Gamestop employees are already saying Forces is selling surprisingly well, Sonic's hardly dead in the water because of one mediocre game. If it was that easy to kill the blue hedgehog he would've been dead eleven yeas ago.
Even bad sonic games sell well because memes
You shouldn't be celebrating that; if a mediocre product sells, you can expect more mediocre products to follow. As far as I'm concerned, Sonic may as well be dead, since quality control for the series is nonexistent, SEGA is a bad company, and said bad company dictates the output of licensees. Remember, [I]Sonic Boom[/I] (TV series) and Sonic Mania were impressive [I]in spite[/I] of SEGA's best efforts to ruin them. The self-deprecating PR angle they've adopted is a brilliant marketing ploy for salvaging a property with a tarnished reputation, but it can only go so far to stimulate consumer good will if fortunes aren't eventually reversed.
where the hell is this narrative that sega intentionally tried to sabotage sonic mania coming from? is it the denuvo thing?
please explain to me WHY sega would try to ruin the sonic boom tv show and sonic mania, instead of just cancelling them? why, if they're trying to push sonic forces over mania, they did a load of marketing including a collector's edition (which forces didn't get?)
[editline]12th November 2017[/editline]
I swear to god people think that taxman broke into sega's secret vault and stole the sonic license like plankton stealing the krabby patty secret formula, instead of the company hiring him and being impressed with his work on the ports and giving him a platform to make his own game, including a tie-in with a major mainline game
[QUOTE=Durrsly;52882880]I honestly don't understand how people can be bothered to follow Sonic lore because a shitload of it gets retcon'd, even if it was a majot plot point of another game.[/QUOTE]
I'm interested in Sonic lore as its presented, tbh. I take it for what it is, what doesn't "contradict it," and really enjoy when it comes back, actually. I'm especially excited when they do callbacks that haven't been done yet. Green Hill has been done to hell and back, but I was really excited to see Chaos again, only to be disappointed to find out how it was handled. I remember being hyped to hell about Perfect Chaos in Sonic Generations.
I'd love to see Chaos be used again, or BioLizard to make a come back.
[QUOTE=redBadger;52883012][media]https://twitter.com/TwilightZoney/status/928349261812596736[/media]
[media]https://twitter.com/TwilightZoney/status/928350547891097600[/media]
[media]https://twitter.com/TwilightZoney/status/928357739675430913[/media][/QUOTE]
It looks like the Sonic Unleashed Sonic model is no longer the highest poly Sonic model. The Sonic Forces Sonic model beats the Unleashed one by 7,235 polygons.
It's interesting to see the models up close.
[QUOTE=Conro101;52884257]where the hell is this narrative that sega intentionally tried to sabotage sonic mania coming from? is it the denuvo thing?
please explain to me WHY sega would try to ruin the sonic boom tv show and sonic mania, instead of just cancelling them? why, if they're trying to push sonic forces over mania, they did a load of marketing including a collector's edition (which forces didn't get?)
[editline]12th November 2017[/editline]
I swear to god people think that taxman broke into sega's secret vault and stole the sonic license like plankton stealing the krabby patty secret formula, instead of the company hiring him and being impressed with his work on the ports and giving him a platform to make his own game, including a tie-in with a major mainline game[/QUOTE]
It came from a shitpost on /v/ from a """""insider"""".
Aka some anon got pissed at Denuvo and started making shit up and people chose to believe it because it's more """interesting""" that way. It kinda died off though for the most part because it was groundless and Taxman and Iizuka have both come out at separate times saying that they had a great working relationship and they hope to keep it going.
[QUOTE=zizzleplix;52884469]It looks like the Sonic Unleashed Sonic model is no longer the highest poly Sonic model. The Sonic Forces Sonic model beats the Unleashed one by 7,235 polygons.
It's interesting to see the models up close.[/QUOTE]
It's a shame though because characters who only appear in pre-rendered cutscenes don't have their model in the files. [sp]No Chaos model[/sp]
[QUOTE=averygoodname;52883867]On another topic, Sonic Boom aired it's season 2 finale today and there's been nothing said about a season 3. Hmm.[/QUOTE]
2 seasons is a pretty good point to stop, I think. Sonic Boom as an entire part of the brand has run it's course, the show can't run on the occasional meme, reference and in joke forever, it even felt like it was overstaying its welcome after Season 1.
[QUOTE=Intermission;52884596]2 seasons is a pretty good point to stop, I think. Sonic Boom as an entire part of the brand has run it's course, the show can't run on the occasional meme, reference and in joke forever, it even felt like it was overstaying its welcome after Season 1.[/QUOTE]
It's a great show on it's own even without the memes.
