Jump to content


Popular Content

Showing content with the highest reputation on 05/09/2018 in all areas

  1. 15 points
    Sonic Mania Plus: Amy Rose reveal trailer (but not really):
  2. 7 points
    Marvel should just make a toy story reference and call Avengers 4 Beyond War so we can refer to them as the Infinity and Beyond Wars
  3. 6 points
    The main thing Smash needs to do isn't trash "clone" characters entirely, it just needs to recognize which ones should basically just be skins for existing characters
  4. 5 points
    I don't think a single thing you just said was true. The Saturn version is a port of the Genesis game, and the Saturn version was made in order to fill the release gap left by Sonic X-Treme's rough development & subsequent cancellation.
  5. 4 points
    Blue Blood

    The Nintendo Switch Thread

    While true, that doesn't paint the full picture. With Virtual Console, Nintendo had standardised emulators that were used for every game, not just their own. So whether you were playing Nintendo's own Super Mario World or Capcom's Street Fighter II on SNES VC, they were running the same SNES emulator behind the scenes. This made it easier for third parties to re-release their old games and standardised features like performance, save states and interface. The Virtual Console was also a brand in itself. As evidenced by the SEGA Ages collection, third party developers are going to be a lot more independent now in re-releasing old games. This comes with its own inevitable list of pros and cons. They'll be able to exercise more creative and technical freedom to manage their own games and do things that weren't so easily done through the VC emulators, but it also opens the floodgates for sloppy releases too. And without the backing of a standardised VC, some games may be deemed not worth the effort, so might not get released at all.
  6. 4 points

