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Showing content with the highest reputation on 06/09/2020 in all areas

  1. 5 points
    Oh, it seems the kittens now know how to climb my bed: Not that I'm really complaining, though.
  2. 5 points
    When I translated this story three years ago *, he provided me with just (bad) scans of the pages. * He recently asked me to translate the story. Which I did. In 2017. He forgot and was ready to pay a second time for that work.
  3. 4 points
    Daniel Radcliffe putting Rowling in her place really made my fucking day. https://www.thetrevorproject.org/2020/06/08/daniel-radcliffe-responds-to-j-k-rowlings-tweets-on-gender-identity/
  4. 3 points
    Issue 6 is now live!
  5. 3 points
    https://www.thetrevorproject.org/2020/06/08/daniel-radcliffe-responds-to-j-k-rowlings-tweets-on-gender-identity/ Dan Radcliffe confirmed still cool
  6. 2 points

    Your Unanswered Sonic Questions

    Ooh, I can answer this. First, one note before I answer the question more in-depth: it is important to separate dialects/accents from speech patterns such as pronouns and the like because they are slightly different. For example, American English also has several accents (see Southern Accent vs New York accent), but unlike Japanese, English does not have distinct speech patterns (where we can select from multiple first person pronouns or sentence enders to make us sound more masculine or feminine) You are correct that in Japanese that there are regional dialects, however like in English language versions, dialects/accents are only given to characters every blue moon to emphasize a quirkiness about a character. So just like most Sonic characters speak "standard" American English, most of the characters in the Japanese version speak standard Tokyo Japanese. The exception are characters like Marine who speaks with a Kansai accent, which produces a similar effect to the English version where she has an Australian accent to make her seem more chipper and helps give her some uniqueness. Off the top of my head, Marine is the only character I can instantly think of with a different accent than the others. The more interesting part for me, are the speech patterns. I can use Sonic and Tails as an example: Sonic in Japanese is very casual all the time, even during moments when he should probably be more formal. He uses contracted forms of speaking as well as slang(and English words). He uses 俺(ore) as his first person pronoun which comes off as very masculine and confident. He addresses others often as お前(omae) which makes him seem really laid-back and feels like he breaks down any social barriers because he is an approachable guy. (Similarly in real life, お前 can be sort of rude to those you don't know for being too familiar. It isn't the exact same, but think of calling someone "dude". It is fine in informal spaces with people you know, but can rub some people the wrong way even though you are just trying to be chill). Tails on the other hand, uses the pronoun 僕(boku, which is usually written as ボクin katakana to emphasize that he is a little boy), which has more of a childish and reserved connotation compared to Sonic's 俺. In media, usually I think of soft-spoken males characters, or young boy characters, I think of 僕. It is still a masculine pronoun, but it feels more gentle. His sentences also can come off as less assertive than Sonic's because of the way he finishes his sentences. The other thing is that he sort of has a childish speech pattern. As in, I can just look at some sentences Tails' speaks without any context, and can tell that it was a kid that spoke them. To conclude, basically Sonic and Tails and the other characters have their own speech patterns where the listener/reader can distinctly tell the characters apart and gives the characters a little more identity with their speech.
  7. 1 point
    Tfw the Shroob boss fight in BiS is the closest we'll get to a Partners in Time remake, ironically the only other game in the series that was in a massively severe need of a remake to improve upon it's issues.
  8. 1 point
    MULTIPLE insiders confirm P4G: PERSONA 4 GOLDEN for PC P4G: PERSONA 4 GOLDEN is coming to steam for all you epic gamers to try out the premier high school depression simulator
  9. 1 point
    "Only male hedgehogs can go super" is a stupid and arbitrary limitation, and I'm glad Mania ignored it. If you're a playable character and have all seven Emeralds, you should be able to use them. Heck, the first Mario & Sonic game (bastion of canon that series is, I know) even allowed humans to use Chaos Emeralds to get a quick burst of super speed and invincibility, which seemed like an abbreviated single-Emerald "super form" in all but name.
  10. 1 point
    If you really love someone, you'll spend as much time and resources on them as possible so you can make them the best version of themselves. Which is why I'm dumping all my red rings in Speed Battle on Tikal
  11. 1 point
    https://www.gematsu.com/2020/06/new-kao-the-kangaroo-game-announced Talk about resurrecting an obscure IP, i don't think many aside from NitroRad cared about this series.
