Posted 23 March 2012 - 04:35 AM
But a thing I find interesting is that with Generations generally being considered an improvement on what Colors had to offer (and with the classic games themselves), there doesn't seem to be much praise or even general conversation about the actual platforming of the Sonic games. We talk about things like "momentum" and "flow" and "speed" and "roll vs. boost" all day, but I consider these things tenets of the movement and pacing of Sonic games, not the platforming, so I feel completely in the dark as to what other people actually consider platforming, and how they believe it was better served in games past and could be better served going forward.
I only mention this ignorance because- going back to Colors for a moment- I've thought about how blocky its actual platforming was. I mean, hell yeah it was blocky. It was blockier than a Tetris game. I certainly agreed with that distinction. But I can't put my finger on any extensive periods of platforming in other Sonic games where this isn't actually the case for the majority of the designated platforming segments. When you are forced to slow down, Sonic is almost always merely hopping up and over some pretty blocky stuff. The only reliable exception are the pinball stages where a lot of the platforms you interact with are then circular/spherical and possess bouncy or vacuous elements to them that pull you in.
I think there are certainly differences in how it's been done between Colors and other games' past, but the biggest one I can think of myself is that this blockiness was relatively disguised within the landscape. The platforms themselves are just as simple as the ones in Colors, but they're not advertised as such. Gaps in the ground, rough landscapes, buildings, etc. naturally make platforms themselves, so when you reach them, they don't register so blatantly as "block you must jump on." That building is a building, that cliff face is a cliff face, that ice floe an ice floe. I think that's kind of interesting in hindsight.
However, this is the only distinction I can think of right now, and I don't think it sufficiently answers my question. So SSMB, let's talk about platforming.
Posted 23 March 2012 - 05:08 AM
But I agree regardless, platforming that actually looks and feels like a part of the surroundings make it all feel more organic, and I would like to see more of that.
Posted 23 March 2012 - 08:17 AM
Posted 23 March 2012 - 08:57 AM
Posted 23 March 2012 - 04:14 PM
Posted 23 March 2012 - 04:33 PM
Is the only difference between other games and Colors is that Colors would've substituted a bouncy cloud for a block? If so, that seems like a pretty easy fix from here on out, don't you think? But a nagging thing in me won't make me buy that, because it makes it seem as if the actual platforming is truly a relative afterthought compared to what the fanbase always says is the ultimate Sonic experience! "Sonic is a mix of speed and platforming!"
Well, if that's truly the case, then what about the platforming specifically makes it so? What elements of it beyond it being more environmental make it so unique and so critical to the experience? What else can be improved? There has to be more than just "make the platform some tree leaves and be done with it," ne? But I can't think of the answer.
I hope I'm not just rambling or being a stickler because I think it's actually a very pertinent question, one whose answer should've been apparent long before now.
Edited by Nepenthe, 23 March 2012 - 04:37 PM.
Posted 23 March 2012 - 04:51 PM
For example, this little hill in Ice Cap Zone Act 2:
Depending on how fast you're going up that, you could either keep going straight along the path ahead or roll up to the upper path above.
I think the reason that Colors' platforming gets criticism is because it doesn't really have anything like that (that I can remember anyway), or really anything that makes it "Sonic-y" (for the record I still love Colors). As far as level design goes, it often feels like playing a Mega Man game, which for a Sonic game does kind of make it seem "too blocky."
Also, yeah, the environmental features also help give it that "Sonic" flavor. I mean come on, who doesn't love bouncing on those giant mushrooms in Mushroom Hill Zone?
Posted 23 March 2012 - 04:54 PM
This particular trick doesn't really work in 3D (technically there's nothing that prevents it, but the difference in perspective makes it difficult), but considering that even the "3D" games are mostly 2D gameplay, there's no excuse for not seeing things like this. And there are ways to use this that are unique to 3D, such as this. Paths shouldn't be designed as singular uniform tracks; there needs to be variation in the terrain, curves and angles that influence how Sonic jumps.
I'm also of the opinion that platforming isn't just about jumping, but the fight against gravity in general. And gravity is more influential in Sonic gameplay than it is in most platformers; it's not something that only comes into effect when you're in the air, and you don't get into the air only by jumping or falling. Launching up a quarter pipe can be platforming. Wallrunning can be platforming. Climbing a steep hill...is not something we would normally consider to be platforming, but there are shared mechanics, and I think it could still contribute something similar to platforming if not necessarily actual platforming.
...as long as it requires some effort, that is, it isn't automated nor are you just boosting up it.
Posted 23 March 2012 - 05:15 PM
Edited by Groosenator032, 23 March 2012 - 05:19 PM.
Posted 23 March 2012 - 09:22 PM
Like people have said, the thing that makes Sonic platforming unique is the slopes, curving terrain and ramps. Later games, especially the 3d ones have lost this (Granted I still love them, well, you know, the good ones), and I'd like to see it back, and in 3d. I don't feel it would be too hard, granted you can't do some of the stuff you could do in 2d in 3d like Dio's example for example (inb4 exampleception), but I feel it granted an extra enjoyment to the speed, as in you really felt like you earned it.
So yeah, tl:dr, slope platforming is awesome and should be tried in 3d.
Posted 29 March 2012 - 06:45 AM
2D is more vertical while 3D is more horizontal. I think a lot of the people who like classic gaming have a hard time understanding this and despite the many horizontal paths....because they are not exactly scaling up...people tend not to give credit where its due.
Its all a perspective thing.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users