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New interview video: Iizuka


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I compared Windmill Isle and Green Hill, and they're basically the same in terms of linearity. Most of the branching paths happen in 2D, and because the player was just boosting the whole time, we don't actually get to see those alternate paths.
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I'll believe it when I fucking see it! Unleashed was better than this with its first level; why the fuck are we going backwards?

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Are people just going to ignore me now?

I compared Windmill Isle and Green Hill, and they're basically the same in terms of linearity. Most of the branching paths happen in 2D, and because the player was just boosting the whole time, we don't actually get to see those alternate paths.

Edited by ArtFenix
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I'd prefer it if stuff happened in the 3D sections....... kinda like Unleashed.

Edited by Scar
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Sonic Only AGAIN?!?

]Man, I don't have access to my reaction images folder, and even then, I don't think I have one to convey this level of frustration.

I wonder if this is the price for a playable Super Sonic? Just say so, so I can be at peace.

Should that be the case, I'd be more than willing to accept such a fate

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What the hell did they ask Iizuka @4:47? He looks so freakin' uncomfortable.

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Eh, I think everyone is getting far too antsy over this, regardless of their opinion. Everyone should wait until we see more levels until we assume anything.

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Watch Windmill Isle again folks. Not the DLC hard Mode, Not the tutorial stage, Act 2, the first proper level.

Both that stage and Green Hill have about the same amount of stuff going on. In Windmill Isle you could boost through some tables and chairs, which you can't do in Green Hill naturally. I don't know where you're seeing the massive difference between the stages.

The guy playing the game in the video is clearly speedrunning the stage. He just keeps pounding forward and doesn't even try to go up to a higher route.

Edited by Black Spy
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Sonic games have always been linear. You get from point A to point B. This has, and always will be, the case with Sonic. Yeah, there are multiple ways to get from point A to point B, but that isn't exactly exploration, now is it? Sonic Unleashed/Colors had alternate paths to get to the goal, too. It wasn't as fleshed out as the classics due to the focus of the gameplay, but for some reason it gets smashed around for being a speed-fest.

I fail to see the "flaws" with this particular 3D mechanic. People prefer different things, and that's cool, but Sonic's momentum-based gameplay philosophy encourages forward movement and timing your jumps, not exploring the level like it's Mario freaking 64.

Calling Sonic games a shallow speed-fest is right along the alley of calling Mario games a jump-fest. No friggin' derp.

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Watch Windmill Isle again folks. Not the DLC hard Mode, Not the tutorial stage, Act 2, the first proper level.

Both that stage and Green Hill have about the same amount of stuff going on. In Windmill Isle you could boost through some tables and chairs, which you can't do in Green Hill naturally. I don't know where you're seeing the massive difference between the stages.

The guy playing the game in the video is clearly speedrunning the stage. He just keeps pounding forward and doesn't even try to go up to a higher route.

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In Windmill Isle you could boost through some tables and chairs, which you can't do in Green Hill naturally.

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What the hell did they ask Iizuka @4:47? He looks so freakin' uncomfortable.

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Both that stage and Green Hill have about the same amount of stuff going on.
Not even close. The start of Windmill Isle is a narrow hallway, but there are things in that hallway, paths within that path (pathception). There's launch rings you can jump to, and a split between stairs and ground level afterwards. Towards the end of the level the path splits with a QTE, then there's some quick gimmicks and some spikes to dodge before the goal ring. There are still choices for the player to make, obstacles to avoid, and things happening. The end of GHZ Modern Style is pretty much just "boost through this hallway, and maybe quickstep into some rings if you're still awake".

The guy playing the game in the video is clearly speedrunning the stage. He just keeps pounding forward and doesn't even try to go up to a higher route.
I don't think there are any! I certainly can't see any, can you? And even if there are, it doesn't change that there's basically nothing happening at any point in the 3D sections.
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Yo ninjaz! I combined the available gameplay footage to create a complete stage run for Modern Sonic. Check it out!

Cool, thanks :D

Looks like it's stock footage SEGA's given to press then, rather than gameplay that these sites have played and recorded. Where you've pieced the two videos together, the timer fits seamlessly and the rings and lives are exactly the same.

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Looking at the French text, I got the impression that they asked him which version of Sonic he preferred.

If he was asked that then I think that face he made was justified.

So how long until someone makes a big deal about Iizuka making a face?

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Cool, thanks :D

Looks like it's stock footage SEGA's given to press then, rather than gameplay that these sites have played and recorded. Where you've pieced the two videos together, the timer fits seamlessly and the rings and lives are exactly the same.

Yep, definately stock footage.

Not even close. The start of Windmill Isle is a narrow hallway, but there are things in that hallway, paths within that path (pathception). There's launch rings you can jump to, and a split between stairs and ground level afterwards. Towards the end of the level the path splits with a QTE, then there's some quick gimmicks and some spikes to dodge before the goal ring. There are still choices for the player to make, obstacles to avoid, and things happening. The end of GHZ Modern Style is pretty much just "boost through this hallway, and maybe quickstep into some rings if you're still awake".

Yes this is true, but I doubt it would stay that way. Objects, traps, spikes and enemies, as well as pathception(lol) can be added later. Also the level is so goddamn short, it seems like a tutorial stage a la WI Act 1, what with it explaining how to use the Homing attack.

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I don't think there are any!

:17-:19, :50-:56.

Both have high and low ends. The one past the cave (the 2.5D section at the 1:58 mark) may be another.