  12. 1 point
    Reaction: You’re playing The Suite Life of Zack and Cody DS and are at the end of the game and suddenly hear this music
  13. 1 point
    >"Blaze is the only character they haven't ruined" "You can't ruin something if you never use it..."
  14. 1 point
    I really enjoy how this fancomic is incorporating so many aspects of classic Sonic lore in various unique ways. Origin stories can be really hard to pull off, but I've enjoyed what you guys have been doing so far. Keep up the good work, @SonicWindAttack and crew!
  15. 1 point
    Dr. Mechano

    Sonic Isekai

    If fan animations count, there's of course Super Mario Bros. Z, a series where Sonic and Shadow are sent to the Mushroom Kingdom and team up with the Mario Bros. Both the original discontinued series and episode 1 of the reboot are up on Youtube.
  16. 1 point

    Sonic Isekai

    The only one I can remember is Help! I'm Stuck in a Self Insert Fic! It was pretty good from what I remember, but I haven't read it in over a decade and sadly it was never finished. The same author also wrote one my favorite adaptions of A Christmas Carol to date: "Mario's Christmas Carol". It was practically a word for word remake but with Wario as Scrooge. His Mario & Sonic crossover fanfic was great too, but was also sadly never finished.
  17. 1 point
    So remember when I said this a few games ago? Well strap yourselves in kids, cos now I get to actually explain what that means. Roger WIlco (Space Quest 1 VGA) Sierra was one of two companies - the other being LucasArts - at the forefront of point and click adventures throughout the 90s. I can't speak too much for the latter other than that Monkey Island has somewhat similar infamy, but I played enough of this game in my childhood to say with pretty good confidence that Space Quest is made of 100% weapons grade bastard. It's a game that practically redefines trial and error, and has the nerve to laugh gleefully at your every fatal (and sometimes even non-fatal) mistake in the form of a personalized epilogue for nearly every individual cause of death in the game. This is somewhat difficult to talk about without straight up spoiling solutions and plot points, so if for some reason you wanted to keep the experience fresh for yourself I'll just say there are spoilers from this paragraph onwards. The short, clean version of it is that you can set yourself up for failure much later in the game, and Space Quest doesn't warn you up until you die from it - and sometimes, not even then - and more often than not you'll have saved after the fact, forcing you to redo the entire playthrough. Let's talk about the escape shuttle on the starting ship, for starters. You can die from even entering the room without a space suit, because there's no warning that the room is depressurized. You can die from accidentally walking off the bridge to the pod, even though you're incabable of walking off any other ledge in the game. You can die from crashing the pod into the docking bay doors, which have to be opened from an adjacent room. You can die from not wearing your fucking seatbelt when taking off. You can die from running out of fuel if you take too long to engage the autopilot. And just because the game wasn't taking the piss enough already, you can die from accidentally triggering the time travel button on the same row as the autopilot, which they only added as a shameless plug for its sister series, King's Quest. But this is stuff that all happens short term, at the relative beginning of the game. It only gets worse from there. How about the time where you need a universal translator to get any further than the desert? Or where you have to save scum an actual slot machine unless you happened to have a really strong magnet on you? Both of those are on the ship you started on, which you don't have any means of returning to even if it didn't self destruct after you bailed from it. Said slot machine happens to explode after a certain point incidentally, so if you happen to say, get robbed and lose it all, you're permanently stuck there because you need to buy your own ship to get back offworld. But the big one happens RIGHT at the end of the game, where success should be all but guaranteed at that point- you need a passcode to self destruct the enemy ship, but you don't find the passcode there. Where? All the way back at the beginning of the fucking game. Because apparently, success in this game depends on happening to stumble apon a dying scientist by chance, hearing a specific phrase from his dying breath, still having the goddamn manual so you can cross referance that phrase with the standard galactic alphabet symbols that the nearby keypad uses, and remembering to plug in the cartrige you get at that point into one of the two computers you can find along the way to get the code out of it. Yes, believe it or not, games could and DID have DRM back then, just to add further insult to needing to redo the entire game from the start to figure out what the fuck it was that you did wrong. Some might say this brand of fuckery is integral to the humour of this brand. Personally, I see it as a reason people stopped buying these kinds of games. Adventure games with mystifying logic are already bad enough without making you completely do-over a playthrough because of mistakes you had no way of anticipating, and then making fun of you because you didn't click the right bundle of eight pixels in a room that looks otherwise featureless and useless half an hour ago.
