Why does it look dark and flat despite all the neon everywhere?
The scale just seems really off, and the visual noise that's going on in really jarring and makes just looking at things hard. I love the level concept, but it's just empty and barren.
I'm hoping they have the HUD hidden because they're redesigning it - what we've seen so far is just abnormally large and taking up way too much screen real estate. (also inspector gadget theme Kappa)
Edit: There are zero enemies in this. Also what's going on here?
No, I know what you meant. I'm saying I really enjoy Titanic Monarch. I consider Mania's stages to be part of the classic series.Huh? I'm not saying I dislike Carnival Night; I really like Carnival Night. I'm saying that Titanic Monarch (I looked it up) is a crappy stage with thrown together parts that do not make for a fun or interesting stage.
Studiopolis, Mirage Saloon and Press Garden are fantastic. Egg Monarch is a dud.
Not taking your bait I'm afraid.It looks just as bad as Mania.
Nope, not joking.
And didn't say you were annoying, just hypocritical.
I'm more curious about this game's production than the game itself at this point. Surely, there must've been internal problems?
"Sonic Lost World sucked! Make another game like Generations!"
"But we didn't make Generations..."
"Make a game that LOOKS like Generations kinda but still plays like Lost World!"
"Sonic Lost World sucked! Make another game like Generations!"
"But we didn't make Generations..."
"Make a game that LOOKS like Generations kinda but still plays like Lost World!"
If this isn't the "Generations team" then I'm curious where those guys went tbh. I'm interested in seeing the credits for this game.
The Forces team didn't make Generations? Forces (Project Sonic 2017) was announced as being from the team behind Generations.
No, I know what you meant. I'm saying I really enjoy Titanic Monarch. I consider Mania's stages to be part of the classic series.
"Sonic Lost World sucked! Make another game like Generations!"
"But we didn't make Generations..."
"Make a game that LOOKS like Generations kinda but still plays like Lost World!"
It took me a bit of time, but Titanic Monarch grew on me. It's certainly not my favorite, but once you are aware of its mechanics as a whole it is a real joy to jump through.
I think my most disliked is probably Hydrocity, it just feels really different from Sonic 3, the remix of the first level takes out a lot of what I enjoyed, and even Act 2 just feels odd for some reason. Boss battles were great though.
This plays like Lost World? Doesn't look like it does to me. I actually enjoyed Lost World though so no one takes my opinion seriously.
Feels like Tropical Resort got mashed with the Silent Forest stage with the mecha Owl in Lost World, and then they randomly put Casino Night tropes all over it.
I don't dislike it, but man it's a hodgepodge of aesthetics.
i like the concept that its a ruin that eggman is in the process of converting to a new casino, but instead of doing anything with that concept (like having the stage start out as a forest and the casino elements become more dominant over the course of the level) it just feels like they slapped some CNZ objects onto a different "tileset" and called it day
Go pick any 2D level from Lost World and look at all of the down hill boostpads and boostpads right before loops.
Literally what Planet Wisp does so yeah its impressive how they screwed that up so badly.
Planet Wisp really doesn't look like it's being converted to a casino though, nor does it look like some ancient ruins in a forest... but okay, it's literally what Planet Wisp is, after all.
Surprise, though, I dig it. Pretty curious to see what it'll look like with Modern Sonic in this specific case, too.
Generations' classic gameplay wasn't amazing by any stretch, but it was a decent enough vehicle to move Sonic through memorable setpieces and environments.
There's some more gameplay here:
https://www.youtube.com/watch?v=ewEWCUjq5CE
No, it is not literally becoming a casino, but it is literally a normal forest like place that slowly becomes more mechanized as you play through the level, that was their point.
Great, he used literally wrong, okay, correct him on that, but you understood his point, and you're still detracting from it - they've accomplished a similar concept in the past fairly well, and in this one they pretty much just screw it up.Which is why I made sure to highlight the word 'literally', it gets thrown around very carelessly and it doesn't help more often than not.
