Are you freaking kidding me? That was the whole flipping premise! Sonic is fast! Sure there's more to it and you can't forget what else made it great but when I think about the Sonic games (the 2D ones moreso than the 3D ones, actually, which is probably why most of the 3D ones sucked) I think one thing: "speed." Saying it shouldn't be based on speed just doesn't make any sense.
I know, coming up with that will make me seem stupid...
I stand corrected.
Well, think about it. In the earlier games, in a situation where you have to jump through, for instance, you had to have some built-up speed AND your timing had to be good. Because, let's say that you're running on a non-lineer slope and your angle changes relatively to where you are on that slope, and jumping from different angles may vary in results.
In the parts where you're running really fast, only pushing right button was doing the trick and therefore those parts were only done to add a unique atmosphere to the game. The real platformer elements were though, actually, consisting of having enough speed and being in the right angle.
Therefore it was about MOMENTUM, not only SPEED alone. This is what they forgot when they were making 3D games of Sonic.
Are you freaking kidding me? That was the whole flipping premise! Sonic is fast! Sure there's more to it and you can't forget what else made it great but when I think about the Sonic games (the 2D ones moreso than the 3D ones, actually, which is probably why most of the 3D ones sucked) I think one thing: "speed." Saying it shouldn't be based on speed just doesn't make any sense.
I half agree. Sometimes I feel as if there is a thing called "too fast." I don't think that for the old games at all, and even Sonic Adventure 1 and 2 are ok on this premise with Sonic and Shadow. (if it wasn't for the bad controls, camera and level design I'm sure they would have been a lot more enjoyable) However, in games like Unleash, while they had the potential to be great without the were-Sonic or other gimmicks like that I feel as if the levels go way too fast to the point that the game practically plays the level for you most of the time and then you have very little time to react to most of the obstacles.
I said Sonic games were based on three things - speed, exploration and design. As in all three. There was speed (Sonic is the fastest thing alive, after all), but it wasn't all about speed. The levels were well designed and rewarded players who explored them as well as those who sped through them.
Most of the 3D Sonic games are all about speed at the sacrifice of the other two aspects - the levels were poorly designed and you couldn't explore them at your leisure, all you could do was barrel through them and get caught in the scenery. I thought Unleashed was a step in the right direction, as the Day levels had great level design with multiple paths that you could choose at your discretion (not so much the Night levels, but hush).
I agree that Unleashed was a good step and had good level design, pretty ok controls, and *gasp* a good camera. (not night stages though) If it wasn't for the fact that right after that game they went back to doing the same thing, (Sonic and the Black Knight) I would say it was a good experimental game. ("Ok now that we see how it played and how people reacted, we know what to work with and what not to work with for the next games. Let's slow it down with less drifting, remove the useless and repetitive beat-em-up, work with our camera anges, etc.") Alas, I don't know if they'll ever bother. >:T
I also think that, despite what people may think about it, the Shadow the Hedgehog game was a good idea. Not that it was a GOOD game, per say, but just the very concept of separating Shadow into his own games, maybe with a few of his supporting and otherwise useless-in-the-Sonic-games characters like Rouge and Omega, was good. The gun and vehicle thing wasn't a bad concept either. I liked them because they at least made Shadow into his own character, and not some speed demon clone of Sonic. the problem with them was that they didn't execute the idea very well into the gameplay and his silly-looking design made the gun feel out-of-place. Hell, maybe even just changing his gloves and shoes would have made it work a lot better. Here is a very quick and crappy example, but you get the picture. It doesn't even have to be all that serious like the Shadow game was (you'd think after all that time of brooding about his past he'd get over it already and just work for the government normally) other games like Star Fox and Ratchet and Clank manage to pull off the whole cartoony-animals-with-guns thing, so yeah. But yes, I basically just liked the idea of Sonic Team separating Shadow and friends from the unfitting super-cartoony environment to focus more on Sonic within his own games, and placing Shadow within his own entirely different series and genres of games. (or maybe hand it over to a company that is interested)
I also think that, despite what people may think about it, the Shadow the Hedgehog game was a good idea. Not that it was a GOOD game, per say, but just the very concept of separating Shadow into his own games, maybe with a few of his supporting and otherwise useless-in-the-Sonic-games characters like Rouge and Omega, was good. The gun and vehicle thing wasn't a bad concept either. I liked them because they at least made Shadow into his own character, and not some speed demon clone of Sonic. the problem with them was that they didn't execute the idea very well into the gameplay and his silly-looking design made the gun feel out-of-place. Hell, maybe even just changing his gloves and shoes would have made it work a lot better. Here is a very quick and crappy example, but you get the picture. It doesn't even have to be all that serious like the Shadow game was (you'd think after all that time of brooding about his past he'd get over it already and just work for the government normally) other games like Star Fox and Ratchet and Clank manage to pull off the whole cartoony-animals-with-guns thing, so yeah. But yes, I basically just liked the idea of Sonic Team separating Shadow and friends from the unfitting super-cartoony environment to focus more on Sonic within his own games, and placing Shadow within his own entirely different series and genres of games. (or maybe hand it over to a company that is interested)
I wouldn't know - I ran out of lives after the third level and just plain gave up on the whole sorry mess. But I can see your point, and agree with it to a degree.