  18. 1 point
    You ever feel like you just get a ton of things at one point, never use them, and then years later they turn out to be relevant to what you need? This is pretty much my old Manga Studio/CLIP Studio box, my old drawing tablet that I left lying around, a bottle of rubbing alcohol, and a bunch of other stuff I had gathering dust for so long.
  19. 1 point
    Assuming there is no new game announcement until 2021, which is likely, what do you think is the news that they were announcing in March? It could be something to keep us waiting. Not sure what exactly.
  20. 1 point
    New Zealand is Covid-19 free now!
  21. 1 point
    Theory time. I’ve thought about this possibility before but the blu-ray of the first movie came out here today and watching it has reminded me:
  22. 1 point
    Fuck man, I miss E3, or at least the E3 time I just want some normality back in life
  23. 1 point
    Axel, Adam and Blaze (Streets of Rage) Well this is kind of a topical title now, isn't it? The government's overrun with tyarants and the cops are complicit with it - what better time to bring up a game where a small group of ex-cops take the fight against corruption into their own hands? Though I played this game a lot as a kid, Streets of Rage is a beat em up game that I don't think I entirely understood the true genius of until... oh say, about last year when I replayed it as a part of Sega Megadrive and Genesis Classics on a whim. If anything, to reassure myself that I hadn't gone soft over the years. And honestly, I was surprised at how hard this game can be on the normal settings. Now some of you are probably gonna say "but BL, you just covered a beat em up, why don't you just cheese your way through the game like you did that one?". And if I had an answer to that, it'd probably be something along the lines of... why don't you ask this scary motherfucker with claws what he thinks of jump kicks. See, what separates this game from Growl is that the AI isn't just reading from a script - it reacts to you. This is kind of an extreme example where this boss can detect an incoming jumpkick and completely outplay it, but there's much more subtle stuff that doesn't get noticed unless you're paying close attention. Certain mooks will try to keep a fixed distance when you're facing them and become much more aggressive when your back is turned, and often they'll try to get behind you to exploit this behaviour more readily. Some of them act in formation and launch coordinated attacks from multiple angles at once if you're not quick enough to separate them. And the twins in Round 5 are especially deadly, one of them usually distracting you from the other so they can get a painful suplex on you, yet more than happy to punish you if you try to be patient and wait for an opening. It's incredibly easy to take for granted, but when you compare these behaviours to a simple "approach PC > punch" script, it really stands out. It's hard to talk about this game without bringing up the soundtrack, too. It's practically a time capsule of 90s club style, not to mention fantastic in its own right. It's not to say the game isn't still great regardless, but it definitely wouldn't be the same without beats like these. So where do I stand on the rest of the games? SoR1 was the only one I had as a kid - 2 and 3 I only got to experience fairly recently through the aformentioned compilation. Streets of Rage 2 is about level with the first game if you ask me, and I could play either of them interchangably - it's probably a more fleshed out game overall and patches out a lot of the remaining cheese the first game had (yes, SoR1 had infinites and chaingrabs, and I refuse to fight Big Ben fairly), but sometimes I still appreciate the first game's consistency where sometimes you just have to pray Grand Upper goes through in the second. But Streets of Rage 3 went way too fucking far if you ask me, with mooks that can literally run circles around you and bosses that I swear have no real patterns at all, and I think it represents a pretty sharp decline as a result. Still haven't played 4, but it's on my bucket list! I hear it's a pretty damn good game, and that's coming from some of the most cynical people that I know, so that's gotta count for something.
