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Your Ideal Sonic Game?


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#1 Crystal Slave

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Posted 30 June 2012 - 05:33 PM

I think each of us has our own fantasies as to what the perfect Sonic game would be. I'm interested to see what everyone else would think of as the "ideal" Sonic game, but first, here's mine (I'll save the most important for last):
  • Fully 3D. I enjoyed the Genesis titles as much as the next guy, but after 21 years, it's time to move on, at least for the main series games. Sonic needs to dive head-on into 3D gameplay to really nail it.
  • Bring back the spindash, and make it useful. I really liked the mechanics of the spindash in Sonic Adventure. Some people claim it's "broken," but I completely disagree. Let me explain: it's simple to use. Tap the B button for a quick spin, tap to exit the spin. Charge for a longer spin. Sure, if you tap the B button repeatedly, you'll speed through the level, but it's only useful to do that if you're actually good at the game, and can do it strategically to find shortcuts and blaze through longer sections of the level.
  • No boosting. Sonic Rush and Rush Adventure were probably the only two games where boosting really felt appropriate. Leave it out of the 3D titles, so the player can focus on Sonic-style platforming action.
  • Use of other buttons than B for actions. Need I say more?
  • Get rid of the instant light-dash. Yes, you read that right. Having an instant light dash is often really glitchy and frustrating, especially if the button you use to do it is used for other actions as well. I liked how in the first Adventure game, you could charge up, walk around and jump, and then light dash whenever you needed to. And I can't recall a single time that I died because of a failed light speed dash in that game, as opposed to Adventure 2 and Heroes, where it got to be very frustrating. Also, I think it was really cool how (once you have the Ancient Light) the light speed dash targets enemies.
  • Revamp the homing attack. There was a topic about this that I fully agreed with. Also, the idea of a spindash or ground-based homing attack would make things really interesting.
  • Adventure Fields are good. I really enjoy the ability to just run around and discover things on the Adventure Fields in Sonic Adventure, whether it's a power-up (which were really cool, and I'd also like to see in future titles) or a transport to another Adventure Field, or the entrance to a level, or heck, even a hidden emblem, I think they would make any Sonic title a lot more fun.
  • Beautiful levels. One of the things that attracts me most to any Sonic game is the appearance of the levels. I love a level that is unique, and really awe-inspiring to look at. We all know Sonic 06 was a terrible game, but Kingdom Valley for instance is a very pretty level. Future Sonic titles should focus on making the most beautiful levels possible, and a dash of realism always makes levels more enjoyable for me.
  • A sense of adventure. This pertains partly to the story, and partly to the game as a whole. When I play a Sonic game, I want to feel like I'm exploring, discovering, and really embarking on an epic journey with depth and intrigue.

That's all I have to say for now. What do you guys think?

#2 Sixth-Rate Soma

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Posted 30 June 2012 - 05:43 PM

Ideal Sonic Game: Sonic Freerunner + a budget.

Alternatively, one could make a Colors-esque game with world-building from Unleashed, writing from TBK, and a Tails mode kind of like SA's. Yes.

#3 Burnt Ash

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Posted 30 June 2012 - 06:03 PM

Eh, I wouldn't really like the charge up light dash back again. It's the fault of the button mapping...not the move itself.

#4 Soniman

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Posted 30 June 2012 - 06:10 PM

-Fully 3D
-Momentum (ala SA1) with wide open level design (in a linear fashion)
-A plethora of characters to choose from ranging from Tails, Knuckles, Amy, and Shadow.
-Decently told story with some depth.

Edited by The Noodle, 30 June 2012 - 06:10 PM.


#5 colorfulzones104

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Posted 30 June 2012 - 06:14 PM

  • More interactions between certain characters
  • Good controls
  • Cutscenes that match the look of the gameplay better
  • Nice-looking graphics(though we already have this)
  • Creative story line

Edited by colorfulzones104, 03 July 2012 - 05:40 AM.