    how unfortunate

    how unfortunate
  7. 4 points
    Despite it's flaws I'd play Smash 4 over the others just because the others don't feel very good to control
  8. 4 points
    I don't know if I'd call Angel Island Zone's grass in the original "striped," exactly, it's more that each individual blade (i.e. pixel column) was delineated from its neighbours. I agree the effect is intended to visually connect it to Green and Emerald Hill Zone; within the single product of Mania, they might well want their opening zones to have a little more coherence in theme, though I'm not sure if I like it myself.
  9. 3 points
    So, you might remember this little oddball title from the Genesis days, an attempt to bring the Blue Blur into the 3D era in a isometric platformer that is...actually incredibly different from any of the titles before and after it. The game that comes the closest is probably Sonic Labyrinth and...yeah, that's not exactly a compliment. But anyways, 3D Blast. What is there to say about this game? Well, it's a game that from what I've seen, not many people actually enjoy. It's regularly mocked as that weird attempt to claim Sonic is in 3D but he's really not and also this plays like crap! But if you look deeper in the development of the game, in all honesty, it's probably one of the absolutely most impressive games for the time period, in terms of ideas, and scope. I'd even argue that it could be somewhat innovative for it's time and usher in a ton of various techniques that would be used in later games. So with that said, I thought I would discuss why 3D Blast, while not the best game in the series by any means is actually pretty damn impressive all things considered. The FMV: Since it's the way you start the game itself up, let's begin with this - the actual FMV that starts the game. While somewhat distorted and pixelated, the original FMV video that starts Sonic 3D Blast off, especially for a Genesis game of all things is actually pretty insanely done. The intro itself was one of the aspects that was meant to be a surprise to SEGA themselves. A man by the name of Jon Burton (Keep that name in mind, he will be coming up a lot in the followed paragraphs) wanted to create this intro screen to begin the game off from the beginning, specifically saving cartridge space in order to do so. However, a problem occurred. Genesis Cartridges at the time were typically 4MB in size, while a full screen FMV would take 27MB. Even through compression and other techniques, it only cut down to 6MB. However, using some very smart moves, they cropped it down further to something that was incredibly small and stretched, and then further enlarged it through a dithering process. With all of that done, we got a final total of 0.66MB for the intro - a full FMV running at 15FPS. Considering that it was CD-based consoles like the SEGA CD that was attempting full motion video and even then, it didn't look super amazing, this is actually really damn impressive on the parts of Traveller's Tales. Even the CGI for the time (1996) is decently clean and pretty nice, for what it's trying to portray, especially given it's about one year after Toy Story's groundbreaking CG. CD Intro (Comparsion): Research: Programming Bugs: This is something that I've only come to recently realize how this bit of code ended up being pretty genius on the developers' parts. Having taken a class on programming and the handling of error codes and bugs in pieces of code, usually programmers will encode a set of variables or coding that catches a bug and outputs something else to ensure that the program itself doesn't completely destroy itself and break completely. This is called Exception Handling and it's the thing I ended up closely relating this next piece of info to. So, basically in order to bypass various SEGA software tests and checks to see if your game crashes or not and the various execution errors that could occur in the game itself that could cause issues, Jon Burton developed a specific way to trick SEGA into thinking these potential game-breakers were actually legitimate parts of the code itself and therefore apart of the game itself. He originally developed a specific exception handler for Mickey Mania in which if an error occurred, he'd get specific code and sentences back to tell him what exactly went wrong (A solution to another frustrating issue SEGA's software tests had in which if your game failed and a bug occurred, the report would be incredibly vague). In order to make use of the bug checks afterwards, he coded it so Mickey would be sent to a previous level or the next level and called it a "Secret Time Warp". Next, he'd do the same for Toy Story, bringing you to a mini-game. However, with 3D Blast, he created a general "catch-all" bug handler which meant that more or less any possible bugs would redirect to what he called a "Secret Level Select" which I'm sure many of us here have already heard of. If you've heard of it, you've also likely heard about how to access it without the cheat code. If you jiggle or even hit the cartridge and/or the Genesis, it would cause the secret level select to pop up. Now, to bring this somewhat into context, let's use a game without this level select and compare it to something else like Corruptions. Goldeneye for example, if you jiggle the cartridge while the game itself is in and playing, you'll get glitches like this: This is basically because as you jiggle the cartridge, you're breaking the connection between it and the console itself. Since the connection is being tested but not fully broken, then these glitches begin to occur. Compare it to if you removed a GBA cartridge without turning the console off first. Instead of glitches, the game just begins to freeze and make screeching sounds. The connection is fully broken and you need to reset the console entirely. The same general idea applies here. When you jiggle a Sonic 3D Blast cartridge, you cause the connection itself to start breaking. When it begins losing it and doesn't know what to do, it causes glitches to occur. Said glitches then end up being caught by the coding that's there to deal with it and therefore you get sent to the Secret Level Select. I've also read that if you do this on an emulator by loading in a save state from another game, it does the same thing, as does corruptions of the game itself (that said, the level select even ends up corrupted from the videos I've watched). Research: Animation Trickery: Going back to the FMVs, but not the actual intro itself, the SEGA Logo and the Game Over screen itself runs pretty smoothly for what ends up being FMV on a SEGA Genesis cartridge, especially compared to the intro itself, which equals out to about 30 FPS vs 15 FPS retrospectively. However, if you also look at the fact there's only two colours present at any given time during an animation (take the Game Over animation for example): You'll notice that only two colours is mainly used at any given point. Well, as explained in another video, this should've been a simple task, two colours for the animation they needed. However, the SEGA Genesis itself required a sixteen colour table. This meant that the actual decompression and viewing of the video itself was going to cause tremendous lag. To the point that it was 7 FPS down from the 30 FPS we seen in the video above unaltered. However, using an incredibly clever trick, if you slightly alter the palette of the sixteen colour table by alternating the colours you're using, you could potentially stretch one frame of animation into four frames. This one is relatively difficult to explain so I'll link the video itself to a more comprehensive explanation but with this trick in place, Jon Burton estimated that on a 4MB SEGA Genesis cartridge, you could potentially get a full 4 and a half minutes of full-screen animation FMV. Research: Special Stages: I'm not going to touch too much on this part because I think the actual research itself speaks and explains it best, but as a brief overview, the special stages of the game uses a few different tricks to give off the actual illusion of "fully 3D special stages". The first part is the background itself. Using a technique from Mickey Mania where a