What defines the Unleashed style?
#1
Posted 09 October 2011 - 12:57 AM
What I'm asking is how much can you change so that it's still Unleashed style. If you had all these changes would it still be Unleashed style or something completely different?
#2
Posted 09 October 2011 - 01:00 AM
#3
Posted 09 October 2011 - 01:09 AM
#4
Posted 09 October 2011 - 01:13 AM
Edited by Diogenes, 09 October 2011 - 01:14 AM.
#5
Posted 09 October 2011 - 01:17 AM
#6
Posted 09 October 2011 - 01:19 AM
Edited by Dissident, 09 October 2011 - 07:13 AM.
#7
Posted 09 October 2011 - 01:19 AM
How does this relate to the topic in anyway?I give them one more game with this style, and then I expect to see a new style... If not, they're out of ideas. Then again, Sonic Generations...
#8
Posted 09 October 2011 - 01:23 AM
The boost, an emphasis on speed even to the detriment of other elements, heavy reliance on reaction (or memory) based obstacles, 2D/3D switching, strongly forward-focused level design, [edit]reliance on automation and assistance by the game to put the player in the proper place,[/edit] and not being nearly as good as people think it is.
I've been fooling myself the whole time!!!?
Edited by Soniman032-, 09 October 2011 - 01:24 AM.
#9
Posted 09 October 2011 - 01:25 AM
#10
Posted 09 October 2011 - 01:31 AM
The boost, an emphasis on speed even to the detriment of other elements, heavy reliance on reaction (or memory) based obstacles, 2D/3D switching, strongly forward-focused level design, [edit]reliance on automation and assistance by the game to put the player in the proper place,[/edit] and not being nearly as good as people think it is.
Yes, this can we close this topic now?
#11
Posted 09 October 2011 - 01:51 AM
The boost, an emphasis on speed even to the detriment of other elements, heavy reliance on reaction (or memory) based obstacles, 2D/3D switching, strongly forward-focused level design, [edit]reliance on automation and assistance by the game to put the player in the proper place,[/edit] and not being nearly as good as people think it is.
I disagree here. Not even about to go into a big debate but um even after having a great memory of the game, I still screw up. I'm better than some players at speedruns here in this game. Not because of the reliance of automation and assistance by the game, it's my own skill. It's not very easy to get a time of 4:05 on Jungle joyride act 1 (DLC). And it take even more skill to break the 2min barrier in Apotos act 2. That takes skill. Same can be said about some of the other stages.
But topic wise: BOOOOOOOOOOOOST is what really defines this game. It's a very powerful move in Sonic's arsenal that allows him to plow through enemies, run on water and reach areas that can not be reached by jumping and homing attack or ring/light dash.
#12
Posted 09 October 2011 - 02:47 AM
I'm not saying the entire game plays itself, but there are a lot of places where the game is pushing you in the right direction, sometimes overtly, sometimes subtly. Go load up Chun-nan act 1 and see what happens when you come to a turn and don't touch the control stick.I disagree here. Not even about to go into a big debate but um even after having a great memory of the game, I still screw up. I'm better than some players at speedruns here in this game. Not because of the reliance of automation and assistance by the game, it's my own skill. It's not very easy to get a time of 4:05 on Jungle joyride act 1 (DLC). And it take even more skill to break the 2min barrier in Apotos act 2. That takes skill. Same can be said about some of the other stages.
A whole bunch of things he used to be able to do without it...But topic wise: BOOOOOOOOOOOOST is what really defines this game. It's a very powerful move in Sonic's arsenal that allows him to plow through enemies, run on water and reach areas that can not be reached by jumping and homing attack or ring/light dash.
Edited by Diogenes, 09 October 2011 - 02:47 AM.
#13
Posted 09 October 2011 - 02:50 AM

We get this thread at least once every week.
#14
Posted 09 October 2011 - 02:55 AM
#15
Posted 09 October 2011 - 02:57 AM
But yeah Boost to Win is what defines Unleashed.
#16
Posted 09 October 2011 - 03:04 AM
Ridiculously linear level design, for the most part, which is done for the purpose of making it even easier and more encouraged to use the boost.
An overbearing emphasis on speed because of the boost, despite speed never being nearly as important to the series as people think it is.
Reflex-based gameplay where you go far too fast, thanks again to the boost, to easily see any alternate routes and taking them becomes a matter of remembering exactly where they are and when to press specific buttons to get there.
Basically everything wrong is thanks to the ever so lovely boost.
Oh, and the 2D/3D split, which is about the only aspect worth salvaging, and even then it's not that wonderful. Edit: And on the note of the 2D sections, too much simple platforming rather than anything momentum-based in most cases.
*Disclaimer: I find Unleashed gameplay fun. But it's still relatively shit and I want it to stay the fuck away from the series.
Edited by Noire, 09 October 2011 - 03:09 AM.
#17
Posted 09 October 2011 - 03:08 AM
#18
Posted 09 October 2011 - 03:29 AM
I've been thinking about this for a while. The things that seem to define "Unleashed" style seem to be:I've got to wonder what the hell people think "Unleashed style" is, if you can make all these changes and it still counts as Unleashed style.
1. The camera is near the ground and close to Sonic, sacrificing backtracking and some freedom of movement for giving the player a better view of what's ahead. This is important because it causes levels to play out in a very focused and tightly designed way and it also gives the game an inherent sense of linearity. (Not necessarily a bad thing; it can essentially be thought of as the platformer equivalent of scripted FPSs like Half-Life.)
2. The gameplay style itself has much more reflex-based obstacles than other game styles. This is related to but distinct from the "focused" gameplay I mentioned above.
3. The faster Sonic runs, the looser his turns become. This is necessary at high-speed, but it makes the game have a significantly different feel—control-wise—than, say, the Adventure games. It also creates the need for moves like the drift. This is the aspect of the gameplay people mean when they say Sonic controls "like a car". This is important because the way a character controls can make or break a game.
4. Meta: Due to the difficulty (and lack of storage space) of making a full length game when each level is miles long, the gameplay necessitates the use of alternate gameplay styles (Unleashed) or many 2D segments (Colours, Generations) to fill up space.
Did I miss anything important?
Notice I don't include the boost. I don't consider boosting an essential part of the Unleashed formula.
Edited by Unknownlight, 09 October 2011 - 03:34 AM.
#19
Posted 09 October 2011 - 06:26 AM
and not being nearly as good as people think it is.
Never sparing the arrogance, I can always count on you.
#20
Posted 09 October 2011 - 07:23 AM
The boost, an emphasis on speed even to the detriment of other elements, heavy reliance on reaction (or memory) based obstacles, 2D/3D switching, strongly forward-focused level design, [edit]reliance on automation and assistance by the game to put the player in the proper place,[/edit] and not being nearly as good as people think it is.
Yeah, because all your opinions are fact, amirite? Hey, I've got an idea! Stop being such a killjoy.
But yeah Boost to Win is what defines Unleashed.
I'm really tired of this comment too. Boosting alone will get you no where even in Unleashed. The fact is, the Unleashed style does require skill. If you don't like it, then whatever, but keep your criticisms accurate...
Edited by T-Man, 09 October 2011 - 07:27 AM.
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