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Yes this is true, but I doubt it would stay that way. Objects, traps, spikes and enemies, as well as pathception(lol) can be added later.
I'll believe it when I see it.

Also the level is so goddamn short, it seems like a tutorial stage a la WI Act 1, what with it explaining how to use the Homing attack.
Even that level had more going on than this one.
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Sonic games have always been linear. You get from point A to point B. This has, and always will be, the case with Sonic. Yeah, there are multiple ways to get from point A to point B, but that isn't exactly exploration, now is it? Sonic Unleashed/Colors had alternate paths to get to the goal, too. It wasn't as fleshed out as the classics due to the focus of the gameplay, but for some reason it gets smashed around for being a speed-fest.

I fail to see the "flaws" with this particular 3D mechanic. People prefer different things, and that's cool, but Sonic's momentum-based gameplay philosophy encourages forward movement and timing your jumps, not exploring the level like it's Mario freaking 64.

Calling Sonic games a shallow speed-fest is right along the alley of calling Mario games a jump-fest. No friggin' derp.

Well, at least we've got a sensible person here. Guys, 7 months is a LONG time, I'm sure they've finished constructing all the levels and now they are just polishing it. The Alpha product it always considerably different to the Final product.

Edited by KrazyBean14
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Why are you guys bitching so much about the first level in the game especially since the game is still in development and they can always add more obstacles and stuff to do later on? Since it being the first level then I'm not really expecting it to be hard. If all of moderns stages are like that then okay, we have a problem but we should wait and see more modern stages first to see if all the stages will be that way.

Edited by sonfan1984
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Cool, thanks :D

Looks like it's stock footage SEGA's given to press then, rather than gameplay that these sites have played and recorded. Where you've pieced the two videos together, the timer fits seamlessly and the rings and lives are exactly the same.

You are very welcome! :)

There is also an edit during the fish chase. I think the players goofed and they had to replay the stage and made the edit.

Personally I think it looks like a lot of fun! Simple? Yes. But remember this is the first stage, so it really is just meant to introduce all the gameplay elements. There are a few areas that can be explored: 16 seconds into the video (not the game clock) and 49 seconds (probably some red rings down below those rails). But nothing mind blowing like a whole new path. Remember, we may be getting multiple acts, so there might be a grander GHZ Act 2 for modern Sonic.

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I'm glad Iizuka had the sense to dance around the question of which version of Sonic he prefers. I can only imagine the (shallow) controversy of his choice in aesthetics would generate throughout the fandom. As for other playable characters, I was already expecting it to be such and am completely fine with it.

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Here's the translation, sorry if it doesn't always make sense.

-----

I'm Takashi Iizuka, producer of Sonic Generations.

What specificity for this Sonic Generations?

2011 marks Sonic's twentieth anniversary and this year we created a Sonic title that could only be created for that occasion: In this game, we witness the collaboration between the modern Sonic and the classic Sonic, each moving through his own game format. So the gameplay is very contrasted whether you play as one Sonic or the other.

So the past is mixed with the present...

As I previously mentioned, Sonic Generations is designed to celebrate 20 years of Sonic. So for this occasion, we went back to 1991 to include some of the most iconic levels most known by players, in this new title. Since it will be available for the XBox 360 and PlayStation 3, everything is now in HD 3D; the goal being to revitalize, rediscover, recreate the levels that everyone have known and loved for a long time, with current graphics.

Levels from the whole Sonic series?

In Sonic Generations, you'll find levels from the MegaDrive era, the DreamCast era, which are, I remind you, recreated in HD 3D, but also more recent levels, that have appeared on the HD consoles. For the moment, I can't give you details about which levels will be in the game, but soon a series of announcements should satisfy your curiosity.

What is more difficult: to design a level in 2D or in 3D?

You could already see our reinterpretation of Green Hill Zone, originally a level seen on a 2D plane, from the MegaDrive. In Sonic Generations, you go through this level with the modern Sonic, so we had to "reinvent" it in full 3D. Which requires a lot of work! With the classic Sonic, everyone should experience some sort of nostalgia with the same feelings as before, while the game with the modern Sonic is a brand new experience of Green Hill Zone, really refreshing. But in Sonic Generations, you'll also find level originally created in 3D, this time transposed into 2D! So the roles between the two hedgehogs are switched: controlling the modern Sonic gives a feeling of nostalgia while discovering those levels with the classic Sonic is new, exclusive! So the title is well balanced between nostalgia and novelty, be it with one Sonic or the other.

Will we meet Sonic's friends again in Sonic Generations?

In Sonic Generations, the exclusively playable characters are modern Sonic and classic Sonic. But since our intention was to create a game celebrating the 20 years of Sonic's history, the hedgehog's friends, who have an important role in it, just had to appear. We grabbed every opportunity that allowed us to use Tails, Knuckles, Shadow, etc. Those friend will not be playable, but they will appear one way or another in the game.

Which is your favorite Sonic era?

It is... hard to say... I've been involved in the creation of Sonic games for quite a long time now, so each of these games resonates in a particular way for me, it is almost impossible to decide which one is my favorite... However, I am very happy of the way Sonic Generations and Sonic Colours have been developed. Sonic Generations will mark Sonic's 20 years with panache, giving sort of a summary of everything Sonic has been up to now. I would like Sonic to meet twenty more years of success, to be played and loved by everyone.

Edited by Core
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