Incidentally, your Star Fox analogy is a better one than the Ratchet & Clank one, given that the former is played straight, while the latter isn't. But now I'm just nitpicking.
On the speed topic I have to agree that while speed is an important feature in the original series it was used sensibly. In some of the post-nineties games, particularly the GBA 2D ones, you can simply hold right continuously and you'll get most of the way through a level. I expect (and hope) they'll rectify this for Sonic 4 and bring back exploration and accuracy.
I also think that, despite what people may think about it, the Shadow the Hedgehog game was a good idea. Not that it was a GOOD game, per say, but just the very concept of separating Shadow into his own games, maybe with a few of his supporting and otherwise useless-in-the-Sonic-games characters like Rouge and Omega, was good. The gun and vehicle thing wasn't a bad concept either. I liked them because they at least made Shadow into his own character, and not some speed demon clone of Sonic. the problem with them was that they didn't execute the idea very well into the gameplay and his silly-looking design made the gun feel out-of-place. Hell, maybe even just changing his gloves and shoes would have made it work a lot better. Here is a very quick and crappy example, but you get the picture. It doesn't even have to be all that serious like the Shadow game was (you'd think after all that time of brooding about his past he'd get over it already and just work for the government normally) other games like Star Fox and Ratchet and Clank manage to pull off the whole cartoony-animals-with-guns thing, so yeah. But yes, I basically just liked the idea of Sonic Team separating Shadow and friends from the unfitting super-cartoony environment to focus more on Sonic within his own games, and placing Shadow within his own entirely different series and genres of games. (or maybe hand it over to a company that is interested)
Well, lazer guns would work. But there is the fact that either Starfox or Ratchet has no other weaponry or a form of attack. Shadow does all those chaos-based attacks already, plus he's already faster than a car, so there is no need for him to use a vehicle or hold a gun. It's only to look cool, and I gotta admit you start this contest half-beaten when you're a hedgehog trying to look sci-fi and mysterious. It works in Ratchet and Clank, it works in Starfox, because they're not corny. They're not trying to be serious. Also the usage of guns and vehicles is handled brilliantly. It's all done to have a richer gameplay. In Shad the Hedgie? Lookin' coo'.
Well, they kind of missed the opportunity by ruining the first game ever based on Shadow. It got really infamous, I don't think one would ever try another chance. But yes, I agree, it would be a good idea. Such an opportunity went waste...
Incidentally, your Star Fox analogy is a better one than the Ratchet & Clank one, given that the former is played straight, while the latter isn't.
Wait what do you mean "straight?" You mean like how the levels work? Eh, I don't think, if Shadow were to hypothetically get his own series of games, that they should stick to the Sonic-styled gameplay mechanic completely anyway. That's kind of what I want them to stray from in the first place so that the actual thing that makes Sonic games Sonic games are more focused on in, well, the actual Sonic games. I wouldn't mind a game where say, you have a big cityscape overworld thing to explore and do missions from where you play the speed into. Then again such a concept would probably require huge areas and thus probably nightmareish budgets. :I
But there is the fact that either Starfox or Ratchet has no other weaponry or a form of attack. Shadow does all those chaos-based attacks already, plus he's already faster than a car, so there is no need for him to use a vehicle or hold a gun. It's only to look cool, and I gotta admit you start this contest half-beaten when you're a hedgehog trying to look sci-fi and mysterious. It works in Ratchet and Clank, it works in Starfox, because they're not corny. They're not trying to be serious.