  24. 1 point

    Bowbowis does 3D

    A hobby of mine that I've alluded to in the status updates but haven't actually talked much about is creating 3D models and animations. I thought I'd make a thread to show some of my work on the off-chance that anybody out there actually cares. I do most of my work in Blender: a free, open-source modeling and animation program which, in my experience, can rival most paid alternatives in terms of functionality. Of course, you're probably here to see models, not listen to me plug Blender. This one is still a work in progress, so it's a bit, "rougher than the rest of 'em":
  25. 1 point
    Lemmings This is a title that's seen a lot of audiences. PC, Genesis, SNES and Amiga just among the ones I can recall off the top of my head, to say nothing of the legacy it's had since. So in a way, it almost defies the need to introduce them. So instead I'll lead by saying I had the Genesis version, which will probably come as no surprise if you've been paying attention to my list thus far. Which has the best version of the soundtrack and I will fight tooth and nail on this one Anyway, Lemmings is a bit hard to classify. It's got shades of puzzle and real time strategy games, but doesn't really fit snugly into either niche. Essentially, lemmings file out of a starting point one by one, wander forth and only turn if they hit a wall, and it's your job to give them commands to save them from walking right into deathtraps and guide them towards the level exit instead. A lot of these are very simple solutions early on, like a single mass of solid ground separating start and finish and only requiring you to dig one tunnel to safety. Later on, though, you're simply given too many to take care of at once, usually requiring you to either guide your lemmings into a ditch and ramp up or through, or to sacrifice one to keep all but a select few behind, where they blend into a completely indistinguishable mess of white, green and blue pixels. And it's hard not to feel like a lot of it will boil down to luck. There's really no way to target a specific lemming of your choice when they start to overlap on the screen, so it's rare that the finnesse you either need or want actually comes to fruition. At the very least it would've been nice to isolate which direction you want your command to be executed in, because quite often you'll waste them by making diggers punch air or making builders slap right into a wall next to them - and those commands have limited uses, especially later in the game, making the lack of precision all the more frustrating. Oh and just to rub salt into the wound, this version didn't have battery saves. Which in a pre-savestate, pre-emulator world, meant writing down a long-ass password somewhere every time you had to put the game down, and hoping you weren't called away suddenly before you had a chance to. Honestly Lemmings feels like it could have solved a lot of problems if it just calmed the fuck down and not shoved like 100 individual units into a level at once. It's a great and original concept, but too much of it is spent hoping you pick the right individual lemming in an incredibly dense crowd, and that shit sucks.
  26. 1 point

    Sonic Concept Art

    How so? Perhaps. Or at the very least, make the Bison a separate character--please SonicTeam, get on that.
  27. 1 point
    Dizzy (Fantastic Dizzy) Dizzy is a puzzle platforming game that I liked as a kid for many of the same reasons I liked Sonic - regardless of any progress you made, you could take a different route every playthrough and learn a little something new about the game every time. Whereas Sonic was all about several tiers of separate routes through one level, though, Dizzy is probably the first game I played that could be genuinely considered "open world". The majority of the map is accessible from the start with a little walking, and the areas that aren't usually only need a single item to open up. I don't even consider winning the game a requirement of remembering it fondly, because almost anything you do in this game can be considered an adventure in its own right - which is something that games several hundred if not thousand times its size routinely fail to accomplish. I have to be honest with myself though, and say that the inventory system was very much a product of its time and would never fly today. For starters, you can only hold three items at a time. Once you know where everything goes, this simply becomes part of the routing process and can strategize dropping and swapping stuff when it's convenient, but when you're still uncovering stuff it can be irritating to come apon a dead end and realize you left the means of opening it on the opposite side of the map, or at the end of a very long minecart ride. Even when you DO have the right items for the situation, often you can only use it if it's in the leftmost side of your inventory, which often means dropping your entire inventory on the ground to reorganize the right item into that slot, and that doesn't feel like that should have been necessary? Especially when there are specific items - like the rope - that work regardless of which slot they're in. I also have to give special mention to Zak's Castle at the end of the game, which is just straight up evil. We're talking borderline Sierra levels of evil here. To even get up there in the first place means a sequence of tricky platforming on clouds that you're constantly sinking through, and you still need 5-6 items to finish the game after that point - so even if your platforming is perfect AND you know the exact items you need ahead of time, you still need to do this sequence twice at bare minimum. And then once you've used them all up? Right before the final platforming section is a "star barrier". All those little star pickups scattered throughout the world like Rings? You need to collect them - all two hundred and fifty of them - to open this barrier, including the ones scattered throughout the aformentioned very long minecart ride. The game doesn't tell you this until you reach it, which is a certifiable ragequit moment because most people are running short on lives at this point and don't have resources to backtrack through hazardous terrain to mop them all up. But if you'll forgive an unintentional pun here, the game is fantastic once everything clicks into place. It's one of the very, very few puzzle games I can ever replay even after knowing all the solutions, which is a mantle that seldom seems to get any praise in the gaming world. Codemasters is better known for racing titles overall these days, but I still think Fantastic Dizzy is an achievement they should be proud of, even all these years later.
