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Showing content with the highest reputation since 01/02/2017 in all areas

  1. 37 points
    People kept asking for shadow to return, little do they know this is what we meant, not this guy:
  2. 30 points
    I see where people are coming from with the "let the fans do it" suggestion, but it's not a cure-all. Particularly not for Modern Sonic. Whitehead and Stealth spent like, 10 or 15 years analysing Sonic, building engines, and reverse engineering the original games to produce their own content. And that content was solid, eventually getting to a point it exceeded the original engines (Remasters and Mania). There was build-up towards them ultimately being hired, hence why Mania is so good. That, and they're just incredibly good at what they do. As far as I'm aware, there's nothing like that for the 3D space, due to the inherent challenges of amateur 3D game development. That's not to say 2D is easy, but I haven't seen a single 3D Sonic fangame that a ) has gone anywhere b ) has been consistently good. Sonic Utopia is the one everyone jumps to - but if anyone thinks Lange would hand out his work to SEGA, when they'd likely use it for a Modern Sonic title (as he's the '3D Sonic'), they simply don't know Lange. He's basically Nicochi, except folks take him seriously. The only other one I've seen mentioned regularly is Sonic World, a putrid excuse of a fangame with a brazen focus on quantity over quality, and with a project manager who's got all the tact and maturity of a toddler. I couldn't see ozcrash last 5 seconds in a professional landscape. There simply isn't a 3D analogue to the Retro Engine's progress and development as it stands, let alone one with a project leader that'd be open to SEGA using it. And fair play, some folks don't want to give their work to SEGA (Lange) and that's absolutely A-OK, but until there's someone who does a la Whitehead, the "get fans to do a new 3D Sonic" thing is gonna be a pipedream for like, 15 more years. Bear in mind how long the Retro Engine had been in development when CD 2011 released as is - and after that it still took 6 years to get Tax and co's take on a new 2D Sonic (and one that even then, still reimagined previous content). And to be fair - I doubt it'd take that long nowadays, particularly with Mania's sucess and apparent changes in SEGA's structure, but still. I'm aware there's a group of fans making a Sonic Adventure Remake, but I honestly can't see that going far given how insanely huge an undertaking it is. Fangame devs need to be more realistic if they're going to have pitchable stuff - Tax only remade Palmtree Panic and a Special Stage for his CD pitch IIRC, then continued once SEGA picked it up. Setting out to remake an entire game, for instance, is only going to lead to burn-out eventually, especially with a large team. I recall Azoo saying he wanted to prepare an actual pitch document for his idea for a 3D Sonic title, and frankly if he got a gameplay engine and some kind of reasonable demo on board with that idea, he'd be the most set for success out of any fangame dev I've ever seen.
  3. 28 points
    They can't do 2d either. Problem with Sonic team is bigger then 2d/ 3d. All they're good at is giving Taxman the keys once. Considering he calls himself friend of Pixels as well as polygons, might as well ask HIM to make a 3d Sonic game. Sonic Forces IS a 2d game in heart and soul. Don't take my word for it, it's how Sonic Team describes it, check this quote from this article: https://www.polygon.com/2017/9/19/16333174/sonic-adventure-3-will-never-happen "Instead, we’re likely to see more Sonic games that try new things in much subtler ways. Recent Sonic titles, like this winter’s Sonic Forces, reinvents traditional Sonic gameplay by molding a 3D space around it, as opposed to adapting the 2D action for a 3D environment." See, that's their gameplay at the moment. Start with "Traditional Sonic gameplay (Sic)", and then create the illusion of a 3d world around it, hence why most of the meat and potatoes of the gameplay takes place in 2d sections while the 3d sections are mostly straight corridors that might has well have been in 2d as there's rarely 3d movement required to navigate. So there's your answer to what 3d Sonic's future is, to be smoke and mirrors around an incompotent 2d game. What I would WANT, out of a 3d Sonic game, is them to go back to the drawingboard and make a compotent Sonic Adventure without the alternative playstyles and instead increase the length of the game either with an level editor system or an advanced 2 player arcade mode. I would also like to be a gazillionair and have a flying car. Let's see which happens first.
  4. 23 points
    a little comic thing i did with the custom characters that appear this magazine XD
  5. 22 points
    GUYS, I figured it all out, the mysterious logo is actually:
  6. 22 points
    Dreadknux