I suppose, but through competent writing, you make these things work. I thought Shadow's story was bullcrap anyway. ("Hi, I'm Professor Gerald, I'm going to construct a very powerful lifeform, and for no readily identifiable reason, will make it a hedgehog." Wat.) You can find a way to work with the writing that already exists to explain away an inconsistency effectively, (IE. "Oh Shadow wasn't really all that fast, he just had those hover shoes, and all his chaos-based attacks were due to him having an emerald.") or there's also such a thing as a good retcon if the old writing was already crappy and nonsensical enough, but again, you can still find a way to work around the old writing without completely ignoring it. (Shadow's annoyingly never-fully-explained story leaves open lots of easy opportunities for such a thing, anyway.)
Anyway the story being "serious" just depends on what kind of seriousness you're talking about. When I said a game separated from the Sonic series could be more serious I didn't really mean "here have depressing cutscenes, characters that never crack a smile, a gloomy atmosphere and gratuitous violence." You can still have Shadow be a mildly broody and serious character without making the game feel that way overall, through the use of such things like supporting characters that interact with him and the atmosphere. (if he travels around a lively-looking city with good lighting and proper music, let's say, it'll certainly contrast well enough to give it a good balance) Already-existing games have used this method well. I'm sure that Edgeworth game will be this way, for example, and also, Wind Waker is a cartoony game, but the story, especially the ending, was pretty serious and still it fit! Once again, this is all the work of good writing and design. This is all just wishful thinking though, I doubt Sonic Team would bother with the details like that.
Anyway the story being "serious" just depends on what kind of seriousness you're talking about. When I said a game separated from the Sonic series could be more serious I didn't really mean "here have depressing cutscenes, characters that never crack a smile, a gloomy atmosphere and gratuitous violence." You can still have Shadow be a mildly broody and serious character without making the game feel that way overall, through the use of such things like supporting characters that interact with him and the atmosphere. (if he travels around a lively-looking city with good lighting and proper music, let's say, it'll certainly contrast well enough to give it a good balance) Already-existing games have used this method well. I'm sure that Edgeworth game will be this way, for example, and also, Wind Waker is a cartoony game, but the story, especially the ending, was pretty serious and still it fit! Once again, this is all the work of good writing and design. This is all just wishful thinking though, I doubt Sonic Team would bother with the details like that.
I was talking about Shadow the Hedgehog video game, not your ideas. I agree with you, I mean, the game could be balanced -and even be ironicly funny too-. There are so many examples of successful games that has both weaponry action and anthromorphologic characters.
Heck, even Sam and Max is in that cluster.
The game was trying to be serious in itself. It had all the plotholes, it had all the corniness, it had... It had serious aliens. Why?
Hey guys, according to the article on Sonic's character page, this takes place directly after he destroyed the death egg in Sonic and Knuckles, so that means this takes place before Shadow was released, Silver and blaze havent timetraveled, omega wasnt created, rouge hasent met yet anyone yet, so there can't be that many playable characters, my best guess is Tails/ knuckles will be the 2nd character since, it looks like a diresct sequal to Sonic And Knuckles, and tails has been a stapel to all sonic games.(i hope for both, like sonic 3 with both sonic and tails, a sonic mode, then a knuckles mode..
Hey guys, according to the article on Sonic's character page, this takes place directly after he destroyed the death egg in Sonic and Knuckles, so that means this takes place before Shadow was released, Silver and blaze havent timetraveled, omega wasnt created, rouge hasent met yet anyone yet, so there can't be that many playable characters, my best guess is Tails/ knuckles will be the 2nd character since, it looks like a diresct sequal to Sonic And Knuckles, and tails has been a stapel to all sonic games.(i hope for both, like sonic 3 with both sonic and tails, a sonic mode, then a knuckles mode..
dood, shad0w iz a spaec n tiem travler. he canz just travel to ther n kill sonikku < Hes awsum wth ezplosins n stuffz.
...ahem, yeah well, looks like it. I rarely play with Tails, but would be nice to attract fandom. Also, chicks dig Tails.
I don't dig Tails when he's constantly taking rings in Sonic 2 bonus stages and then losing them via bombs and getting in the way. >:T But I suppose him being there is tradition!
