[QUOTE=BrandoJack;52713507][media]https://www.youtube.com/watch?v=w9MLw6-08PU[/media]
A little "Behind the scenes" of the orchestra theme- not much is actually shown that could be considered BTS.
On the concept of music; what kind of sound/genre do you guys prefer in your Sonic games?
I'm more partial to the rock music of the Dreamcast/Modern era, but I appreciate how all over the place the music has been throughout the games.[/QUOTE]
I've always enjoyed the New Jack Swing/Hip Hop taste the Classic games had, While that aspect went from Europop to Glam Rock to pure Butt Rock i never stopped enjoying the soundtracks from the Sonic series, but i've always been a big fan of Sonic CD's New Jack Swing taste.
[url=https://www.sonicstadium.org/2017/09/sonic-forces-egx-2017-hands-on-impressions/]Sonic Stadium also played the EGX demo.[/url]
They fucking tear it to shreds.
[QUOTE=RikohZX;52714072][url=https://www.sonicstadium.org/2017/09/sonic-forces-egx-2017-hands-on-impressions/]Sonic Stadium also played the EGX demo.[/url]
They fucking tear it to shreds.[/QUOTE]
Damn, no kidding. I'm surprised that after all that he still puts some pros in it and one of them is simply "Oh Xbox\Ps4 versions are fine." which feels more like a pat on the back.
[QUOTE=RikohZX;52714072][URL="https://www.sonicstadium.org/2017/09/sonic-forces-egx-2017-hands-on-impressions/"]Sonic Stadium also played the EGX demo.[/URL]
They fucking tear it to shreds.[/QUOTE]
You'd almost think we didn't play the same demo given his and my radically differing opinions. Can't say I'm terribly surprised though given he's been fairly vocally negative on forces ever since it's reveal and the boost control scheme in general. (That said a lot of it is fair criticism, if rather overblown imo)
[QUOTE=RikohZX;52713748]Well, [url=https://aotf.com/articles/preview-sonic-forces-on-nintendo-switch-is-a-bit-of-a-mess/]this guy[/url] didn't have a very shining opinion of the EGX demo. And if he's to be believed, Sega wasn't smart enough to cap the Switch version's framerate at 30FPS, meaning it swings the gamut of instability between 60 and 30 on top of nasty input lag.[/QUOTE]
I hope they cap the framerate before release via a day one patch, but that is hoping for too much.
At least imo I think there's a massive over-saturation of that sawtooth instrument in the OST so far.
Granted we've only heard a handful of songs but still.
It sounds neat at first but then you realize it's identical in every single song, over powers a lot of the other instruments, and it gets really grating, and beyond that it kinda melts each song's identity down since it's got the exact same sound for every single song it's in.
Well, and the internet is imploding due to that review.
Fuck memetic thinking, and fuck fandoms in general and this one in particular.
Anyway, in terms of music, can't complain about it; the Dreamcast era helped to sprout the seeds of my taste for rock and metal, in any case. And one detail I really enjoyed was how Adventure 2 played with its themes: Each character having a musical style, the buildup to Live and Learn (complete with Supporting Me mixing Shadow's style with hints of said song)... Really good job.
[QUOTE=RikohZX;52714072][url=https://www.sonicstadium.org/2017/09/sonic-forces-egx-2017-hands-on-impressions/]Sonic Stadium also played the EGX demo.[/url]
They fucking tear it to shreds.[/QUOTE]
Reading through this it seems to me that he despises the boost gameplay and didn't like since its inclusion in Unleashed.
I'm not going to discount his opinion on the matter but I certainly am not going to take it as seriously as others. This one line was enough to convince me he doesn't seem to understand boost gameplay:
[quote]it’s still boost to win[/quote]
For the first stage sure it can be. If the later stages become more complex like later stages in Unleashed and Generations I can see it being different. Try playing Jungle Joyride on Unleashed by just holding the boost button; you won't get too far to start.
[editline]24th September 2017[/editline]
Regardless I am worried that this game will be shit. Not optimistic whatsoever.
[editline]24th September 2017[/editline]
Just to prove my point, here's two videos of me playing Jungle Joyride and Empire City from Unleashed (on generations).
These maps encourage map knowledge and mastery of your abilities by giving you access to the fastest path. Boosting without knowing the map will get you either on the lower path or killed. There was an instance at the end of my Jungle Joyride clip where I boosted and missed the rainbow ring and didn't get access to the high ground and was punished by being forced to wait and do a small platforming segment.
