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Rev Up Those Sonic Cycles
I'm still fond of Neo Metal Sonic, and his super form(s), even if they didn't make any sense, they still looked pretty cool.
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Tails Doll ftw!

Also, I feel like both the Modern and Classic designs are fine, but I wouldn't want the series to be dominated by one or the other. If some games need a more chibi touch, classic is fine. If the games need that edgier Adventure touch, nothing wrong with modern. It's all about the atmosphere of the specific title.
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while the art for the games is great, I am still VERY dissapointed with the list. Almost every single level is a city place.

What happened to places like hydrocity zone(even though it has the word "city", it's 10 times better than any other one),
Lava Reef zone, Sandopolis zone, Labyrinth zone, carnival night zone, angel island zone, and all of the other really cool, different levels?

Everything now is all city levels, which to me, really aren't all that interesting. Why can't SEGA go back to making a larger variety of levels?
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(07-24-2011, 04:06 PM)Baegal Wrote: Labyrinth zone

Hahaha, No.

Also everything else you just suggested is from Sonic 3K, which already has a non-city level: Sky Sanctuary.
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(07-28-2011, 12:07 PM)Clutch Wrote:
(07-24-2011, 04:06 PM)Baegal Wrote: Labyrinth zone

Hahaha, No.

Also everything else you just suggested is from Sonic 3K, which already has a non-city level: Sky Sanctuary.

a mini-level that with barely anything to it so that the developers won't feel obligated by the original content to replicate the way that Sonic 3 and Sonic & Knuckles' levels had so much content to it, as in gimmicks, pacing, feel and exploration, so that they can slap the same sort of lazy levels in which you do nothing but run forward.

and we'll swallow this bullshit because it's eye-candy and "omg this game is so fast and you see sonic going through all of these crazy loops and railz" fml
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Sonic Rivals... I'm torn on it. Fans seem to say that they're just as bad, if not worse, than Sonic 2006 and Sonic Genesis. From what I've played, they're nothing special, but they weren't bad. Certainly not a good fit for PSP(Which can be said for ANY SonicTH game on a Playstation console, really), but for what they were, they weren't terrible.

If Generations 3D were to incorporate levels from both or one, I would nominate the first zone of Rivals 2.(I think it was the Mushroom Hill throwback zone if I'm not mistaken)

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As much as there was zero substance to that post, I would assume that the Sonic Rivals stages would be part of the handheld game OR that Sonic Rivals is considered a "side game" and won't be represented at all.
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(07-28-2011, 01:21 PM)Rökkan Wrote:
(07-28-2011, 12:07 PM)Clutch Wrote:
(07-24-2011, 04:06 PM)Baegal Wrote: Labyrinth zone

Hahaha, No.

Also everything else you just suggested is from Sonic 3K, which already has a non-city level: Sky Sanctuary.

a mini-level that with barely anything to it so that the developers won't feel obligated by the original content to replicate the way that Sonic 3 and Sonic & Knuckles' levels had so much content to it, as in gimmicks, pacing, feel and exploration, so that they can slap the same sort of lazy levels in which you do nothing but run forward.

Oh I agree I'd have rather seen a different level (and really, more than one level for Sonic 3&K: They sure like pretending the two are different games when you have to pay for them!). Was more criticizing the poster for his logical lapse than defending the game.

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(07-28-2011, 05:14 PM)Kriven Wrote: As much as there was zero substance to that post, I would assume that the Sonic Rivals stages would be part of the handheld game OR that Sonic Rivals is considered a "side game" and won't be represented at all.
Considering that they were released around the same time as the Rush games, I 'm inclined to lean towards this belief.
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so uh

chemical plant




a few notes:

- FUCK THE GUY WHO PLAYS THIS IS SO SHITTY JUST FUCKING
SONIC WAS DESIGNED SO THAT YOU CAN RUN FAST THROUGH A LEVEL STOP STOPPING AND TURNING AROUND FUCK

- In Sonic Generations, EVERYTHING but Sonic is double the size it was in the classics, and while in Generations they have the decency to zoom out some (unlike Sonic 4), the zooming out is still not enough, as you can see in the first few seconds of the video, where you have to just jump blindly to platforms.

- slopes suffer EVEN MORE from this, as their curvatures are "bigger" and less "abrupt" and "sudden" - this is why people couldn't get through certain parts of Green Hill and City Escape without hitting a red spring first or doing the super-powered spin-dash

- this video makes it pretty clear that rolling is fucking useless, thanks SEGA. notice how the player rolled at 1:05 at full speed, and at the end of the slope, he couldn't get to the upper path. why? because rolling slowed him down even on fucking downwards surfaces

- COME ON HATAYA WHY DO YOU DO THIS. The remixes of Green Hill and Chemical Plant, with Classic Sonic, are exactly the same as their original versions, but with a little "oomph" to it. They didn't even change the instruments, they're the Genesis chiptune, come the fuck on. Hataya, you worked on Sonic CD's soundtrack for fuck's sake.

- First time we see the red rings on an actual video of the gameplay, which probably means that this is not a public demo, but a build.

- Modern Sonic's Chemical Plant music and aesthetic owns

- Modern Sonic's gameplay seems to get a better grip at the design of Classic Sonic than Classic Sonic's gameplay itself. I still remain unsure whether both gameplays will have a lot of interesting things going on their levels. City Escape and Chemical Plant have some cool things it seems, but I still remain unconvinced, specially considering that it seems that both Sonics have one act for each different level (mad gay)
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Sonic was and is meant to be a cute Mickey Mouse like character, look at him.

[Image: 130px-sonic_1991.png]

If you don't see what's wrong in making Mickey Mouse twice as tall and skinny, I pity you.
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why did city escape needed autotuner.
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(08-06-2011, 09:32 PM)CO2 Wrote: why did city escape needed autotuner.

To make it sound retro duh
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It still seems like they've ignored all the feedback on the obvious Classic Sonic physics flaws people have rubbed in their faces so far. What's the point of public demos if you wont even accept the GODDAMN FEEDBACK TO IMPROVE THINGS? Is it really THAT hard?! They said that they'd visit the most popular Sonic forums personally and see our opinions on things not too long ago, what a load of bullshit. In other news, Chemical Plant is looking good. Modern's version of the tune is much better than Classic's (which is just a copy paste with some minor details added). Not to seem like I'm bashing on the game unnecessarily but, anyone who can't see that they obviously flunked on Classic's side of things is just graphic-whoring.
~~LOVE~~ 1, 2, 3, 4, 5, 6, 7, 8, 9.
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Well... At least they are improving. Its gonna take time to get even nearly as good as the Genesis games were.

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