I don't dig Tails when he's constantly taking rings in Sonic 2 bonus stages and then losing them via bombs and getting in the way. >:T But I suppose him being there is tradition!
Well the latest tradition was to get Eggman savagely beaten off by a huge monster or something else that's about to rule and/or destroy the world, only to be defeated by Sonic (and some other characters in later games because that darn final boss monsters kept going stronger and stronger for no reason) -spamming the powers of chaos emeralds to get Super; so I'm sceptical to repetitions.
Though well, Tails is small and fluffy and cute and all, also makes the game easier, so he has a large amount of fangirls. Just sayin'.
Make sure you get an Action Replay and give yourself infinite lives. You'll never finish it otherwise.
I made it all the way to devil doom(the boss you fight after completing ALL of the story paths) with NO game overs, i did lose lives, but I easily got them again.
I have Sonic 1 on my Xbox 360. It's fun, but it really gets on my nerves a lot. Glad to see Sonic go back to his roots (is that the right word for this?).
I've heard somewhere that Sonic Team isn't working on Sonic 4. Is that good or bad?
I've heard somewhere that Sonic Team isn't working on Sonic 4. Is that good or bad?
Partly true. The team behind handheld Sonic series is working on Sonic 4. By comparison with Sonic Team, yeah, their games were better. But I don't expect a great game like Sonic 3 from that team.
Partly true. The team behind handheld Sonic series is working on Sonic 4. By comparison with Sonic Team, yeah, their games were better. But I don't expect a great game like Sonic 3 from that team.
The team is called Dimps, and they were responsible for the Sonic Rush games, as well as the daytime levels in the WiiS2 version of Sonic Unleashed. So yeah, they've got a pretty good track record!
I always liked the Sonic Advance series more than Rush ones, so I just generalized it to 'handheld'. Didn't know about Unleashed though. Well, I didn't really care.
I mean, seriously this is the way I see it. It's a sonic game, you run around and collect rings. I mean there really isn't a lot to making a sonic game, oh and have robotnik have some crazy vehichle to try and stop you.
Sure the main formula is Sonic going fast and collecting rings and stopping Robotnik, but there's more to it than that. A big factor is in the level design. So far we haven't had any games with levels that can even come close to the memorabilia that something like Metropolis had.
Sure the main formula is Sonic going fast and collecting rings and stopping Robotnik, but there's more to it than that. A big factor is in the level design. So far we haven't had any games with levels that can even come close to the memorabilia that something like Metropolis had.
really that was my LEAST favorite level. hated it, loved the newer sonic levels, for whatever reason, sonics first level in adventure 2 really catches me along with radical highway(which makes me glad that is in winter olympic games)
I find that the levels in the Sonic Adventure games are just so poorly thought out. The physics and bad controls are what mainly makes them so awful though.
"Wow, we're going really fast here. Oops, I missed a set of rings because I tilt the joystick ever so slightly and moved far, far to the side. Oh and now even though I was going at breakneck speed I barely hit the edge of a wall and came at a complete stop."
I think these examples are even worse when it comes to Sonic 2006, but I like to pretend that game never existed. Apparently even the game itself tries to pretend it never existed.
I find that the levels in the Sonic Adventure games are just so poorly thought out. The physics and bad controls are what mainly makes them so awful though.
"Wow, we're going really fast here. Oops, I missed a set of rings because I tilt the joystick ever so slightly and moved far, far to the side. Oh and now even though I was going at breakneck speed I barely hit the edge of a wall and came at a complete stop."
I think these examples are even worse when it comes to Sonic 2006, but I like to pretend that game never existed. Apparently even the game itself tries to pretend it never existed.
My points exactly.
The early Sonic games had those complex level designs that enables you finish a level in different pathways; and you could choose a way to follow by only jumping (where you jump, and how fast you were when you jump were being the most important factors). MOMENTUM, was the most significant element. Not speed.