constantly scrolling background is made on one side, then copied and mirrored, that gives the illusion of the constant "moving ground". Then they used a special technique called Horizontal Interrupts in order to skip certain lines in the background. By doing this, it creates a smaller image of the main background and then by implementing it into the background, it gives the small bump effect that gives the illusion of getting closer to a destination. Similar tricks was used to make the other parts of the stage. The boards you need to jump up are actually animation frames, while the planks Sonic runs on are slightly altered using the Horizontal Interrupt process once again. Finally, the spikes and rings are animation frames while Sonic himself is his normal set of sprites from the main game. With all of this combined, it creates a very convincing "3D" stage for the game. Research: Sprites and Animations: Due to the isometric nature of the game itself, it meant the the regular set of animations that you would need for a set of sprites actually ended up getting potentially tripled due to having to factor in different directions. In this example, Sonic's running animation which would be 12 frames of animation needs to be animated for about 16 different angles. This means 12x16 animations, which then equals out to a total of 192 frames of animation for movement itself. This caused memory issues due to the cartridge size. According to the research, each animation is about 48x48 pixels, and the Genesis stores graphics as 8-bit Square Tiles named Characters. This basically means that each animation is more or less 6 characters x 6 characters. Which means 36 characters per animation. 1 character = 32 Bytes, which meant one animation would be 32 x 36 which ends up equaling 1.152 bytes. Going further means it would equal 221, 184 bytes for all frames, and an overall 216K of memory needed for the animations. Due to how taxing this was on memory, tricks were needed to reduce the memory needed for the animations. The first was mirroring animations, which cut out about seven of them, and reduced the memory tax down to 121K. A relatively simple trick to save the memory. By further shifting the sprite itself to reduce the number of characters needed, and then using further hexadecimal compression methods to reduce the sprite size (It gets really difficult to explain here so it's best to watch the video to get a better and more detailed explanation if you're interested) and by the end, the 216K of cartridge space needed for the animations ended up being a simple 53K of cartridge space on a 4MB cart. In general, that's a massive memory save by doing this and freeing up a ton of the cartridge itself. Research: Conclusion: In conclusion, I honestly find 3D Blast one of the more interesting Classic games to discuss about. It's such a weird and strange oddball spinoff title from a far-gone era where publishers were still trying to figure out what constituted as "real 3D" or not. There was a point in time where I considered 3D Blast to just be another lazy spinoff title to ride the coattails of the original trilogy on the Genesis. A quick cash-grab to have a "Sonic" game that was new for their older console. But doing more and more research, it's clear to me that it probably the most opposite thing that the game actually ended up being. The jury is out about if 3D Blast is an actual good game. Personally, I find the game itself pretty blah and average. It's not my cup of tea and I find it pretty clunky. But with that said, I have nothing but total respect for the game. The level of ambition and even technical breakthroughs for the era with all of the coding tricks just makes me all the more impressed and really helps me put things in retrospective. When I was younger and playing Mega Collection Plus (which along with Heroes was my first ever Sonic experience) and saw the opening FMV, I just remembered how bad it looked. I played the game and the gameplay was pretty meh and not as fun as the other games in the cartridge and now knowing more about the time era and such, it feels like I took for granted just how actually impressive this all was. How many cool little coding secrets and workarounds was implemented to get this all working, and better yet, actually see it working. It's nothing short of absolutely impressive. Honestly, it's a bit of a crying shame to see 3D Blast ridiculed for that "cheap cash grab that isn't even real 3D!" when it's clear that a lot of time and work went into trying to make it at least simulate some kind of 3D, even if it ultimately fell flat on it's face. It tried to do new things and even succeeded at them, and for that, I find that a pretty good reason to pay some respect to 3D Blast, shortcomings and all.
  10. 3 points
    ON the contrary, one of us has done their research. Remember, you claimed that Sonic Mania's good will was all on SEGA of America. And I've shown evidence that Iizuka did actually facilitate that, not to mention that he's heavily involved in SEGA of America which contradicted your claim that he only did bad and wasn't involved in any of the good. Funnily enough, you know the really kooky and crazy stuff like the Death Egg Robot showing up in Green Hill, something fans took interest in, that was suggested by Iizuka himself. That's an oversimplification you're viewing the facts through. Recalled correctly, the game while originally pitched as an original game was pitched to be much smaller and shorter. And it was going to be bundled with Taxman's already existing remasters. While you put it as if Iizuka just wanted old zones back, that couldn't be further from the truth. In actuality, Iizuka offered his own pitch that made for a great compromise. The team got to have their original levels, but they also included classic and familiar ones, not even the same, but "remixed". On an objective level, this allowed the game to be much bigger, and heck, it helped take some loads off the Mania team's shoulders. Given how pre-exisiting levels in need of re-tooling were far less a strain than an entire game. Gave us more content, and hell, the Mania team were given keen free reign over deciding the order of them which helped allow for the sequence. And even pick the levels themselves. I get that it's not what you want, but honestly, the results and reception speak for themselves on how this looks to have been the better option. In fact, going off of this article of interview with Whitehead: https://www.rollingstone.com/glixel/features/a-chat-with-fan-turned-creator-of-sonic-mania-w501581 It sounds like Iizuka and Sonic Team were actually quite helpful to the Mania Team, which just lends even more credence to the idea that SEGA of Japan running Sonic Team into the ground is more the problem and trigger of Sonic Team's output being inconsistent. Got a source for that? Especially one to negate people gushing about the remixed past zones, or gripes with some original zones, especially Titanic Monarch? Again, you can't come into this debate wit a flat black and white approach like that, without even evidence. Also, remember, your stance is that Which despite, already being wrong considering how Whitehead een mentions how he interacted with Iizuka as early as 2011 concerning the Sonic CD Taxman port , is also negated when you actually look into how Iizuka did not use nostalgia pandering as the driving force behind it. I mean, it's Whitehead's word against yours. With excerpts from the interview with Christian Whitehead in question, such as, or like Well, needless to say, I rest my case. Whitehead's statements thoroughly contradict your vision of some oppressive and dominating Iizuka and Sonic Team, enforcing nostalgia and supposedly weakening Mania as a result. In actuality, they collaborated well enough, showed good faith in each other, and the result is the masterpiece of Mania as seen fit. Again Jang, when the facts are up and analyzed, I'm not seeing what you're seeing on this. Then why bother potentially pinning the blame on him without substantial evidence? It just risks ending up being conjecture.
  11. 3 points
    Played a few hours of Color Splash. It's definitely a video game alright.
  12. 3 points