#6 Diogenes

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Posted 30 June 2012 - 06:19 PM

This.

e: To expand a bit, I'm pretty sure that track is automated (in so much as all you need to do is floor it and you'll be tossed exactly where you need to go), and something like that would be unplayable if it were meant as an actual track. Also that it doesn't address any kind of slower-paced sections or platforming, so it's not a full picture of what I want out of a Sonic game. But in terms of going fast? Rocketing around curves? Flying through the air? Why are we not doing this.

Edited by Diogenes, 30 June 2012 - 06:30 PM.


#7 Soniman

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Posted 30 June 2012 - 06:33 PM

This.

e: To expand a bit, I'm pretty sure that track is automated (in so much as all you need to do is floor it and you'll be tossed exactly where you need to go), and something like that would be unplayable if it were meant as an actual track. Also that it doesn't address any kind of slower-paced sections or platforming, so it's not a full picture of what I want out of a Sonic game. But in terms of going fast? Rocketing around curves? Flying through the air? Why are we not doing this.


It's not really ideal if it only satisfies one or two of the needed criteria to make a ideal Sonic game now is it? :P

#8 Azure Yakuzu

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Posted 30 June 2012 - 06:36 PM

This.

e: To expand a bit, I'm pretty sure that track is automated (in so much as all you need to do is floor it and you'll be tossed exactly where you need to go), and something like that would be unplayable if it were meant as an actual track. Also that it doesn't address any kind of slower-paced sections or platforming, so it's not a full picture of what I want out of a Sonic game. But in terms of going fast? Rocketing around curves? Flying through the air? Why are we not doing this.


I got motion sickness from watching that.


I could go on and on about gameplay, but I'd like some additional content please: Artworks, Concept art, Soundtracks, unlockables content that will want me to play the game after finishing it.



Also, I want every main character to have their own story scenario ala Sonic Adventure 1; it's the best way to divide focus of the story among the main characters without taking too much or too little away from Sonic, and only Sonic's would be required to finish the game, everyone else's would be optional scenarios that detail what those characters were doing when they weren't with Sonic at the time.

#9 Martha Jones

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Posted 30 June 2012 - 06:41 PM

Multiple characters without different game mechanics. Just different moves. Like S3&K/SAdv.

#10 Panda Cero

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Posted 30 June 2012 - 06:49 PM

-A variety of playable characters: Sonic, Tails, Knuckles, Amy, Cream, Big, Gemerl. Each character would have their own take on the core Sonic formula with several quirks to differentiate themselves from others (ex. Sonic has the homing attack and wall jump, Tails can fly, Knuckles can glide and climb, Amy & Cream can spin jump (former has a hammer, latter has her chao), Big can use his fishing rod as a sort of grappling hook to latch on to ledges, hooks, and enemies, and Gemerl can take control of enemy robots)
-2D and 3D with tons of alternate paths for each character to take advantage of (ex. Sonic can run across water while others can't and can take advantage of homing attack chains, Tails flies higher than Cream allowing him to access higher paths, Cheese can reach switches and levers that others cannot reach alone, etc.)
-Whimsical and Nonsensical level themes and designs
-Story similar to Adventure, where each has their own storyline and they all weave together. Also is enetertaining and has some degree of depth
-Eggman as the main villain
-Et cetera

#11 Diogenes

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Posted 30 June 2012 - 07:10 PM

It's not really ideal if it only satisfies one or two of the needed criteria to make a ideal Sonic game now is it? Posted Image

Well, no. But it sums up most of what's been missing better than anything else I've seen. It's the unattainable ideal of Sonic in motion, the question is how to build a game out of it.