In 3D Sonic games that people actually like, you just run. The road goes only straight. There are some loops, some boost tiles and that's it. The side of the roads are too frictional for a game that's based on true speed, and the controls are just too sensitive. When playing those, I didn't really feel like I accomplished something. Just, designers show me the way and tell me what to do -which is just go through a straight way and that's about it. Even one of the most praised levels in Sonic Adventure was lame, you know, in SA where you're chased by a whale. You don't do anything but to run, and a whale destroys your way and that's it. It's just a CUTSCENE, that you have to hold a button to watch until the end. And a pretty lame cutscene if you ask me. I'd rather watch the little animation at the end of Sky Sanctuary level in Sonic 3 & Knuckles (where Sonic escapes from collapsing Sky Sanctuary and jumps on Death Egg in the last second) any day.
I find that the levels in the Sonic Adventure games are just so poorly thought out. The physics and bad controls are what mainly makes them so awful though.
"Wow, we're going really fast here. Oops, I missed a set of rings because I tilt the joystick ever so slightly and moved far, far to the side. Oh and now even though I was going at breakneck speed I barely hit the edge of a wall and came at a complete stop."
I think these examples are even worse when it comes to Sonic 2006, but I like to pretend that game never existed. Apparently even the game itself tries to pretend it never existed.
I admit i found none of what you claim in the sonic advance series if you were running and hit a wall, im sure you would have stopped too:D even if it was barly hit, im sure you would have stopped.
But in sonic 06 i completly agree with you 100%.
Sonic Advance? I was talking about the Sonic Adventure games. And yes, you would probably stop if you hit a wall with full force when approaching it at lightning speed (actually I'm sure you'd die and leave a big impact, but we're talking about Sonic games here) but if you hit the edge of a wall (you'd also most likely die but let's continue) it would make more sense for you to be sent flying in some way depending on how it was hit. Sonic Adventure only did this a few times. A good example is when you're running down the building in Radical Highway. But the same physics are applied there when you hit something head-on, so I don't count it as proper.
Anyway, I wasn't even talking about any of that, when you "barely hit the edge of a wall" you are hitting the invisible barrier of a corner and edge of a polygonal surface. It is an incredibly annoying thing to happen, especially in combination with the super sensitive and overall awful controls. (the slight tilting I mentioned earlier) The bad camera doesn't help either. It's happened in both adventure games and made the speed trials for the first one a nightmare. It's just bad when the player can't even trust the game they are playing to behave, because who knows if Sonic will just randomly decide to go through a wall and die! (and yes it had happened to me MULTIPLE times while I was trying to beat those godawful time trials in Sonic Adventure. Please nobody say the word "Twinkle Park" to me ever again.)
Comments
I stand corrected.
Well, think about it. In the earlier games, in a situation where you have to jump through, for instance, you had to have some built-up speed AND your timing had to be good. Because, let's say that you're running on a non-lineer slope and your angle changes relatively to where you are on that slope, and jumping from different angles may vary in results.
In the parts where you're running really fast, only pushing right button was doing the trick and therefore those parts were only done to add a unique atmosphere to the game. The real platformer elements were though, actually, consisting of having enough speed and being in the right angle.
Therefore it was about MOMENTUM, not only SPEED alone. This is what they forgot when they were making 3D games of Sonic.
I half agree. Sometimes I feel as if there is a thing called "too fast." I don't think that for the old games at all, and even Sonic Adventure 1 and 2 are ok on this premise with Sonic and Shadow. (if it wasn't for the bad controls, camera and level design I'm sure they would have been a lot more enjoyable) However, in games like Unleash, while they had the potential to be great without the were-Sonic or other gimmicks like that I feel as if the levels go way too fast to the point that the game practically plays the level for you most of the time and then you have very little time to react to most of the obstacles.
Most of the 3D Sonic games are all about speed at the sacrifice of the other two aspects - the levels were poorly designed and you couldn't explore them at your leisure, all you could do was barrel through them and get caught in the scenery. I thought Unleashed was a step in the right direction, as the Day levels had great level design with multiple paths that you could choose at your discretion (not so much the Night levels, but hush).
That's my view, anyway. You may disagree.