    NeoGAF & #metoo

    Just caught up with this overnight, the events unfolding over there has been crazy. I had no idea about the previous incidents in 2012 and the child porn stuff, just goes to show how well that was all covered up. :/ It’s a shame because, ironically, I always thought it had a pretty decent community that had collectively had good, progressive values - how ironic that those values were diametrically opposed to that of the site owner. This whole #metoo stuff, following the Weinstein allegations, is blowing up absolutely everywhere - movie industry, game industry, press, and now even video game forums. It’s eye-opening, and as a bloke who by default never really sees this going on as often as is being described it’s really humbling, too. I can only hope that this encourages more people to talk about this as it seems like this is a conversation that has been suppressed for far too long and needs to be had. *eyes roll out the back of my head* yawwwwn
  7. 22 points
    Sonic the video game is an action platformer with a unique and, at the time, revolutionary blend of momentum-heavy movement, dynamic inertia, rolling physics, and pinball mechanics where the character flings around the level off slopes and bounces on enemies at high speeds while collecting magical jewlery. This gameplay style creates an environment where the player can feel safe moving ahead with minimal lethal risks. Levels have branching paths to make for several ways to experience the game, as well as occasional alternate characters with slightly different mechanics that change the experience of gameplay progression. The game goes from good to great after repeat playthroughs and enhanced skill. Low skill floor, high skill ceiling, a slight emphasis on scores, a higher emphasis on time and speedrunning. Sonic the character is a blue, rolly polly hedgehog in red sneakers who can run and roll at really, really absurdly fast speeds. He's got an irreverent and impatient attitude, but a kind heart that gives him a sense of obligation to vigilante justice. Loves nature just as much as he loves the city, as long as he can run and jump around both. Doesn't like being couped up, doesn't like swimming, and doesn't like being tied to any responsibilities. Cute, corny, cool. Has that 90s radical cheese to his personality, but will turn off the jokes when things get serious. Will gladly turn into a sentient sawblade and tear through solid metal when his friends are in danger. Likes long runs on the beach, single but not looking for a serious relationship. Eats chili dogs because why not.
  8. 22 points
    A delay to 2018 would do absolutely nothing. Forces' main problem is with it's design not bugs.
  9. 22 points
    That is quite possibly the coolest Sonic thing I've ever seen.
  10. 21 points
    Diogenes

    I never cared about game physics.

    If you don't care about a game's physics, then you don't actually care about games. How the character moves is one of the most important parts of a platformer. SMB wouldn't have been as revolutionary and successful as it was if Mario still controlled like he did in Donkey Kong; the game's expanded and refined physics (in terms of acceleration, momentum, and jump control) made controlling Mario more intuitive and more fun. Likewise Sonic's physics allowed for a kind of gameplay that hadn't been seen before (and rarely since), a combination of high speeds, smooth curves, and pinball-like motion working naturally with more traditional platforming elements. Without those physics, you don't have the same kind of game. And this has never been about being line-for-line, pixel-for-pixel identical to the Genesis games, so you can throw that strawman in the trash where it belongs. This is about the underlying concepts; gaining speed downhill and losing it uphill, how the angle of the ground affects your jumps, the continuity of momentum from surface to air to surface again. These mechanics combine to make Sonic's movement fluid, intuitive, rewarding to master, and inherently fun. And this is why Sonic 4 fails, not simply because it isn't identical to the Genesis games. With a halfassed interpretation of the Genesis gameplay and nothing of value to make up for it they ended up with a game that feels sloppy, unfocused, and amateurish, it neither fulfills its goal of being "Sonic 4" nor is it fun to play in general.
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