[QUOTE=MissingGlitch;50608009]I'm pretty sure Sonic has drifted when running before.[/QUOTE]You could do it in Unleashed but it didn't feel very satisfying but im not sure if it was because it was on foot or the controls didn't accommodate for it very well. It was definitely not the kind of drift you could get in All Star because it was very tight, and used to get around sharp turns
[QUOTE=MissingGlitch;50608009]I'm pretty sure Sonic has drifted when running before.[/QUOTE]
He's [URL="http://sonic.wikia.com/wiki/Drift"]done drifting on foot[/URL] since Unleashed, then Generations made it into a Spin Attack variant visually while still retaining its functionality.
Again though it sounds like it was more of a programming error and not something that could be fixed visually. Might likely also have had a thing to do with controls.
[editline]June 27th, 2016[/editline]
ninja'd
[QUOTE=UndreamedBus;50608044]You could do it in Unleashed but it didn't feel very satisfying but im not sure if it was because it was on foot or the controls didn't accommodate for it very well. It was definitely not the kind of drift you could get in All Star because it was very tight, and used to get around sharp turns[/QUOTE]
The drifts in Unleashed were too wide, it was meant for the large open turns in stages like Mazuri. In tighter places like Chun-nan and most of Empire City besides the few required wide turns, it was essentially useless. Generations made the spin drifting far tighter, but some could argue it's almost too tight.
It's not like Sonic R was a huge game. I can see them doing a remade version and sticking it with a main stream Sonic game like Nintendo did with Star Fox Zero and Star Fox Guard. Or release it as a standalone download only game.
If they go back to boost mechanics, perhaps they could add a feature that lets you select what kind of drift you want.
Like, left trigger/L2 for wide drifts by hand, and right trigger/R2 for tight drifts by spin-dash.
[QUOTE=RikohZX;50608084]The drifts in Unleashed were too wide, it was meant for the large open turns in stages like Mazuri. In tighter places like Chun-nan and most of Empire City besides the few required wide turns, it was essentially useless. Generations made the spin drifting far tighter, but some could argue it's almost too tight.[/QUOTE]Ok I must have been thinking of generations, probable because I have played that more. Thanks for the heads up.
[QUOTE=MissingGlitch;50608115]It's not like Sonic R was a huge game. I can see them doing a remade version and sticking it with a main stream Sonic game like Nintendo did with Star Fox Zero and Star Fox Guard. Or release it as a standalone download only game.[/QUOTE]
I think it's too niche of a game for a remake or a direct, modern sequel, but I do think a modern spiritual successor to it would be cool for them to make.
New thread requirement: Every page needs to have a post from the best part of the Sonic franchise: the sonic twitter account
[img]https://pbs.twimg.com/media/CHNXq8EW4AEEces.png[/img]
[QUOTE=Agoat;50608319]New thread requirement: Every page needs to have a post from the best part of the Sonic franchise: the sonic twitter account
[img]https://pbs.twimg.com/media/CHNXq8EW4AEEces.png[/img][/QUOTE]
straight up savage
[media]https://twitter.com/sonic_hedgehog/status/745311041987371008[/media]
While Sonic R's gameplay is really wonky, its soundtrack is pretty memorable, relaxing, and definitely something unique. The 90's house / dance mix vibes of the versions with lyrics also adds a charm for some.
Favorite tracks would have to be Work it Out and You're My Number One.
[QUOTE][video=youtube;dkx5c0Nfb7U]https://www.youtube.com/watch?v=dkx5c0Nfb7U[/video]
[video=youtube;DMDYpRaUvIQ]https://www.youtube.com/watch?v=DMDYpRaUvIQ[/video][/QUOTE]
Wouldn't mind at all if [URL="https://en.wikipedia.org/wiki/TJ_Davis"]TJ Davis[/URL] came back if they decided to make lyric versions of the music again.
[QUOTE=Noob4life;50603928]Lost World being Wii U exclusive, made the game slower paced, and [url=http://www.tssznews.com/2013/07/30/iizuka-we-want-mario-players-for-sonic-lost-world/]wished that "Mario Players" would try the game[/url]. Doesn't help that it also has 2 DLCs based on Nintendo IP.[/QUOTE]
The ''wished mario players would try it'' was referring to the point that they wanted the gameplay to be slower to appeal to platform fans in general (including Mario) though. Of course the crossover DLC is meant to lure Nintendo fans, but that's what crossovers are supposed to do. Not really evidence for why they decided to change the gameplay for the worse. And being a Nintendo exclusive never stopped Colors from being good :v:
Then again, I wouldn't know, I ain't a Sonic dev. Maybe they did want to cater to Mario fans a lot. It would surely explain the drab, Mario-esque world themes and bosses (penultimate boss is [sp]big badguy in a vertical arena who shoots fireballs, totally never seen this in NSMB before[/sp])
[QUOTE=Dr. Kyuros;50608468]While Sonic R's gameplay is really wonky, its soundtrack is pretty memorable, relaxing, and definitely something unique. The 90's house / dance mix vibes of the versions with lyrics also adds a charm for some.