#12 Crystal Slave

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Posted 30 June 2012 - 07:11 PM

-A variety of playable characters: Sonic, Tails, Knuckles, Amy, Cream, Big, Gemerl. Each character would have their own take on the core Sonic formula with several quirks to differentiate themselves from others (ex. Sonic has the homing attack and wall jump, Tails can fly, Knuckles can glide and climb, Amy & Cream can spin jump (former has a hammer, latter has her chao), Big can use his fishing rod as a sort of grappling hook to latch on to ledges, hooks, and enemies, and Gemerl can take control of enemy robots)
-2D and 3D with tons of alternate paths for each character to take advantage of (ex. Sonic can run across water while others can't and can take advantage of homing attack chains, Tails flies higher than Cream allowing him to access higher paths, Cheese can reach switches and levers that others cannot reach alone, etc.)
-Whimsical and Nonsensical level themes and designs
-Story similar to Adventure, where each has their own storyline and they all weave together. Also is enetertaining and has some degree of depth
-Eggman as the main villain
-Et cetera


That actually sounds really cool, I'd love to see a game of that nature. Having more of the minor characters with similar gameplay to Sonic, except with special abilities, would be pretty awesome. I never thought of Big using his Fishing Rod as a grappling hook. :P You brought up some really interesting concepts, maybe you should go take over Sonic Team hahaha.

#13 Lamor

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Posted 30 June 2012 - 07:30 PM

  • SA1 Spindash makes comeback.
  • Story involving world travelling filled with Colours humour and Unleashed epicness.
  • Lightspeed Dash mapped to circle/B, after performing lightspeed dash you get ability to perform one short Boost (unwiished style).
  • Level design ala Generations.
  • No 2D.
  • Big, detailed Adventure Fields filled with humans.
  • Humans are unique. Everyone has it's own design and backstory.
  • Momentum.
  • Momentum Homing Attack.
  • MOAR GREEN!!! Seriously! We need more jungle levels! I LOVE THEM!!!
  • Day/Night system from Sonic 06 beta footage.
  • Minor customizable moves e.g.: you can equip stomp or bounce attack.
  • After meeting Tails and Knuckles you can play as them but they're optional. At the begininng of the stage you could choose character you want to play as. Tails can perform Super Peel-out (X) and fly (A in air), Knuckles can punch (X) and glide/climb.
  • Missions.
  • Enemies can be KO'ed with one hit.
  • QTE's as the boss finishers
  • Eggman's final plan is to built Death Egg
  • Death Egg as the final stage.


#14 Crystal Slave

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Posted 30 June 2012 - 10:56 PM

  • SA1 Spindash makes comeback.
  • Story involving world travelling filled with Colours humour and Unleashed epicness.
  • Lightspeed Dash mapped to circle/B, after performing lightspeed dash you get ability to perform one short Boost (unwiished style).
  • Level design ala Generations.
  • No 2D.
  • Big, detailed Adventure Fields filled with humans.
  • Humans are unique. Everyone has it's own design and backstory.
  • Momentum.
  • Momentum Homing Attack.
  • MOAR GREEN!!! Seriously! We need more jungle levels! I LOVE THEM!!!
  • Day/Night system from Sonic 06 beta footage.
  • Minor customizable moves e.g.: you can equip stomp or bounce attack.
  • After meeting Tails and Knuckles you can play as them but they're optional. At the begininng of the stage you could choose character you want to play as. Tails can perform Super Peel-out (X) and fly (A in air), Knuckles can punch (X) and glide/climb.
  • Missions.
  • Enemies can be KO'ed with one hit.
  • QTE's as the boss finishers
  • Eggman's final plan is to built Death Egg
  • Death Egg as the final stage.


Yeah, I pretty much agree with all of this! Especially with the points about the controls, story, and greenness haha. I would love to see some unique jungle levels.

Also, a rendition of Death Egg in a newer 3d style could be pretty awesome, but I think it would be great to add something new into the ending as well.