  28. 1 point
    Turning 32 in about a month, actually. To my knowledge the games on my list start in the 1990s at the very earliest - looking back at Duke 1 and Commander Keen, though, I'm surprised sometimes they weren't made earlier than that. Bubby (Rainbow Islands) Rainbow Islands is another example of jank that would have been perfectly acceptable in the day it was made, and everything is jerky instead of smoothed out, including the jumping - which isn't coded as an arc so much as "ascend X number of pixels and then go into falling state". You would think that would work against a game billed as a platformer, but honestly, I hesitate to call Rainbow Islands a bad game. In fact I'd go as far as to say it's pretty goddamn underrated. The main attraction of Rainbow Islands is undoubtly the titular rainbows, which Bubby can create with a button press. And in much the same ways that say, Sonic's rolling is, they're deceptively versatile and can be used for a number of different purposes that tend to be discovered as a natural result of playing around with them. They function as projectiles and wipe out any enemies in their path. You can walk up onto them and cast more as you go, using them as impromptu stairs and platforms. If you jump on them in a certain way, they shatter, and the shards actually defeat enemies too, allowing you to attack enemies below you. You can even use them to collect pickups without walking up to them. Most of the time it's for platforming purposes - levels in Rainbow Islands only scroll vertically, the goal being to reach the top before the island floods beneath you. Simple jumping isn't always enough to make it all the way to the top. In fact, there's at least one stage in the game that doesn't have natural platforms at all, so learning how to carefully ladder up great heights without breaking your rainbows beneath you becomes a pretty important skill. There IS one big complaint I have with it, though. The game has two endings, and getting the true ending is almost statistically impossible. The catch? Throughout the course of the game, you have to collect seven chaos emeralds big diamonds. You can get these as rewards for defeating bosses at the end of an island, but to make them spawn at all you have to collect a series of seven small diamonds throughout the island itself before the boss of that island. And how do you get those? RANDOM. FUCKING. DROPS. Enemies drop items when they're done dying from a rainbow, and the small diamonds is among their drop pool. So unless you somehow know how to game the RNG, whether or not you get the good ending doesn't depend on anything you do playing it, and even today knowing I haven't done it yet is still an endless source of irritation. Don't let that give you the wrong idea though - it's still a very solid game overall, and I wouldn't dare set an impression otherwise. Maybe sometime after I'm done with this project I'll go back to this game on something with savestates, because unlike Dinoland I respect this game too much to just look up the real ending on Youtube and be done with it.
  29. 1 point
    I find that Smash online is far less enjoyable when I have to fight certain characters. Usually Joker and Zelda, but Pikachu, Mr. Game & Watch and Ness/Lucas have all been annoying to fight. It doesn't even feel good when you win, I just have a "thank God that's over" reaction. In other news, I got Ike and Marth into Elite Smash recently. Corrin is the only Fire Emblem character I've yet to get into Elite Smash as. EDIT: Just managed to get Corrin into Elite Smash!
  30. 1 point
    A lot of things I enjoyed about the show were mentioned in this thread already, but I really want to delve a little deeper into one particular aspect. Him. Boom Tails is, by far, my favorite interpretation of Tails. First of all, strictly design-wise, I just love the goggles. They go so well with him. I could leave or take the belt, but I LOVE those googles. I feel like they add a ton to him, as simple as they are. As many design choices in Boom, this was made to really drive home the "He's a tech guy!" shtick, but luckily, writing-wise, he's far from that. Tails got pushed more and more into a "He's the inventor!" niche over the course of the franchise, starting out as a mere pilot for Sonic, before building mechs and weapons for him to use in action in games like Tails Adventure or Adventure 2, until he finally was JUST the tech guy, completely abandoning every bit of pro-activeness he ever had, letting Sonic or other characters basically do everything. Boom ditches that and brings him back to a more Adventure-y Tails, while still putting a bit more of a focus to the tech-guy angle, but to an organic, natural degree that completely makes sense for his character. Tails can fight in Boom, for sure, but he does it his way. A lot of fight scenes that involve him let him use gadgets he built beforehand, but he often also uses his environment and objects around him to his advantage. He's not a brute force battler like Sonic, Amy or Knuckles are, because she shouldn't be. He uses his intellect to his advantage, either by preparing beforehand, or using what's disposable at the moment with the most efficiency. It's a great way of fighting for him that compliments him. That doesn't make him above using brute force, however, if a hit with a wrench gets things done, he'll use that, too. There are even dog fights him him in the Tornado! But there are also battles and situations where he takes more of a backseat approach and lets Sonic or the others handle stuff, taking care of the tech side of things or straight