• Sonic Forces - Classic Sonic Gameplay
    43 replies, posted
I don't like the grass at all. It's adding so much visual clutter that I can't see maybe 2/3rds of the gameplay elements in a scene while Sonic is at speed. Coupled with the camera, it looks near impossible to actually spot anything in time to react to it.
[QUOTE=Noob4life;52151868]It think I kind of figured out why it look so "bland"? It is because a huge chunk of its complementary color lost : the water. Eggman truly ruined Green Hill Zone this time.[/QUOTE] That's the word I couldn't find. It looks bland to me.
[QUOTE=Stiffy360;52151436]Pretty sure they still use the Hedgehog Engine. Don't see any reason why they wouldn't. Hedgehog Engine looks gorgeous [t]http://media.moddb.com/images/mods/1/21/20703/1.png[/t][/QUOTE] More examples: [t]http://www.thetanooki.com/wp-content/gallery/sonic-unleashed/sonicunl006.jpg[/t][t]http://img2.wikia.nocookie.net/__cb20100514214818/sonic/images/archive/8/83/20100514215539!Unleashed_Mazuri_Citadels.jpg[/t] [t]http://info.sonicretro.org/images/5/5c/Unleashed_dev_019.jpg[/t][t]http://vignette1.wikia.nocookie.net/mario-sonic-and-sora/images/b/b0/Spagonia.jpg/revision/latest?cb=20131020034815[/t]
[QUOTE=kariko;52151801]I mean it looks alright, it just feels like something is missing or off, but I don't know how to put it into words. The closest that describes it is InfectedPotato's post about it looking like an Unreal demo. I guess it looks like default engine graphics options?[/QUOTE] the detail of the textures and lighting doesn't match the complexity of the environment, everything looks way too clean and sterile i think
[QUOTE=Stiffy360;52151436]Pretty sure they still use the Hedgehog Engine. Don't see any reason why they wouldn't. Hedgehog Engine looks gorgeous [t]http://media.moddb.com/images/mods/1/21/20703/1.png[/t][/QUOTE] isn't that an overwatch map
Maybe i'm finally stained with the ideals of a "frame perfect fanboy" but i find the level design and Sonic's momentum to be worst than generations and even Sonic 4, Now i'm totally fine with Boost Pads and scripted gameplay but i just find the layout from this gameplay video is less like Sonic and more like a weaker "New Super Mario Bros" and Sonic [I]looks[/I] really stiff and clunky. His max speed is also on the slow side. Going back to boost pads, I think the use of it close to a loop says a lot about the level design of the game, Boost pads can be used effectively if it isn't used as a way to go fast but to aid the gameplay. But overall Sonic Forces is looking good in terms of visuals and how "Modern Sonic" is playing but i can't help but feel muddy on how "Classic Sonic" feels in this gameplay video. Oh and i like the music, although it sounds placeholderish. Hopefully they find a way to fix the momentum classic has, I mean this looks pretty Alpha to me.
[QUOTE=Sam Za Nemesis;52152888] What's the most impressive about the engine is how efficiently and quickly it can stream data,lightmaps,textures and models to memory[/QUOTE] Well, it was designed by the person who is responsible for the Final Fantasy XV engine so no big surprises here.
I hope they tweak the jumping sound. I can imagine it getting rather irritating after hearing it 20,000 times for some reason.
[QUOTE=Swiket;52152743]isn't that an overwatch map[/QUOTE] Yeah: Apotos and Ilios just happen to be both based on Greece.
One thing I noticed that bothers me is whenever sonic seems to roll through those tubes and return to player control he immediately seems to slow down as if theres some sort of hard coded speed cap that the launch from the tubes exceeds. Doesn't look natural in the slightest.
[QUOTE=Oizen;52154050]One thing I noticed that bothers me is whenever sonic seems to roll through those tubes and return to player control he immediately seems to slow down as if theres some sort of hard coded speed cap that the launch from the tubes exceeds. Doesn't look natural in the slightest.[/QUOTE] Others have pointed out that the player seems to intentionally be trying to take things slowly, but it's like Generations: Classic Sonic has a really awkward speed cap (unless you use the broken Spin Dash combined with precision jumping) and physics that require the automation of various sequences to really even attempt to capture 'fast'. A good example in this footage is the ramp jump up into some aerial rings - in the original Green Hill Zone, while they use two tubes that are somewhat scripted to build up speed, from there Sonic takes a natural arc through the air and can even Badnik bounce with some precision as once you're out of the tubes, it's all in your control. Here with Forces, the tube not only controls your speed, but they also put a scripted running sequence and a speed booster right before the jump, and Sonic just awkwardly continues his running animation through the air as he does a very unnatural arc that drops like a rock. I wouldn't be surprised if hitting jump at any point to try to skip the speed booster would result in nowhere near enough speed to ramp it properly, or even overshoot the ramp and immediately punish you with instant death. The game may be heavily work-in-progress but for some reason Sonic Team just can't quite seem to care about or understand momentum or physics properly. Which is probably why Lost World was so botched in that regard, and why they've been relying on Boost for Modern Sonic to get the player going fast instantly (though it doesn't justify the speed boosters they put everywhere still). They've bought into their own marketing that Sonic [i]must[/i] go fast, but never properly understood how to do it right, not that I hate the Boost formula or anything but still.
But can you go at M-Speed [video=youtube;razLdwI4hpM]https://www.youtube.com/watch?v=razLdwI4hpM[/video]
[QUOTE=Ezhik;52151030]that's how many green hill zone remakes now?[/QUOTE] [video=youtube;HTGyl5DYNGU]https://www.youtube.com/watch?v=HTGyl5DYNGU[/video]
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