I do a huge minute saving skip in Empire City and skip the last 1/4 of the stage because I'm that confident in my level knowledge.
This philosophy is similar to how the original games are played. You're going to suck and be slow at stages you're not familiar with; but once you learn the stage and master it, you can use boost to breeze through it (and using boost makes it so much harder since you need to be quick on your feet - the beginning requires to much precision alone if you're boosting).
[media]https://www.youtube.com/watch?v=eJ81wm4NjUI&feature=youtu.be[/media]
[media]https://www.youtube.com/watch?v=AA6WK20-L68&feature=youtu.be[/media]
[editline]24th September 2017[/editline]
Unleashed had the best modern sonic level design hands down, and I really hope that Forces recognizes this (doubt it). Had Sonic Team had the confidence in their Modern Sonic gameplay style from the start and made the entire game revolve around it, it would have been fantastic.
I don't exactly agree with him either, I really don't think Boost is "boost to win", not without deaths and lots of pain. But then apparently not a lot of people seem to take him all too seriously except those that follow Stadium specifically.
Meanwhile I decided to do some shoe, eye and nose tweaking on Mania and to my surprise, I think i'm gonna keep my game this way. I could release it if others ask, but I feel like it's a really slapdash copy-paste job that isn't all that great. Especially with the nose, as Sonic's nose got trimmed off in a lot of frames due to them being a pixel too small on the borders. Playing with Custom Hud and True Blue Sonic palette on; the Steam screenshot compression doesn't really help though.
[t]https://steamuserimages-a.akamaihd.net/ugc/863986341956649044/F63BAB82B03E9116D4D0B994FA59E20662B9C522/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/863986341956648818/CCAAE6F9202C17BE52C2E84B63E86EE9E281064F/[/t]
Is this the ‘06 10th Anniversary game? Feels like it.
[QUOTE=chipsnapper2;52715479]Is this the ‘06 10th Anniversary game? Feels like it.[/QUOTE]
It hasn't even came out yet, and people are making assumptions like this.
i-it-it just need to be at least as good as Generations, r-right?
My concern comes from the fact that they have shown the same 3 stages for every single show they've been at. Aside from the tag team stage we've seen NOTHING new aside from green hill and sunset heights.
[QUOTE=RikohZX;52710826]everything else in '06 was more interesting than Sonic and Elise
even Pele the Beloved Dog[/QUOTE]
Where's my Pele the Beloved Dog spinoff game?
[QUOTE=Dr. Kyuros;52715758]It hasn't even came out yet, and people are making assumptions like this.[/QUOTE]
It's definitely not on 06's level in terms of bugginess and being unpolished, but definitely in terms of critical response [I]so far[/I]. Granted, one of those previews was from someone who runs a Sonic fansite, and has probably played every modern game to death. The Switch port is nothing short of a trainwreck, and we've only seen three levels so far. Hell, they could be pulling a Halo 2 and be totally hiding some extra playstyle, only for players to discover it when the game releases. This game is 7 weeks from release, and at last the Switch port should be in a much better place than it is now. I hope I'm wrong about this game and it turns out great, but my enthusiasm isn't exactly high.
[QUOTE=RikohZX;52714072][URL="https://www.sonicstadium.org/2017/09/sonic-forces-egx-2017-hands-on-impressions/"]Sonic Stadium also played the EGX demo.[/URL]
They fucking tear it to shreds.[/QUOTE]
[QUOTE]The loading times on the Switch version are long, much longer than all other counterparts, which is to be expected since it’s running off a cart and not a hard drive but still,[/QUOTE]
Shouldn't it be the other way around? Isn't this some misinformation? The stupid loading times from PSP were caused by its disc-based UMD system and pretty much everybody hated it. A cartridge should be faster than a HDD or am I confusing something here?
[QUOTE=Antimuffin;52715984]Shouldn't it be the other way around? Isn't this some misinformation? The stupid loading times from PSP were caused by its disc-based UMD system and pretty much everybody hated it. A cartridge should be faster than a HDD or am I confusing something here?[/QUOTE]
Cartridge should be faster. But only if nintendo is using proper memory and controller. But it doesn't matter right now since I'm sure the game is running from the internal memory on those demo consoles. So something is very wrong with the game itself. (or the switch's internal memory is shit but I doubt that)
[QUOTE=Antimuffin;52715984]Shouldn't it be the other way around? Isn't this some misinformation? The stupid loading times from PSP were caused by its disc-based UMD system and pretty much everybody hated it. A cartridge should be faster than a HDD or am I confusing something here?[/QUOTE]
the entire article was bad tbh
To also be fair, I wouldn't be surprised if SEGA cheaped the fuck out on the Switch version and got a smaller cart size to save money, like Rayman Legends did as it became an absolute mess of a port.