up sitting one out, and that's also completely fine. I never saw Tails as the guy who looks forward to battle and jumps in at every opportunity, that's not who Tails is, never was. But if there is stuff to be done, Tails gets shit done in Boom, in his own, unique, tails-y way, and I think that a wonderful combination that fits him like a glove. Also here's Tails on a Motobug driving through and crashing other Motobugs. Just look at him. He's a little badass. I also love just how rounded his personality is. In many games during the 2000s, Tails was just...the nice guy. He stood against Sonic's cockiness, Knuckles' hotheadedness and generally just a lot of characters with attitude as the nice little kid who tried to do his best. And while I still love that Tails, in some games, especially when he wasn't in focus and didn't have an arc going on, he often kinda veered on the bland side. Not annoying or anything, just so much on the nice side that it got a bit boring, basic at times. Then, once Colors rolled around, he got snarkier, giving Sonic some sass back to create more of a sibling-like dynamic, with some arguing that as time went on, it veered way to hard on that side. Boom just blended those two eras perfectly. Boom Tails his someone who is kind, compassionate, supportive, everything the more classic Tails would've been, but he can also get fed up and talk back to characters that annoy him and stand up for himself when it's needed. There are plenty of moments when Knuckles says something dumb and Tails remarks it sarcastically, as there are moments, most of the time less tense ones, when he calmly tries to explain things to him or expresses concern when it could go into a harmful territory. Speaking of things established Colors-onward, they kept the wonderful relationship between him and Sonic intact. The dynamic between just oozes the brotherly bond they had in Colors, and you can really feel how deeply they care about eachother. They really feel like siblings not related by blood. It's wonderful and I'm glad they kept it. To highlight my final point, let me show you a picture of one of my favorite scenes in the entirety of Boom. Tails getting a Happy Meal Toy. ...no, I am not joking. Something that Boom has over a lot of interpretations of Tails is just how much of a kid he feels at this. Most of the time, him being the smart tech guy. He's generally calm and highly intelligent, so most of his appearances, like the games, focus on him being...just that. There often even times where he's portrayed as more mature than Sonic. And while I guess that kinda makes sense for a calm, calculating guy over a more impulsive one, most of the time, they seem to forget a tiny detail. He's eight. Boom doesn't forget that. Sure, he is often more mature and rational than a lot of the other members of the team, but the show also shows him not knowing how to handle his first crush, for example. And that's what I adore about the scene above. It's such a small moment in the show, but I just love it so much. Tails gets a Happy Meal Toy and he's ecstatic. He's overjoyed to have pen to go with the notebook he got in the other meal. And just seeing Tails in such a situation, letting him be a kid, innocent and full of wonder, was just wonderful to me, and exemplifies an element we see so rarely of him. He's allowed to be childish at times, and that's wonderful. So many interpretations just push him into the "He's intelligent, so he's grown-up emotionally" field which isn't really how it works and is often kinda bland. Boom let's him be irrational, impulsive or even a bit overemotional at times, because that's what kids are, without ever steering away too far from the character traits that have been established for him for decades, never letting him be too bratty. It bears repeating, he's just such a well rounded character, imo. You probably noticed how I referred to multiple games/eras throughout this , and I think this just encapsulates perfectly why Boom Tails just works so well: He is basically an amalgamation of everything wonderful about Tails, everything people ever liked about Tails. He's still the boy genius he is in the modern era, but kept his ability and willingness to fight from the games up to the Adventure era. He's still kind and gentle, but kept some of the sass from the Colors onwards era without ever going overboard. But he's also a little kid, something a lot of interpretations skip on. And all those elements are wrapped into a perfect little package. I always loved Tails. Tails was the first character I picked when I got to play Sonic Advance 3 in an electronic store as a 10 year old, and I adored him ever since. But each version, each incarnation of him that I've been familiar with, brought new elements I loved for him, while, for better or worse, also leaving some traits I also enjoyed behind for a slightly different interpretation. Boom Tails, a decade after I was introduced to the character, just gave me the Tails with everything I loved about him, the perfect interpretation of a character that hooked me to a franchise that brought me so many friends and enjoyment over the years. Boom gave me the interpretation of the character that I wanted ever since I saw him as a 10 year old. Boom has shortcomings. Boom has humor that often doesn't gel with people, Boom is, in my opinion, just straight up mediocre for the majority of season 1 - but I will always, always be grateful for the Tails it gave me. Because it made the little child in me, the little child that still unabashedly adores the Sonic franchise, warts and all, incredibly, unbelievably happy.