Favorite tracks would have to be Work it Out and You're My Number One.
Wouldn't mind at all if [URL="https://en.wikipedia.org/wiki/TJ_Davis"]TJ Davis[/URL] came back if they decided to make lyric versions of the music again.[/QUOTE]
I never really got how Sonic R's music was considered so bad- it's really more so bad it's good than anything.
[QUOTE=ChickenMan99;50609721]I never really got how Sonic R's music was considered so bad- it's really more so bad it's good than anything.[/QUOTE]
It wasn't necessarily considered bad, just absurdly cheesy for what is supposed to be a race.
I'm not a fan of R's soundtrack but I won't deny the remix SSR got in Generations is god damn amazing.
[QUOTE][video=youtube;XzMMcGI5Vac]https://www.youtube.com/watch?v=XzMMcGI5Vac[/video][/QUOTE]
How can all of you just leave out the best song. Can You Feel The Sunshine?
[QUOTE=MissingGlitch;50613293]How can all of you just leave out the best song. Can You Feel The Sunshine?[/QUOTE]
[video=youtube;oY9m2sHQwLs]https://www.youtube.com/watch?v=oY9m2sHQwLs[/video]
Too bad it was tied to a certain robot doppelganger that wasn't even the unlockable character of Resort Island, became the center for many shitty creepypastas plus a meme to go along with it and ironically, is canonically (in the main 'verse) the most tamest of Eggman's creations.
[IMG]http://vignette2.wikia.nocookie.net/sonic/images/5/5a/Tails_Doll.png/revision/20110628190838[/IMG]
The creepypasta can't be that shitty. It made my sister cry. :v:
There is this video that describes a pretty good way to bring the classic Sonic formula into 3D. It is a long video, but I find it very interesting;
[video=youtube;JVKFRxgwSWE]http://www.youtube.com/watch?v=JVKFRxgwSWE[/video]
This video is part of a 3 part series, but this video provides enough context if I recall correctly.
I could totally use these ideas
The "ideal classic 3D sonic game" sounds splendid, but since it is only on paper, it is actually very difficult to tell whether it will work or not, despite him spending hours deconstructing and pitching.
The way he puts the fluidity of controls, emphasizing on player freedom and agency, sounds very expensive at least in the level design department. If you want speed, you have speed segments; if you want exploration, you got exploration segments; if you want precision... you get the gist. If you try to mesh two or more segments together, as I said, it is going to get very expensive because you will need extensive playtesting. I'm assuming that 2d perspective levels are excluded.
It isn't a lot of problem with 2d because it is much more easier to steer your players (and a lot less glitches and exploits, typically). 3d Sonic games are linear with its cinematic chases and boost pads and spring board transitions because they are cheap, technically and awe-wise, and players are much less likely to screw up and completely destroy their intended tension (even if it is falsified...)
All I'm trying to say is that the fake "automated mach portions" of modern Sonic designs aren't bad, it is an easy way of telling the player: "hey! speed up and amp up your play next section! Going in hot!!!", which a manual spin dash doesn't do, and you'd be surprised how many players could forget to do that (especially with how Sega is seeing Sonic's general audience age group...) Plus we can't expect players to be on the edge or be on the higher end of momentum all the time ... that simply won't happen. (what if the player jump into the slope+ramp instead of running through it? A boost pad and spline path solves it)
Modern game are "dumbed down" and "more casual" to play because game designs evolved to capture audiences wide instead of tall. Thankfully indie devs are more willing to go against that evolution.
What he proposed sounds like a superior version of Lost World (as the cylindrical levels are cheaper to produce than mini-sandboxes, simpler player directional focus), which I don't mind, I guess? Neither did I say his ideas are bad, they sound great! But they are.. well... "unrefined" due to lack of testing, for now, until someone whip out Unreal and prototype it. Yet again, I didn't got time to do a thorough analysis and case study so what do I know, right?
The thing is that I actually have a lot of respect for Sonic Team for trying to keep Sonic going fast and "arcade-y", despite their recent setbacks. Sonic games are hard to make, man, especially if you still want it to be a visual spectacle on the AAA level.
/designrant
That video reminded me of how cringeworthy Color's writing was most of the time, followed by Generations and Lost World with just how absolutely barebones and nonsensical they were.
Hiring the Happy Tree Friends writers ([URL="https://en.wikipedia.org/wiki/Ken_Pontac"]Ken Pontac[/URL] and [URL="http://happytreefriends.wikia.com/wiki/Warren_Graff"]Warren Graff[/URL]) was overall a pretty odd decision by Sonic Team and it shows with how they're in a fish out of water situation.
[QUOTE=Dr. Kyuros;50624192]That video reminded me of how cringeworthy Color's writing was most of the time, followed by Generations and Lost World with just how absolutely barebones and nonsensical they were.