Patch incoming for Sonic Mania:
[media]https://twitter.com/sonic_hedgehog/status/912367473944489984[/media]
Meanwhile mods on PC are entirely broken with a new patch that.. seems to add more translations between Simplified Chinese, Traditional Chinese, and Korean. And that's it.
Why the fuck is the patch still not on Switch despite being listed for it.
[QUOTE=redBadger;52714734]-Unleashed is best 3d sonic-[/QUOTE]
nah
I've been thinking, and IMO, the best modern gameplay was in SA1. I miss it too, since there's nothing really like it and it hasn't been re-done since. Each level is separated into unique sections with their own music and visual theme, most of the stages have lots of platforming and had somewhat open sections to explore where you aren't forced forwards.
This meshes perfectly with Sonic's controls, he is far slower than in future games but controls very tightly and has an incredibly overpowered spindash that can be used while moving. It's instant, and sends you flying if you're not on on a perfectly flat piece of ground. This means it basically replaces default movement if you're skilled enough(like boost) but also unlocks far more options while platforming thanks to the jumps you can make with it(unlike boost, which is only useful when you need to go forward).
Unfortunately its sequel ditches all of these concepts that made it great and it becomes a linear hallway that has all the worst elements of both SA1 and the more recent boost formula games.
I mean, I just played SA1 again today, and to be quite frank, it's still linear as all hell. You just have more options on how to traverse the path before you, with the occasional goody or shortcut if you look past the beaten path. Or a slope to spindash-jump from that will launch you to places far earlier than normal as you said. Places like Windy Valley are especially bad about it, because the small bits of open play and non-linearity are interspersed with upwards to 10-15 seconds of auto-running in the third section. And the Final Egg basically instantly kills you if you don't do a section's gimmick just right.
I don't think Sonic Team or any official Sonic game will ever capture something like 3&K or Mania in a 3D game, it's probably impossible to without making the routing tight enough that it might as well be a 2.5D game at that point. But Generations did the Boost formula really well for balanced and fun level design, and Adventure 1 at least has a good footnote for some ideas in 3D Sonic play even if it's got some severe jank and not all the levels are something to write home about.
[t]http://68.media.tumblr.com/94f3c6d8471073a78b61c0a7a834bb0d/tumblr_owt6j8Mjto1woph4fo1_r1_1280.png[/t]
[url]https://mexicansausage.tumblr.com/post/165705493973/some-amys-might-make-them-as-stickers-in[/url]
really wish they made super amy a thing. i remember seeing the fanmade sprites of this when i was a kid and i fell in LOVE with the idea
[QUOTE=RikohZX;52716998]-stuff-[/QUOTE]
Yeah, SA1 is janky as fuck, stages like Casinopolis and Windy Valley are just bad, out of the six stories, two aren't even that good, and Tails' one is just Sonic's but with less levels and shorter levels. It's just that that style of SA1 and the ideas executed within stages like Red Mountain and Sky Deck have never been repeated, which is a shame since with some polish, it could've become something great.
I actually thought Sky Deck was one of the most awkward stages.
Despite the linearity I vastly preferred Windy Valley (which can be excused some since it's an early stage), and I thought Speed Highway was pretty amazing.
[QUOTE=Kierany9;52716974]nah
I've been thinking, and IMO, the best modern gameplay was in SA1. I miss it too, since there's nothing really like it and it hasn't been re-done since. Each level is separated into unique sections with their own music and visual theme, most of the stages have lots of platforming and had somewhat open sections to explore where you aren't forced forwards.
This meshes perfectly with Sonic's controls, he is far slower than in future games but controls very tightly and has an incredibly overpowered spindash that can be used while moving. It's instant, and sends you flying if you're not on on a perfectly flat piece of ground. This means it basically replaces default movement if you're skilled enough(like boost) but also unlocks far more options while platforming thanks to the jumps you can make with it(unlike boost, which is only useful when you need to go forward).
Unfortunately its sequel ditches all of these concepts that made it great and it becomes a linear hallway that has all the worst elements of both SA1 and the more recent boost formula games.[/QUOTE]
I dunno. After playing SA1 and 2 recently, both games handle incredibly poorly, you play Sonic for a total of 5 seconds and it's so glitchy. I really just don't see what people saw or see in this. I really did find Sonic 06 to be a more enjoyable game.
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