    Sonic 3D Blast: A Technical Marvel?

    This video from TT Director Jon Burton pretty much compares the Saturn version of 3D Blast to a more elaborate ROM hack. They just placed the Mega Drive coding into it and then put the Saturn version's extra features on top.
  13. 3 points
    There's no good reason to cut a character from Smash
  14. 3 points
    “Hey, I found something!”
  15. 3 points
    There’s nothing menacing or dark in the names Batman or Joker, but that’s not how stories make characters menacing, now is it?
  16. 3 points
  17. 2 points
    Got bored so I tried to draw the Japanese Crash logo despite my lack of artistic skills:
  18. 2 points

    Fan Attitudes to Eggman

    Tom and Jerry are masters of dismemberment and torture, doing unspeakably horrible acts to one another constantly. Within the universe this is the main conflict and the parameters of the universe in question create the required amount of seriousness. They suffer things that would kill a normal organism but always come out of it with a comedic scream or all crusty and black with angry eyes. It is these parameters that make Tom and Jerry a comedy and not a dark survivor work or something. Their fights are extremely intense within the context of the universe but it always comes out funny due to how the universe works. Dr. Eggman in the Mega Drive games is a eccentric scientist who powers robots with flowers and rabbits and usually is grinning wildly. This is extremely silly to the audience but in-universe he is a large threat. He wants the whole world to admire him and he'll do whatever it takes to get there. He looks very silly but to Sonic's world at whole he is dangerous. Sonic doesn't take him very seriously either but that's how Sonic rolls. AoStH takes this to the most extreme level with Robotnik trying to destroy cities and all sorts of destructive and murderous plans which in-universe makes him very dangerous and evil but he is portrayed as ten levels of ridiculous because the universe is a humorous one. SatAM is the other way, with Robotnik's plans having explicitly very serious implications since that's how the universe works and so actions we think of as dark are portrayed as dark as that is how the universe works. Every piece of fiction has a set number of parameters for how actions are interpreted within it and how the audience interprets them. Dark universes will take what we think of as dark and play them as dark to the audience while cartoons will take what we think of as dark and make it humorous top the audience as it is comedically inclined. The implications of actions varies from world to world both in universe and how the audience will take them. That's why fiction is so varied.
  19. 2 points
    PSA: Drop what you're doing and play Tropical Freeze.
  20. 2 points
    So Walmart Canada leaked some E3 stuff. It's nothing too interesting, there's only, like, 1 or 2 interesting projects that we had no info about, but goddamn Bethesda likes turning everything non-intentional into marketing It's quite funny really, and I really like that. EDIT: Yes, I know this isn't under the spoiler tag, but I don't think that's worthy of a spoiler tag, considering how I didn't say anything about other games that were leaked.
  21. 2 points