Hiring the Happy Tree Friends writers ([URL="https://en.wikipedia.org/wiki/Ken_Pontac"]Ken Pontac[/URL] and [URL="http://happytreefriends.wikia.com/wiki/Warren_Graff"]Warren Graff[/URL]) was overall a pretty odd decision by Sonic Team and it shows with how they're in a fish out of water situation.[/QUOTE]
I don't know if the situation's changed since then, but they admitted they never really played the Sonic series, so odds are they probably wrote Sonic as Sega figured to them.
I don't mind the series being more lighthearted after Adventure 2 had a long-dead scientist put to execution by firing squad trying to destroy the Earth out of revenge, Shadow's own game had evil aliens trying to turn humanity into dinner, and '06 had a destructive god worshiped out of fear and Sonic fucking dying. But Pontac and Graff's fourth wall aware, pantomiming "everyone is a snarky asshole" writing just doesn't quite hit it off with me either. As Shay puts it in the video, you don't exactly want the protagonist and mascot you're playing as to annoy you, and Sonic's surfer dude tone with his arrogance and easy dismissal of even his friends combined with Colors' attempt to constantly try to be witty made him one of the most annoying little shits I've played as in a video game.
[QUOTE=RikohZX;50624415]I don't mind the series being more lighthearted after [B]Adventure 2 had a long-dead scientist put to execution by firing squad trying to destroy the Earth out of revenge[/B], Shadow's own game had evil aliens trying to turn humanity into dinner, and '06 had a destructive god worshiped out of fear and Sonic fucking dying. But Pontac and Graff's fourth wall aware, pantomiming "everyone is a snarky asshole" writing just doesn't quite hit it off with me either. As Shay puts it in the video, you don't exactly want the protagonist and mascot you're playing as to annoy you, and Sonic's surfer dude tone with his arrogance and easy dismissal of even his friends combined with Colors' attempt to constantly try to be witty made him one of the most annoying little shits I've played as in a video game.[/QUOTE]
Credit where it's due though; that really struck me as a child. It was one of the most memorable scenes I had seen in a video game by that point.
Personally, whilst I think Sonic Team went overboard on trying to be mature, especially with Sonic '06 and Shadow the Hedgehog, I do love when kids games have dark undertones. Like how the final bosses in a lot of Kirby games teeter on the edge of Eldritch horrors.
[URL="http://gayhedgehogs.tumblr.com/post/146752937297/decided-to-try-my-hand-at-translating-this-weeks"]Someone translated[/URL] a comic from Sonic Channel which is becoming [URL="http://sonic.sega.jp/SonicChannel/comic/25th/20160624_001047/"]an on-going series for now.[/URL]
[IMG]http://65.media.tumblr.com/2075779f6536ac882020db9d3b9ca7ed/tumblr_o9n2z6j0LM1ueytayo1_r1_1280.png[/IMG]
The Boos and Boom Boos are absolutely freaky just for their designs alone, definitely a step up from the [URL="http://sonic.wikia.com/wiki/Hyudoro"]bedsheet looking Hyudoro from S&K.[/URL]
Due to all this attention on Sonic lately I decided it was time for Sonic 3 and Knuckles. My favourite game in the series. If they make Generations 2 I wanna see more Sonic Genesis levels remade.
[media]https://youtu.be/SrEyWm5cEEE[/media]
I'm very wary of even the basic concept of a sequel and continuation of Generations since if that's all what people want the series wouldn't be able to move forward.
Besides that, it would really just remove whatever made Generations feel so intriguing in the first place and even with Unleashed's gameplay style they still need to rework a lot of things to make it feel fluid.
I feel like people are stuck on the speed too much. Levels like Marble zone weren't particularly fast paced, speed was a reward for knowing the level and having the skill to avoid the obstacles. That point deflates when you have speed sections removed from the rest of the level. I think that Gamma out of all people illustrates the speed reward best, he has very slow acceleration, but surprisingly high top speed, botching something up would bring the speed to a dead stop.
[QUOTE=HL_Tentacle;50649571]I think that Gamma out of all people illustrates the speed reward best, he has very slow acceleration, but surprisingly high top speed, botching something up would bring the speed to a dead stop.[/QUOTE]
Gamma's gameplay overall was pretty free flowing for the most part and with some heavy rework on how it was in Adventure (i.e: the timer, how easy it was to spam fire through enemies, the shooting segments themselves, etc) alongside much more solid level design, I wouldn't mind seeing it return in some way if different playable characters were to return.
Gamma himself returning though wouldn't make any sense, Omega would be a bad choice for a swap since he's not the same build as him and definitely is not designed with speed in mind, and a entirely new E-Series robot character would be a little overdoing it at this point.
[IMG]http://67.media.tumblr.com/b501e66671e95788aacc09c002059b1a/tumblr_o9zvvz5nJU1ueytayo1_1280.png[/IMG]
Same source, next comic is obviously going to center around Amy.
Calling it now, it's going to be colored in pink.
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