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Gamescom Footage


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34 replies to this topic

#1 Shadzter

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Posted 20 August 2010 - 10:38 PM



Just found the above footage of Splash Hill Zone Act 3 from Gamescom. I can't tell if there is any difference compared to the leaked build and E3/SoS demo though.

Here's an old Splash Hill Zone Act 3 video for comparison, I think it's from the leaked build:


Spot any differences?

#2 Iceman

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Posted 20 August 2010 - 10:57 PM

From the first video, I can see it's the build we had at SoS, the level looks exactly the same, in terms of route and object placement. Trust me, I played the one we had at SoS all day when setting up before the event, that's the third act, and it looks exactly the same in terms of the physics, and level design.

#3 Blue Blood

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Posted 20 August 2010 - 11:01 PM

How to play a Sonic game:
1. Press the jump button
2. Go back to step 1
Seriously, that's all they did! Numpty. Definitely the same old build though, sadly. I really want to see the new one in action.

Edited by Blue Blood, 20 August 2010 - 11:02 PM.


#4 Blue Blood

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Posted 21 August 2010 - 12:23 PM

DOUBLEPOSTOMGWTF

More footage:


Not that it's a massive thing, but the corkscrews aren't very good. Sonic runs through them at a set speed, as you can see right at the start. Plus there are some good examples of Sonic walking on the spot. Old build though, yadayadayada... I wonder how the new'n behaves.

Edited by Blue Blood, 21 August 2010 - 12:25 PM.


#5 Dr. SEGA Monkey

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Posted 21 August 2010 - 01:12 PM

Automated corkscrews? Really? :( Please say it ain't so....

If anybody from SEGA is reading this, please PLEASE just swap the physics engine with the Sonic Advance physics engine. The Sonic Advance physics are exactly like the Genesis physics in every way. And considering Sonic Advance was made by Dimps, it shouldn't be to hard to do.

Uhg....

#6 Shadzter

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Posted 21 August 2010 - 01:14 PM

That video has reminded me how much the spindash sucks in the early build. What's the point of the spin dash, if all it does is give you a slow boost? I know that's a vertical wall, but a spin dash should be able to get you up there without problems. Corkscrews having a set speed = :( Looks like the corkscrew had the game playing itself too. Hope these things are fixed in the final.

#7 Blue Blood

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Posted 21 August 2010 - 01:15 PM

Funny thing is, BlazeHedgehog at Retro has just been showing some corkscrews he made in MMF that work far better than these. I suppose you could even see how they were automated though from the announcement trailer, because they stop Sonic rolling. As far as fan feedback goes, this isn't something that was mentioned very much in the past. Hard to fix though? Probably not.

Edited by Blue Blood, 21 August 2010 - 01:23 PM.


#8 Dr. SEGA Monkey

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Posted 21 August 2010 - 01:29 PM

What's the point of the spin dash, if all it does is give you a slow boost? I know that's a vertical wall, but a spin dash should be able to get you up there without problems.

This is Sonic 4. Spindash slows you down. You'll have more success just walking up the wall. (Other videos show Sonic lightly jogging up walls with ease.)

#9 Blue Blood

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Posted 21 August 2010 - 01:33 PM

It's saddening the number of obvious flaws that existed in this game. It will be even worse if they aren't seen to after the delay.

#10 Dr. SEGA Monkey

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Posted 21 August 2010 - 01:36 PM

The whole physics engine is a flaw. Again I ask....why not use the Sonic Advance physics engine?

Seriously, if they use those physics, everybody would LOVE this game.

#11 Blue Blood

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Posted 21 August 2010 - 01:46 PM

The whole physics engine is a flaw. Again I ask....why not use the Sonic Advance physics engine?

Seriously, if they use those physics, everybody would LOVE this game.

I'm not sure, probably because the Rush engine is newer and easier to work with. The annoying thing is that they didn't get rid of a lot of things about the Rush physics that contrast the classics that S4 is aiming to imitate. Always falling if you're not on land, no mid-air momentum, slope behaviour, no real rolling physics... heck they didn't even replace the walk-on springs. And FFFF at those massive quarter-circle slopes!