#15 SiLeNtDo0m

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Posted 01 July 2012 - 12:19 AM

This.

e: To expand a bit, I'm pretty sure that track is automated (in so much as all you need to do is floor it and you'll be tossed exactly where you need to go), and something like that would be unplayable if it were meant as an actual track. Also that it doesn't address any kind of slower-paced sections or platforming, so it's not a full picture of what I want out of a Sonic game. But in terms of going fast? Rocketing around curves? Flying through the air? Why are we not doing this.


"Hold forward to win"

Though I can kinda see what you mean. These kinds of physics momentum physics and being able to move across curved surfaces in such ways would be damn cool. As long the level isn't just this kind of spectacle and you're doing other things throughout the zones then it's cool. Otherwise really, this boils down to an experience that isn't all that much more impressive then say Rush or HD Unleashed. Yes the physics are awesome, but you're not doing anything.

Anyway, I've been musing to myself about this recently and I've come up with a bunch of things. Big ass post coming up:

Spoiler


I have a LOT more to say. But I spent a while on this already. I'll keep updating this lol.

Edited by SiLeNt PyRrH0n, 02 July 2012 - 08:18 PM.


#16 Crystal Slave

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Posted 01 July 2012 - 02:46 AM

"Hold forward to win"

Though I can kinda see what you mean. These kinds of physics momentum physics and being able to move across curved surfaces in such ways would be damn cool. As long the level isn't just this kind of spectacle and you're doing other things throughout the zones then it's cool. Otherwise really, this boils down to an experience that isn't all that much more impressive then say Rush or HD Unleashed. Yes the physics are awesome, but you're not doing anything.

Anyway, I've been musing to myself about this recently and I've come up with a bunch of things. Big ass post coming up:

Spoiler


I have a LOT more to say. But I spent a while on this already. I'll keep updating this lol.


Man, those are some really great insights! I like your perspective on gameplay a lot, it seems it would make for a really smooth experience and make Sonic's navigation through 3D a lot less glitchy and a lot more enjoyable. By all means, keep the ideas coming, I find them really interesting to read!

#17 Grimchi3f

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Posted 01 July 2012 - 02:53 AM

For me, it's pretty simple. Sonic Generations, except longer. By that I mean more levels and more story.

But that's it. Generations is as close as they've gotten for me.

#18 Cola

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Posted 01 July 2012 - 03:09 AM

In terms of gameplay?

Modern Generations. Change the stomp to a bounce, slide to a roll, add better momentum physics, add a spindash.

Oh, and make 2D sections far and inbetween, just to spice things up here and there


Colorful creative zones, and, at least have Tails playable.

#19 Mephiles БЕИ

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Posted 01 July 2012 - 04:53 AM

Hmm.. I liked the Sonic Adventure series a lot. My ideal Sonic game is without a doubt Sonic Adventure 3. But this is what I don't like about the Sonic games:

Cameras- We all know camera bugs are annoying, Sonic Adventure had a lot but I respect the fact that it had a Free/Auto camera option.
This option should appear in all future Sonic games.

Glitches- As a die-hard Sonic fan I have encountered a lot of glitches throughout the games, however the majority of glitches I have encountered were in "Sonic the Hedgehog 2006". I personally think SEGA should have more testers JUST to make SURE there are not so many glitches.

That is simply it. I do have dreams of SA3, but until then... Well, I will just have to wait.

#20 ChaosSupremeSonîc

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Posted 01 July 2012 - 05:05 AM

This.

e: To expand a bit, I'm pretty sure that track is automated (in so much as all you need to do is floor it and you'll be tossed exactly where you need to go), and something like that would be unplayable if it were meant as an actual track. Also that it doesn't address any kind of slower-paced sections or platforming, so it's not a full picture of what I want out of a Sonic game. But in terms of going fast? Rocketing around curves? Flying through the air? Why are we not doing this.

Yeah, this is definitely gonna need some sort of structure for that kind of level design. The way Sonic reorients himself as he flings from curves like gravity is just a suggestion, looks hella fun but a helluva mind screw to work with for single level.




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