(Sonic Boom) yet they somehow made Shadow worse and more unlikable
[QUOTE=Sift;52884479]It came from a shitpost on /v/ from a """""insider"""".
Aka some anon got pissed at Denuvo and started making shit up and people chose to believe it because it's more """interesting""" that way. It kinda died off though for the most part because it was groundless and Taxman and Iizuka have both come out at separate times saying that they had a great working relationship and they hope to keep it going.[/QUOTE]
Let's not jump to conclusions over what I mean; I had no desire to imply that SEGA intentionally sabotaged their own project. SEGA demanded that the [I]Mania[/I] team reuse settings and levels from previous classic titles rather than allow Christian Whitehead to develop his own original ideas as initially intended, an absurd fiat that Whitehead thankfully managed well. That kind of directive had the potential to cripple the project by forcing it to rely on trite nostalgic callbacks rather than the strength of its own gameplay, which is something a less talented team of designers would have succumbed to.
As for [I]Sonic Boom[/I], a good TV show was created despite its tie-in game and overall sub-brand failing as a result of poor decisions. In any case, I really don't see why anyone would spring to SEGA's defense--sorry, they've been a fairly awful company for years.
[QUOTE=Lord Exor;52885153]Let's not jump to conclusions over what I mean; I had no desire to imply that SEGA intentionally sabotaged their own project. SEGA demanded that the [I]Mania[/I] team reuse settings and levels from previous classic titles rather than allow Christian Whitehead to develop his own original ideas as initially intended, an absurd fiat that Whitehead thankfully managed well. That kind of directive had the potential to cripple the project by forcing it to rely on trite nostalgic callbacks rather than the strength of its own gameplay, which is something a less talented team of designers would have succumbed to.
As for [I]Sonic Boom[/I], a good TV show was created despite its tie-in game and overall sub-brand failing as a result of poor decisions. In any case, I really don't see why anyone would spring to SEGA's defense--sorry, they've been a fairly awful company for years.[/QUOTE]
That isn't what happened though. CW pitched a Sonic 3 + K iOS port and Iizuka stepped in and said "Hey instead of that do you want to make a original game?"
CW agreed and planned out his [i]4 level game[/i]. That's all he was going to be able to do and he's cited that the original scope was going to be along the lines of Sonic 4's episodes. Iizuka then handed him more team members and helped expand the project to the 12 or so zones it is today. They came up with a list of returning stages together and Iizuka was 90% hands off.
Fun fact but apparently none of the stages that CW and Izuka wanted were actually used- the team itself came up with the level roster outside the 4 original stages.
Are you sure? That's not the timeline of events presented on Wikipedia at least, which cites a Famitsu interview with Iizuka to substantiate its claim that Iizuka alone was the one responsible for the "suggestion" of returning stages.
[QUOTE=Lord Exor;52885266]Are you sure? That's not the timeline of events presented on Wikipedia at least, which cites a Famitsu interview with Iizuka to substantiate its claim that Iizuka alone was the one responsible for the "suggestion" of returning stages.[/QUOTE]
Yeah, interviews with CW said that he only had the 4 stages planned and the only reason the games as big as it is is because there are returning stages.
My understanding was that CW pitched an updated collection of the Sonic 1/2/CD Ports to modern consoles, and offered to create a new "side game" with 4 original levels to go with the collection. However, Iizuka saw the pitch with the original levels (a demo with Studiopolis) and had the idea of making a "Mania" game with updated levels from classic games instead of giving people the same Taxman/Stealth ports of 1/2/CD another time over.
So, even if the final execution of it was a weird Sonic Forces tie-in in concept, the idea was actually good (as was Mania itself), so I'll actually give Iizuka credit on that. (I think you can find forum posts on Sonic Retro explaining the story better).
I figure that, once Mania took off, they prioritized creating new content over porting Sonic 3 and Knuckles. On the one hand, I'm sure most of us prefer Mania - myself included - as opposed to a remaster of Sonic 3&K, but still, I'd have loved to had Sonic 3&K with modern sensibilities (such as wide screen and a better save system) on the go.
Still wondering when the fuck his ports of 1 and 2 are coming to PC and Consoles, if they even have any interest in that.
One of the reasons why I want Sonic to be more successful than it's been is because I would like to have more brand diversity, which is only something that can be done if there's incredible demand and a major surplus in profits.