    (image) I love this so much

    (image) I love this so much
  22. 2 points
    oh my GOD I can't stop thinking about that stupid joke damn you @Ferno that was smart
  23. 2 points

    Happy Goku/Piccolo Day!

    Happy Goku/Piccolo Day!
  24. 2 points
    Skull Leader

    Fan Attitudes to Eggman

    And wouldn't the same apply in that, just because there can be dark elements, some people think that is a free ticket to add things like a girl getting shot by soldiers or an old man being tortured and executed, which I feel was done for shock value and to try to one up the previous game which handled dark elements like death in a more subtle manner with E-102 Gamma's story. The moment the franchise starts including more complex issues and try to give realistic consequences, that's the moment it loses it charm and things are less fun just because the developers decided to embrace whatever trend kids were into, like shounen anime, instead of remaining true to what it once was. Why else do you think they had to bring back Classic Sonic and the tone you see in things like Mania Adventures if not because of how modern Sonic was turned into a mess with no identity due to the constant experimentation and inconsistencies (gameplay, lore, tonal shifts) that resulted in people seeing the franchise like a joke compared to Mario, which can handle dark elements without betraying what it is nor giving into the whims of the audience like Sonic did when it's fans asked for more "mature" stories that where ironically anything but that. Maybe this is also why the complains of Eggman not being "threatening enough", even when he is pretty much dangerous despite his goofiness (he can cause the planet to shatter or even play with the very fabric of existance without thinking of the consequences due to being so very self-centered in his ambitions) since fans are trying to meassure him next to the likes of supervillains from other franchises where there is a more gratuitious dark tone or who kill for fun and without remorse. If the cartoony appearance of the franchise is not enough hint of how there is some stuff that would simply feel out of place, then I don't know what is. Maybe people commit the fallacy of thinking that Sonic is going to accomodate to the things they are looking for or that they see in other works like you suggest, and ST was IMO in the wrong for having obligued with a lot of the stuff seen in the so called "dark ages" of the 2000's that marked the bumpy road for this franchise and that contributed to damaging it's image.
  25. 2 points
    Pretty sure whether anything happens or not it will hurt his chances of getting the Nobel Peace Prize.
  26. 2 points
    Oh yeah I got Kingdom Hearts 1.5 + 2.5 on Monday. Can't wait to make the biggest mistake ever
  27. 2 points
    On the flipside, every other state has announced its intent to keep the agreement, and Iran its intent to keep it with them. Iran's President has directed the relevant government bodies to prepare for full resumption of enrichment if the deal falls apart, though. The other states - Russia, China, and the European allies - have agreed the Iranians are doing their part of the deal. It's a surreal moment when the day Russia, China and the West can finally agree on something, the USA wants to pull out. Fortunately, the long-term damage from this may not be too great. Europe is currently struggling with secessionist sentiments that keep the EU from developing into a replacement for Washington, while a lot of East Asian states would much rather deal with the USA's issues than be under Beijing's influence. Still, it's a real dropping of the ball, because now previously hostile regimes have less reason to trust us when we try rapprochement. Or at the very least, they have less reason to trust executive agreements. Trump has established that you should give an executive agreement as much weight as DACA or the Mexico City Policy - it's kind of worthless when Congress doesn't have a hand in things. The GOP's hands are kind of tied here. Treatymaking rests with the President, so they need to get Trump to work something out with Iran that they can ratify, that also makes Democrats happy.
  28. 2 points
    Man I sure hope that the next 2D Mario game is on par with Retro DKC games and HALs recent Kirby renascence.
  29. 2 points