This is pointless to keep discussing though now, as the changes are starting to be shown off.

Edited by Blue Blood, 21 August 2010 - 02:01 PM.


#12 Dr. SEGA Monkey

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Posted 21 August 2010 - 02:02 PM

The annoying thing is that they didn't get rid of a lot of things about the Rush physics that contrast the classics that S4 is aiming to imitate. Always falling if you're not on land, no mid-air momentum, slope behaviour, no real rolling physics... heck they didn't even replace the walk-on springs.

The problem is that Dimps are not familiar enough with the classic physics. There's no way they'd be able to edit the Rush engine enough to get something Sonic-like.

The only reason the Sonic Advance engine was so good was because it actually used some code from the original Genesis physics. (According to what I read at Sonic Retro a while back.)

I'm not asking for EXACT classic physics here (though it would be VERY nice), I just want something that feels like I'm playing a Sonic game. Things like speeding-up while rolling, NOT walking up walls, a harder time getting up slopes, in-air inertia, etc. Basically something like the "Advance 3" physics would be a huge improvement.

#13 Blue Blood

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Posted 21 August 2010 - 02:06 PM

And even then, Advance 3 was a mess at times when it came to physics.

The Rush engine is fine for what it was built for- Sonic Rush. Perfect for it? No, there's plenty of ways it could have been improved, but it worked well for the series. It just doesn't work well with what S4 is trying to be.

Edited by Blue Blood, 21 August 2010 - 02:06 PM.


#14 Chaosmaster8753

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Posted 21 August 2010 - 03:23 PM

I'm beginning to wonder if there is something being done about the physics, but they're saving those changes for later.

#15 Core

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Posted 21 August 2010 - 03:36 PM

I'm not asking for EXACT classic physics here (though it would be VERY nice), I just want something that feels like I'm playing a Sonic game. Things like speeding-up while rolling, NOT walking up walls, a harder time getting up slopes, in-air inertia, etc. Basically something like the "Advance 3" physics would be a huge improvement.

Sonic Advance 3 had full convex loops, so that's probably not ideal for Sonic 4. (Well, it may be better than the Rush engine, I don't know.)

Since this is apparently still the same old build, I really hope that they have fixed the physics by now...

I'm beginning to wonder if there is something being done about the physics, but they're saving those changes for later.

I sure hope so. Physics were one of the main complaints after all.

#16 speedfreak

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Posted 21 August 2010 - 03:56 PM

Even if they announced "We fixed the physics!" it wouldn't matter because it's the type of thing that we have to see extensively to believe.

They really should at least be doing short gameplay clips to demonstrate these changes in action too. They tell us the wheel legs show up sooner and that the running animation is better but they provide almost no proof.

In fact I'm doubting they really did update the wheel legs to a "time frame more comparable to the classics" since in one of the new screens from the near final build Sonic should really be doing the wheel legs.

Posted Image

If this was a classic scene Sonic would be going all out with his wheel legs. Also we can tell Sonic didn't just start running either because of the long ass dust trail.

Edited by speedfreak, 21 August 2010 - 03:57 PM.


#17 Blue Blood

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Posted 21 August 2010 - 04:49 PM

Yeah, I noticed the same thing with that screen. It's a bit puzzling why he isn't in his top speed animation there.

#18 Scar

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Posted 21 August 2010 - 05:23 PM

Because Sonic has more animations.
We have to see thie footage to make any proper analysis though

#19 Blue Blood

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Posted 21 August 2010 - 05:49 PM

Because Sonic has more animations.
We have to see thie footage to make any proper analysis though

There's no problem with more animations, but when he's going fast he shouldn't be jogging. Of course we're waiting for some new footage on which to make our judgements though.

#20 Scar

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Posted 21 August 2010 - 06:07 PM

Because Sonic has more animations.
We have to see thie footage to make any proper analysis though

Lolwut?
Why'd I et Neg-rep'd for that?
What I wrote was hardly offensive... :unsure:

Oh well.

@Blue Blood.

Yeah, but I was thinking it would take longer for them to cycle through all his animations if he had more of them.
They have obviously said though, that they've sped that process up.




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