There's plenty of demand, it's just occluded by a ton of misguided decisions that are predominantly caused by SEGA feeling that there must be some dramatic, underlying plot for the 3D games. Thus, overextending their budgets to try to fulfill these portions out instead of focusing on the gameplay, itself, as well as trying too hard to appease classic and modern Sonic fans with the same exact game instead of just treating them as two subseries akin to the differences between Mario's 3D platformers and the NSMB games.
[QUOTE=The Civ;52886368]Still wondering when the fuck his ports of 1 and 2 are coming to PC and Consoles, if they even have any interest in that.[/QUOTE]
Best case scenario is they release the 3&K port, then release all 3 on PC/consoles as the 'Sonic Classic Trilogy' or something with a couple extra trimmings.
Or they could not do that, which is more likely. :v:
For all it's stumblings I will admit I love this weird expression on eggman
[img]https://i.imgur.com/cv3SpYA.png[/img]
I'd make it a avatar if I could.
[QUOTE=Sift;52889334]For all it's stumblings I will admit I love this weird expression on eggman
[img]https://i.imgur.com/cv3SpYA.png[/img]
I'd make it a avatar if I could.[/QUOTE]
Graphically the game is outstanding and the characters all look great (mostly)
On one hand Eggman in Forces is surprisingly hyper-competent, only screwing up in taking on Sonic head-on and otherwise his plans only ever really failed because [sp]Infinite is a fucking retard.[/sp] On the other hand, outside of like two instances off the top of my head, he doesn't exactly feel like Eggman due to being arrogant enough without really screwing around. You can tell the cutscene animators really went all in when they got the opportunity to, though.
Also as Sonic Retro's pointed out, if Google Translate is to be believed for [url=https://www.famitsu.com/news/201711/11145786.html]this Famitsu interview article,[/url] Forces wasn't even in development for a full two years. Most of the 4 years was spent on 'research' and developing the engine, and then pre-production taking a while before settling into the game. It would explain why the game feels extraordinarily rushed.
Only a year of production? Oh dear....
Now that they are done with R&D they should move everyone to the main pipeline.
IN WHICH I MEAN I hope the next Sonic game is already in full production mode, with sufficient budget.
[QUOTE=Noob4life;52889725]Only a year of production? Oh dear....
Now that they are done with R&D they should move everyone to the main pipeline.
IN WHICH I MEAN I hope the next Sonic game is already in full production mode, with sufficient budget.[/QUOTE]
I hope they will not try to do one more stupid thing and make a tie-in game for a movie. No way they will be able to make anything decent with such tight deadlines.
Also, Windii already has translated the cutscenes of Forces from the Japanese dialogue.
[media]https://www.youtube.com/watch?v=DXHo9__fo0s[/media]
Long story short, it's exactly the case as previous games; the in-game dialogue is mostly the same, but the cutscenes have a hell of a lot of different lines. While the Japanese dialogue is a lot less joke-laden compared to how Pontac likes to roll as we know, Sonic and Infinite had a hell of a lot of rewrites - though for Sonic at least, this isn't anything new since Pontac/Graff's Sonic in English is almost a different character compared to the Japanese Sonic. A lot of the more redundant or ridiculous lines are also not in japanese, and the whole "Tails lost it" thing was an invention of the localization as Tails instead ran off and disappeared in the Japanese dialogue.
If anything, Pontac's localization just created more continuity errors and made the already-flawed story worse.
[QUOTE=RikohZX;52889830]Also, Windii already has translated the cutscenes of Forces from the Japanese dialogue.
[media]https://www.youtube.com/watch?v=DXHo9__fo0s[/media]
Long story short, it's exactly the case as previous games; the in-game dialogue is mostly the same, but the cutscenes have a hell of a lot of different lines. While the Japanese dialogue is a lot less joke-laden compared to how Pontac likes to roll as we know, Sonic and Infinite had a hell of a lot of rewrites - though for Sonic at least, this isn't anything new since Pontac/Graff's Sonic in English is almost a different character compared to the Japanese Sonic. A lot of the more redundant or ridiculous lines are also not in japanese, and the whole "Tails lost it" thing was an invention of the localization as Tails instead ran off and disappeared in the Japanese dialogue.
If anything, Pontac's localization just created more continuity errors and made the already-flawed story worse.[/QUOTE]
Hiring Pontac and Graff over and over again after countless negative comments about their work is quite possibly the biggest "fuck you" sega has ever done.
I'm confused
WHO WRITES THE STORIES? Does it start with English or Japanese?
Hey so anyone know how to speed kill eggman on stage 11? I can burn down the eggomatic really fast but the entire fight feels super RNG base and the 75 second timer is nowhere near enough given the fact the clock ticks down while eggman is yukkin it up and transitioning to his second form
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