    Fan Attitudes to Eggman

    He just needs to be there and be flashy. Forces Eggman fails since among the other problems with game he actually has little presence, in both secreentime AND having an impact on the world around him. The game comes off as more focused on shiling Infinite as the new edgy villain ala Mephiles that Eggman, even in a game hyped up as his finest hour, plays second fiddle with the "Eggman World" part being so absent you could have cut it out. I already got in arguments over this but I say that between the two, Colors Eggman is the better villain since he's more of a presence in his game's world than Forces Eggman. Both fail to be sold as threats to the world on their merits, but Colors Eggman is the one who does better to show he's abusing an innocent world for his schemes.
  30. 2 points
    man fuck smash where's my microsoft brawler deluxe featuring master chief and marcus fenix and forza car and.... master chief and... the forza car and... uh... yeah
  31. 2 points
    Not surprised, to be honest. That said, we’re definitely overreacting to the idea that this will get us killed. At best (worst?), this’ll just convince Iran to develop their program and be more of a threat to Israel and might provoke an bigger arms race. Beyond that is the question of what’ll happen next.”?
  32. 2 points

    cut mario from smash

    cut mario from smash
  33. 2 points
    >when you started a Smash discussion in the statuses
  34. 2 points
    Well yeah. That's still not really an explanation for buying into very clearly fake "leaks". We've already got a leak that's incredibly valid because it actually has legitimate evidence to back it up. Nintendo site being accidentally thrown up and Nintendo reps confirming it means we already know it exists. I'll take that far more than "random gamefaqs guy who claims he "totes has a source that confirms it!".
  35. 2 points
    I disagree that Eggman needs to be too dark, but it's rarely happened. Not sure why the paranoia still leaks into so much into discussion. I also don't really want Eggman to loose his "teeth" so to speak. He's not a Bowser type villain. He has a real endgame in mind with consequences that are shown off a few times throughout the series. This doesn't mean he can't be a true larger than life character who tells jokes or animates wildly or anything, but he should be dangerous enough that the player should feel motivated to stop him, imo. I don't care for Eggman in the stuff where he's just a joke machine
  36. 2 points
    OG Angel Island had subtly striped grass as well. I'd wager that it's just been enhanced to help it fit a little better with the rest of Sonic's world. Same for the little instances of checkerboard patterns in the ground as well. Helps it connect a little better visually with South Island and Westside Island without removing any of what made Angel Island stand out.
  37. 2 points

    The Nintendo Switch Thread

    A part of me is undoubtedly sad and disappointed, but another part just doesn't care that much anymore due to the number of times I've bought certain games in my VC library, and I wasn't a fan of the Wii U's slow trickle of games and its lacking library compared to the Wii's VC. If Switch VC was announced, you bet your ass it would have had the same problems aaaaall over again. I'm not planning on parting with my Wii U anyway; I use it as a Virtual Console machine these days, and I wouldn't have bothered paying an upgrade price on the Switch for half the games on it.
  38. 1 point
    I think I'm planning on doing a Okami HD let's play. I love this game so much! I remember beating it so many times and made my own three hit point challenge.
  39. 1 point
    CrownSlayer’s Shadow