I also think that, despite what people may think about it, the Shadow the Hedgehog game was a good idea. Not that it was a GOOD game, per say, but just the very concept of separating Shadow into his own games, maybe with a few of his supporting and otherwise useless-in-the-Sonic-games characters like Rouge and Omega, was good. The gun and vehicle thing wasn't a bad concept either. I liked them because they at least made Shadow into his own character, and not some speed demon clone of Sonic. the problem with them was that they didn't execute the idea very well into the gameplay and his silly-looking design made the gun feel out-of-place. Hell, maybe even just changing his gloves and shoes would have made it work a lot better. Here is a very quick and crappy example, but you get the picture. It doesn't even have to be all that serious like the Shadow game was (you'd think after all that time of brooding about his past he'd get over it already and just work for the government normally) other games like Star Fox and Ratchet and Clank manage to pull off the whole cartoony-animals-with-guns thing, so yeah. But yes, I basically just liked the idea of Sonic Team separating Shadow and friends from the unfitting super-cartoony environment to focus more on Sonic within his own games, and placing Shadow within his own entirely different series and genres of games. (or maybe hand it over to a company that is interested)
Incidentally, your Star Fox analogy is a better one than the Ratchet & Clank one, given that the former is played straight, while the latter isn't. But now I'm just nitpicking.
Well, lazer guns would work. But there is the fact that either Starfox or Ratchet has no other weaponry or a form of attack. Shadow does all those chaos-based attacks already, plus he's already faster than a car, so there is no need for him to use a vehicle or hold a gun. It's only to look cool, and I gotta admit you start this contest half-beaten when you're a hedgehog trying to look sci-fi and mysterious. It works in Ratchet and Clank, it works in Starfox, because they're not corny. They're not trying to be serious. Also the usage of guns and vehicles is handled brilliantly. It's all done to have a richer gameplay. In Shad the Hedgie? Lookin' coo'.
Well, they kind of missed the opportunity by ruining the first game ever based on Shadow. It got really infamous, I don't think one would ever try another chance. But yes, I agree, it would be a good idea. Such an opportunity went waste...
I'd put a couple dollars on it being "Available in the App Store!"
Wait what do you mean "straight?" You mean like how the levels work? Eh, I don't think, if Shadow were to hypothetically get his own series of games, that they should stick to the Sonic-styled gameplay mechanic completely anyway. That's kind of what I want them to stray from in the first place so that the actual thing that makes Sonic games Sonic games are more focused on in, well, the actual Sonic games. I wouldn't mind a game where say, you have a big cityscape overworld thing to explore and do missions from where you play the speed into. Then again such a concept would probably require huge areas and thus probably nightmareish budgets. :I
I suppose, but through competent writing, you make these things work. I thought Shadow's story was bullcrap anyway. ("Hi, I'm Professor Gerald, I'm going to construct a very powerful lifeform, and for no readily identifiable reason, will make it a hedgehog." Wat.) You can find a way to work with the writing that already exists to explain away an inconsistency effectively, (IE. "Oh Shadow wasn't really all that fast, he just had those hover shoes, and all his chaos-based attacks were due to him having an emerald.") or there's also such a thing as a good retcon if the old writing was already crappy and nonsensical enough, but again, you can still find a way to work around the old writing without completely ignoring it. (Shadow's annoyingly never-fully-explained story leaves open lots of easy opportunities for such a thing, anyway.)
Anyway the story being "serious" just depends on what kind of seriousness you're talking about. When I said a game separated from the Sonic series could be more serious I didn't really mean "here have depressing cutscenes, characters that never crack a smile, a gloomy atmosphere and gratuitous violence." You can still have Shadow be a mildly broody and serious character without making the game feel that way overall, through the use of such things like supporting characters that interact with him and the atmosphere. (if he travels around a lively-looking city with good lighting and proper music, let's say, it'll certainly contrast well enough to give it a good balance) Already-existing games have used this method well. I'm sure that Edgeworth game will be this way, for example, and also, Wind Waker is a cartoony game, but the story, especially the ending, was pretty serious and still it fit! Once again, this is all the work of good writing and design. This is all just wishful thinking though, I doubt Sonic Team would bother with the details like that.
I was talking about Shadow the Hedgehog video game, not your ideas. I agree with you, I mean, the game could be balanced -and even be ironicly funny too-. There are so many examples of successful games that has both weaponry action and anthromorphologic characters.
Heck, even Sam and Max is in that cluster.
The game was trying to be serious in itself. It had all the plotholes, it had all the corniness, it had... It had serious aliens. Why?
Don'tcha wish you really had?
dood, shad0w iz a spaec n tiem travler. he canz just travel to ther n kill sonikku < Hes awsum wth ezplosins n stuffz.