  31. 1 point
    Sorry, I didn't get round to reading this and might respond one day, but I want to say that this was a really good post. Made me thing about SA2 in a different way.
  32. 1 point
    I'm pretty late to the party, but I actually feel that Sonic Team had in fact always cared about their canon and continuity (at least initially until Sonic Heroes came along), and I feel that the driving force for that was to help them differentiate from other platformers of that era when story telling was a mere after thought.... buuuut leh me ehsplayn myself real quick, shall we? Now first and foremost, I believe we U.S. residing individuals simply fell into a case of poor localization early on, with cases such as seemingly minute but actually important details just getting lost in translation with an extreme case of over simplification on top of Sega of Japan / America wanting to do their own thing in portraying the characters. If you go by the Japanese manuals for Sonic 1 - 3, they are CLEARLY way more in depth in just character bios alone, and especially on the story front. I recall in Sonic 2's Japanese manual, there's actually spoken dialogue between Sonic and Tails before they set off for a mysterious island they flew off to where the whole game takes place (known as West Side Island aka "The Illusionary island", the homeland for the 7 chaos emeralds.... you know, the type of shit the American manuals don't tell you about haha.) Going by this, that cut Hidden Palace Zone in Sonic 2 suddenly makes more sense. ...But that's just on the manual front. On the actual in-game front, I just wanted to address some things, like Sonic 1 and 2's continuity. You note that it doesn't make sense how Sonic lost the Chaos Emeralds starting off in Sonic 2, but it's clearly shown in Sonic 1 that if you get all the them by the end of the game, they're shown to power up South Island with life and greenery before they scatter off Dragon Ball style with Sonic not knowing wtf just happened (and they scatter off to West side island, which is mentioned in Sonic 2). For your case on how Sonic 3 was handled, that's just a case of Sonic Team actually having the necessary power to having their ideas more realized. If Sonic 1 came out in 1994, similar story telling tricks would've been done. As far as the Adventure games goes, particularly for your point about Sonic Adventure 2, I strongly disagree. I think it actually strongly connects with Adventure 1 and even the older games just fine, but it's just not so overtly in your face about it (which I personally feel is a really smart call). You've mentioned the Tails / Station Square point so you saved that one for me, but that's just one of the more direct call backs. Also consider the fact that Tails is much more independent in Adv 2, which ties to his character development from Adv 1 where he's always around Sonic to fight his battles in that game, but not only that, Tails still has the blue Tornado 2 that was adjusted even further which was introduced in the later half of Adv 1. A stronger point I'd add for Adv 2 would be the Biolizard itself along with the Space Colony Ark. That lizard is strongly hinted at being the recreation of Perfect Chaos. You even see and fight beta Chaos subjects throughout the Space Colony ark levels. The fact that the Biolizard is a lizard, immortal and even screams exactly like Chaos, the fact it surrounds itself in water like Chaos does with the realization that the later ark levels become more under water based shows this is a call back to Adv 1's Perfect Chaos. Then there's the Emerald shrine that's in the core that the Biolizard protects at all costs (just like how Chaos did when Tikal was alive in Adv 1) that only Gerald Robotnik could've seen if he went to Angel Island himself, which leads to the fact that because the Biolizard is the way it is, Gerald must've seen the giant Perfect Chaos mural from Sonic Adventure 1's Lost World level where he based his inspirations from. These are some of the more "not so in your face" call backs I'm talking about presented in Adv 2. That's also a case of telling a story through gameplay, and we know they're not reaches because you can tell these were clues the developers wanted the players to figure out in solving what is really going on behind the Space Colony Ark scenes. I don't want to beat you over the head with this since this is already too long haha, but yea, that's just how I feel on the matter. What the team does these days... yea they truly just come up with whatever that gets the ball rolling for the project at hand... with it all being forgotten by the next game. But I strongly believe that before all this came to be for the franchise, Sonic team always had a clearer vision on what Sonic was, with the classic games pretty much being led up to what Sonic Adventure 1 eventually told (which was an origin story for the emeralds and a refocusing on what Sonic and the rests' true character portrayals are), because there was always an underlying story about an island, a group of ancients and them mysteriously vanishing by a god prior to Sonic Adventure 1 if you read the japanese manuals.
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