    Fan Attitudes to Eggman

    No, because Sonic is capable of having such dark moments as much as he can lighthearted ones. A girl getting killed by soldiers and an old man getting executed isn’t out of place of Disney or Dreamworks film who pulls that and more on a frequent basis—Kung Fu Panda 2 was a highly acclaimed, family friendly action comedy film who’s introdution began with attempted genocide of anthropomorphic pandas by peacock (and a legitimately sinister one at that) before moving onto comedic parts, so I have a hard time believing that somehow a girl getting shot off screen and an old man in chains is out of the reach of capability for Sonic. And don’t get me started on the classic moment of Bambi’s mother getting shot off screen. This on top of the fact that the previous game, SA1, highlighted why Knuckles was the last of his kind after they were slaughtered off screen by Chaos, or that the game’s introduction shows Chaos flooding a street full of civilians, and yet no one since has batted an eye to that on the same frequency as they do with the similarly dark elements in SA2. Why hasn’t Pokemon fallen victim to that then? Because they’ve been doing that for years, and their most recent game has been far darker and more complex with such consequences than previous titles. (To say nothing of their movies) Heck, Batman’s done it over the course of his existence, going from a simple detective stopping crime to one stopping major acts of terrorism. Much of DC has done it in fact with their animated works (that and their Cinematic Works aren’t so great despite covering the same things). As has the Marvel franchise, which frequently does it with their Cinematic Universe. A number of Disney films have done it even more than previous films with works like Zootopia who have underlying themes of prejudice and bigotry and the consequences of a government playing on those among its populace, or Inside Out that actually deals with emotions people have in everyday lives (and that’s not getting into their older films). None of them lost their charm, and yet they actually have realistic consequences that people can relate to or make parallels with in real life. I don’t think they had to do anything, because they weren’t under any great obligation to bring Classic Sonic back to begin with given that prior to them doing so they had decent success with Unleashed and Colors. If anything, bringing back Classic Sonic was more of a market move, much the same reason they decided to make the Boon sub-franchise a thing. The main difference being that Mania was more of a success compared to Boom. And one could easily argue that Mania was also made at the whims of faction of fans who dislike everything after 1994 ever since they’ve made their voices heard on the matter, and they let someone take charge on it—one only has to look at how they attempted to push Sonic 4 (and failed) to see that. Or maybe they just feel that Eggman doesn’t have enough bite as a villain thanks to them abusing the Monster of the Week formula since it’s success with the Adventures series and are getting tired of him not measuring up to how he should be. That’s more likely why they measure him up to villains from other franchises—they don’t get upstaged every iterative entry to the point Eggman had up until Colors (or arguably Unleashed). Mind you, they’ve always been consistent in that they don’t want Eggman to be an ineffective villain. Most of the time people like the juxtaposition of Eggman being this silly goofball who is nonetheless a serious enough threat that he’ll destroy half the moon in a show of force or be one of the few in the franchise to make a fool out Super Sonic, so I don’t think they’d have too much of an issue with comedy in his character so long as he still has enough bite as a villain to be a threat—much like the Joker, but without the serial killer aspects. Or maybe a better example would be the ones you brought up earlier, the Shredder and Cobra Commander? I’d say that’s because ST has a habit of poor implementation of these things than anything on top of the fandom’s tendency to overgeneralize an entire concept that gets brought up. Anytime something does poorly under Sonic Teams influence, people call the entire concept poison, potential be damned. Like aliens—the Black Arms would have people saying “aliens don’t fit in Sonic,” yet then come the Wisps, who are also aliens, and yet you don’t hear as much bile towards them by comparison (well, outside gameplay mechanics, at least. That’s the main area people get uptight over with them.) Or if that’s not covnincing enough, there’s the idea of multiple playable characters, which lead to the Sonic-only gameplay we’ve gotten over the past decade until Forces came around, because people were convinced that having any playable character other than Sonic was the main cause of the problems—this despite the fact S3&K all the way back in 1994 showed it can work, and the main issue wasn’t even the characters than it was the mechanics they were given. It was only until Unleashed made only Sonic playable, but threw in the twist that was the werehog did they realize they were wrong. I could go on really, cuz heck, even Classic Sonic is starting to get heat for being a possible catalyst to Sonic Team deciding to split the franchise into separate entities and widening the divides that fracture the series and it’s fans. But the real matter simply centers around Sonic Team not being all that capable of handling this franchise well in recent years. It’s that old saying that continues to be said in these discussions: it not the idea, it’s the execution of the idea. That’s why you see fans, for example, giving cheers for when Forces goes in a darker direction without pulling ShTH levels of ridiculous, only for those same fans to be disappointed when it didn’t deliver. Or when Unleashed looked like it would finally break out of the bad mold the franchise was in, only to make a few hiccups with the werehog. Or when fans were excited for Sonic 4 until they saw it in action and thought it wasn’t anywhere near what they wanted (the specifics of which I think it best not to get into for this topic). None of this really answers my earlier question regarding that image of Gerald tho: how would you style the gravity that scene is supposed to evoke without it feeling out of place if that’s how you feel about it?
  40. 1 point

    Happy Birthday!

