a little bit can send him off in all sorts of direction from and standing position that this was the least of Sonic Adventure's problems (If me memory is correct this applies to Sonic Heroes the most in the pre-360 era but what recollection of Bingo Highway and Hung Castle maybe fuzzy)

I definitely think the level design in Sonic Adventure is at times, well made (Such as Final Egg) but I'd say Sonic Generations has shown that Sonic Team are capable of passing that sort of design as evidenced through out Sky Sanctuary which pretty much blows away everything in Adventure 1. It's just a shame Generations flips between great ideas for levels to mainly 2D sections because they weren't confident in their 3D designs. We'll see if this has a bit more consistency in that regards, I didn't enjoy the opening segment though but I will admit it's probably the same sort of narrow straight introductory course modern Green Hill Zone was.

Yea, I would agree that Sonic Adventure does sometimes demonstrate some good stage designs. However I also tend to favour those that were more linear in design even back then (such as Speed Highway and the first half of Lost World in SA1 before the crappy wall tiles... or White Forest in SA2). I would probably give that credit to any 3D Sonic game however (with the possible exception of Heroes, which I can't even recall much from).

I do understand people not liking the boost gameplay though, much like how I understand fans of classic Tomb Raider not liking the reboot, or classic Resident Evil fans not liking Resident Evil 4 onwards. They're effectively completely different games, with little other than a name and a base concept to tie them together. There's nothing in one that guarantees the enjoyment of the other. Unlike Resident Evil and Tomb Raider however, I feel like the gameplay of the 2D games and the 3D games simply aren't compatible with each other, and attempts to create a halfway solution between them (which is how I'd classify both the Adventure games and Lost World) generally produce a worse overall product than simply making 3D Sonic an advanced version of Thumper. Also unlike those other two IP, fans of the original gameplay are actually being catered to now... so it's only really the Adventure audience left out in the cold (I can't imagine there's many wanting Lost World back)... I'm struggling to see how you'd release a game in that vein without doing significant damage to the brand today though, unless you just say "fuck it" to speed, and make it play like 3D Mario.
 
So even though

Empire City
Chemical Plant Zone Modern
Eggman Land Day
Jungle Joyride
Shamar Day
Cool Edge Day
Planet Wisp Day
Sky Sanctuary Day
Mazuri Day
Dragon Road Day

All of these stages have a shit ton of platforming..... they don't have platforming? Like by platforming we mean jumping on shit right? Because there's a LOT of jumping on shit in boost games, and multiple ways to maneuver as well. Just because there's a boost button we're gonna act like it wasn't hard to not kill yourself?

Or that Unleashed actually demanded that players learned how to control Sonic's speed and drift properly?

I mean "going with what works" is a pretty low standard. It's worked in the sense that it's the least suckiest and it's nice to look at, it's never worked well.

Generations 3D sections were passable, but the quality was in the 2D portions.

The games functioned and made sense, how is that not well?
 
It's the first 2 seconds of footage, my dude. The first section of legit every 3D Sonic game is running in a straight line. Hell, in Adventure 2 you don't have to press a damn button til ya get off the board!

I'd wait for more gameplay before making huge judgements. If more Generations gameplay is not what you're after, this will not be for you no matter what.

You answer me that there were different paths (I've never said they weren't). I'm just telling you why they don't matter to me noticing what it's hint.

Still, I said I'm waiting for more footage. And I knew from the teaser boost sonic was going to be the focus. I was hopping that maybe level design was going to be more ambitious. At the moment it doesn't look like it.

It's crazy to me that, despite all the crap some want to throw at them, games from the start of 3d gameplay era (17-19 years ago) look far more ambitious in that regard.
 
You answer me that there were different paths (I've never said they weren't). I'm just telling you why they don't matter to me noticing what it's hint.

Still, I said I'm waiting for more footage. And I knew from the teaser boost sonic was going to be the focus. I was hopping that maybe level design was going to be more ambitious. At the moment it doesn't look like it.
Fair enough, I get the criticism tho. I loved Generations so it doesn't really matter to me. I think essentially making them weird rhythm games you have lots of control over was one of the best decisions they could've made

Regardless tho, there will be 2 other gameplay styles to play as well. We know what they're capable of with the classic gameplay, maybe the third style will be more for you?
 
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