And honestly, Planet Wisp has a great theme, but it's by far my least liked level in Sonic Generations. Then again, the aesthetic isn't responsible for that, but the mechanized part of it is mostly dull, where it really shines is the nature side of it. What really kills that level is Spikes and Rocket, terrible gimmicks.
There's some more gameplay here:
https://www.youtube.com/watch?v=ewEWCUjq5CE
There's some more gameplay here:
https://www.youtube.com/watch?v=ewEWCUjq5CE
There's some more gameplay here:
https://www.youtube.com/watch?v=ewEWCUjq5CE
I'm more curious about this game's production than the game itself at this point. Surely, there must've been internal problems?
The game is being made on it's own custom engine. I would bet a large amount of money that this is the center reason for any issues with the game.
The game is being made on it's own custom engine. I would bet a large amount of money that this is the center reason for any issues with the game.
I think it's a main story mission. Sonic probably doesn't get a chance to pick any rings back up in an effort to make the user created characters more unique. I think one of the species' special ability was being able to recover rings.So when you lose rings... they don't pop out of sonic? So you can't recover rings? Is this just for a sided mission of collecting the most rings or something?
Isn't it just the Hedgehog Engine with some added features? The engine has been around forever.
A successor to the original Hedgehog Engine named "Hedgehog Engine 2" has been developed and is confirmed by Takashi Izuka that Sonic Forces released for PlayStation 4, Xbox One and Nintendo Switch will be running on it, being the first game to do so.
Classic stages might have borked music, but at least this is pretty decent
It's an evolution of the same engine created for Sonic Unleashed, I don't think that should be the problem. Already been used for multiple Sonic games.
IMO, I think they wanted to make a totally different game, different than the Generations style, but after Lost World tanked and wasn't well received, they had to scrap it and make "Generations 2" quickly as a safe route.
Oh man, what is happening?
This level looks like it was quickly built out of stock assets using some kind of Stage Creator mode. Very cut-and-dry architecture and the layout is unimaginative as can be.
And they STILL haven't figured out Classic Sonic's physics? What the shit?
Look at the way he sticks to the wall and then suddenly flings forward at full speed @ 0:26.
And the music is...I mean, it's ok, but it sounds like a rough draft pass before they finished adding instruments and flourishes.
I noticed him slowing down going down hill.
Oh dear oh dear, this is going to be this gens Sonic 06 isn't it. All good news for Mania at the end of the day though, so some postivity for Sonic will come from it.
Man, either Ohtani really phoned it in this particular time for some reason or something is up there lol. He already did plenty of great stuff for Classic Sonic in Gens but even his work on Lost World was fantastic. Genuinely at a loss.
I don't doubt the engine has been improved since the last game, but it doesn't seem like it was rebuilt from scratch or anything. At least not to the extent that its development would sabotage a game on a 3-4 year cycle. Visually and technically Forces looks pretty similar to Generations.
Yeah it's not like SEGA has mismanaged Classic Sonic music from the start or anything. Classic Speed Highway, Crisis City, Rooftop Run, and Planet Wisp all had great themes in Generations. Forces seems to be a shift in a worse direction.
Great, he used literally wrong, okay, correct him on that, but you understood his point, and you're still detracting from it - they've accomplished a similar concept in the past fairly well, and in this one they pretty much just screw it up.
The enjoyment of the level design isn't the factor, it's the theme and how they accomplished a good transition.
I don't have any insider knowledge so this is all just speculation but maybe the fact that it's a 10 year old engine now and the original director of both that engine and the game built to showcase it quit years ago has something to do with it?
I mean it's not impossible that enough of the key people responsible for the Hedgehog Engine in 2008 aren't there anymore and 2017 Sonic Team isn't as good with it I guess.
The game just looks slow to me. Bad animations and Sonic himself looks like he is floating ontop of the ground instead of connecting with it. I see hitching and what could be bad frame pacing or drops in fps entirely. Just because some tech carried over from the previous engine doesn't mean things went smoothly with it.