    Happy Birthday!
  41. 1 point
    Reminder: The climax for The Incredible Hulk takes place in Harlem. Luke Cage's main setting is Harlem but they never reference it but they do reference the events of Avengers.
  42. 1 point
    I don't think there's anyone I would want removed from Smash. Even the characters I don't like personally At the same time there's nobody I want added to Smash either 'cause nearly all my favorites are in, and ones that aren't have no chance anyway due to not appearing in any games for years. I think Smash 4 had the overall best roster and I'm struggling to think of (realistic) options for future titles
  43. 1 point
    Of which Iizuka is affiliated with of course. If you're trying to claim he's not associated with any of the good they've done, you're barking up the wrong tree there, Janga. Hell, he's SEGA of America's vice president of product development. It goes without saying, you're complimenting him there.
  44. 1 point
    I like what Bruce Wayne’s father said to him when he fell down into a well. I should let this quote sink in and live by it myself instead of self pity.
  45. 1 point

    Fan Attitudes to Eggman

    ...I now increasingly think that Sonic's story doesn't translate well from its abstract and cartoony origins in the jump to 3D and high production values. Once you add dialogue and more developed storylines, it seems increasingly clear that the charm of the original collapses in the face of concessions to conventional storytelling. Perhaps they should've taken the Mario route and remained silent. Or at least tried to retain some consistency, rather than swiftly handing off the storytelling to writers who one can only presume were not big fans of Sonic but just couldn't break into anime.
  46. 1 point
    I'm pretty sure the specified reason they didn't go along with that was actually more for hitbox reasons than aesthetic reasons, as that would leave them either with on foot racers being much harder to hit than cars or with hitboxes disproportionately larger than their actual model to compensate. Now that being said: Amy's car in Sonic R isn't actually that much bigger than the other racers is it? If they went for a more stylized / chibi look like Sonic R did I could imagine them mitigating a sizeable amount of both issues. In the past this wasn't possible because characters tended to be introduced to the All Stars series with their own proportions and artstyles almost completely intact. Given that they're dealing only in one franchise, and by consequence one artstyle, I think it'd give them a lot more room to reign this in than they would've had before. Of course, they probably aren't going to be doing this anyway because the teaser made it pretty clear this was going to be a car based game. Oh well.
  47. 1 point
    Never said anything about ditching Modern Sonic, in fact, Sonic Team should be kept away from Team Mania, and focus in getting their shit together instead of making stupid tie-ins. I want a great Modern Sonic game as much as I want a Mania sequel, but the truth is, after so many years, Sonic Team already lost me, I don't believe they will ever achieve this, sadly, they don't understand Sonic anymore. I give zero fucks about their next game, a fresh new team nailed the Sonic essence with their very first official/original game, so what's the point in still believing in Sonic Team anyways? No one should be so naive, unless you're new to this franchise.
  48. 1 point
    Sonic really seems to latch on to trends regardless of what tone he’s in honestly. Lost Worlds for instances tried emulate more from Mario and Boom goes the current trend of sit-com cartoons that try to milk humor when it can. And don’t get folks started on milking the nostalgia since arguably Generations.
  49. 1 point
    I really like that there's conspicuously no "4" on the elevator.
  50. 1 point
    I think it's really cute how they tied these games together. I guess it helps that I don't think Forces is gonna be the worst thing ever. That said, regardless of whether or not Forces does a good job following up on this, I can understand finding this ending underwhelming on it's own. I'm not seeing the correlation here? What does ending have to do with that? If anything SEGA not considering those canon alone makes it unlikely we'll see Super Tails / Hyper Knuckles, but I wouldn't be surprised if they snuck 'em in there as secrets. Speaking of which...I wonder if this game has debug mode and the like. Now that's something this game needs or it won't feel like a true successor to me >:U The way I see it, we got a longer game out of it. I know people consider returning zones a bad thing even in Mania, with it only getting a semi-pass cuz they did some cool stuff with it, but it's something I've wanted the series to do more of anyway (not the whole "more old zones than new ones" part but eh, I can deal).
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.