...ahem, yeah well, looks like it. I rarely play with Tails, but would be nice to attract fandom. Also, chicks dig Tails.
Well the latest tradition was to get Eggman savagely beaten off by a huge monster or something else that's about to rule and/or destroy the world, only to be defeated by Sonic (and some other characters in later games because that darn final boss monsters kept going stronger and stronger for no reason) -spamming the powers of chaos emeralds to get Super; so I'm sceptical to repetitions.
Though well, Tails is small and fluffy and cute and all, also makes the game easier, so he has a large amount of fangirls. Just sayin'.
Me and my European pals disagree. And we STILL enjoyed it.
I didn't know about the whole framerate thing! Interesting. I feel somewhat cheated.
I assume it's no longer an issue?
I made it all the way to devil doom(the boss you fight after completing ALL of the story paths) with NO game overs, i did lose lives, but I easily got them again.
Is it really that hard? I did get part the way through and found a bit I simply couldn't do but I figured it was probably me.
http://www.joystiq.com/2010/02/16/rumor-sonic-4-screens-and-footage-leaked/
Yeah, well, I watched it before. It was really disappointing, so I didn't really want to comment on that, but now that you posted it...
Yes. It IS really disappointing.
Frame rate seems a bit jerky but that could just be the footage.
Where the devil was that 'leaked' from? There's a baby in the room as if someone's playing it at home!
http://www.oflc.gov.au/www/cob/find.nsf/5c2433d416948a0bca25759f00820d25/0adb30a242dbd8cbca2576c000581512!OpenDocument
I've heard somewhere that Sonic Team isn't working on Sonic 4. Is that good or bad?
Partly true. The team behind handheld Sonic series is working on Sonic 4. By comparison with Sonic Team, yeah, their games were better. But I don't expect a great game like Sonic 3 from that team.
really that was my LEAST favorite level. hated it, loved the newer sonic levels, for whatever reason, sonics first level in adventure 2 really catches me along with radical highway(which makes me glad that is in winter olympic games)
"Wow, we're going really fast here. Oops, I missed a set of rings because I tilt the joystick ever so slightly and moved far, far to the side. Oh and now even though I was going at breakneck speed I barely hit the edge of a wall and came at a complete stop."
I think these examples are even worse when it comes to Sonic 2006, but I like to pretend that game never existed. Apparently even the game itself tries to pretend it never existed.
My points exactly.
The early Sonic games had those complex level designs that enables you finish a level in different pathways; and you could choose a way to follow by only jumping (where you jump, and how fast you were when you jump were being the most important factors). MOMENTUM, was the most significant element. Not speed.
In 3D Sonic games that people actually like, you just run. The road goes only straight. There are some loops, some boost tiles and that's it. The side of the roads are too frictional for a game that's based on true speed, and the controls are just too sensitive. When playing those, I didn't really feel like I accomplished something. Just, designers show me the way and tell me what to do -which is just go through a straight way and that's about it. Even one of the most praised levels in Sonic Adventure was lame, you know, in SA where you're chased by a whale. You don't do anything but to run, and a whale destroys your way and that's it. It's just a CUTSCENE, that you have to hold a button to watch until the end. And a pretty lame cutscene if you ask me. I'd rather watch the little animation at the end of Sky Sanctuary level in Sonic 3 & Knuckles (where Sonic escapes from collapsing Sky Sanctuary and jumps on Death Egg in the last second) any day.
I admit i found none of what you claim in the sonic advance series if you were running and hit a wall, im sure you would have stopped too:D even if it was barly hit, im sure you would have stopped.
But in sonic 06 i completly agree with you 100%.
Anyway, I wasn't even talking about any of that, when you "barely hit the edge of a wall" you are hitting the invisible barrier of a corner and edge of a polygonal surface. It is an incredibly annoying thing to happen, especially in combination with the super sensitive and overall awful controls. (the slight tilting I mentioned earlier) The bad camera doesn't help either. It's happened in both adventure games and made the speed trials for the first one a nightmare. It's just bad when the player can't even trust the game they are playing to behave, because who knows if Sonic will just randomly decide to go through a wall and die! (and yes it had happened to me MULTIPLE times while I was trying to beat those godawful time trials in Sonic Adventure. Please nobody say the word "Twinkle Park" to me ever again.)