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Showing content with the highest reputation on 07/13/2020 in all areas

  1. 6 points
    Drew a Serious Silver from a tweet!
  2. 4 points
  3. 3 points
    Homer said it best that one time: But seriously, though, I wonder if this is just him reiterating that "everything is canon," just in a different, cloudier way.
  4. 3 points

    is this a threat

    is this a threat
  5. 2 points
    Not getting my hopes up, buuuut this is interesting. Seems like a fair point to raise to suggest a new Smash character reveal could be soon. Especially with the Nintendo Direct rumor
  6. 2 points
    I'm now on Goodreads! The database of books has all five of my releases in an easy to find place, allowing reviews and other comments to be shared. Take a look and give me a follow if you're interested.
  7. 2 points
    This show just might be the greatest action cartoon ever made.
  8. 2 points
    My my my, it has been nearly a month since we posted here. Well, do pardon me for dusting the old place off, but we've finally gotten something that provides a bit... insight? I suppose? On TLSC. That's nice, Ken. I mean sure you've announced your intention to replace Athair with a woman called Auri-On, but sure, whatever you say. Until you actually get this story out, we don't really have any way of actually verifying anything you say regarding this, and given the vast swathes of things you don't own, it's a tad dubious to believe that this is in fact the case.
  9. 2 points
    I could write whole pages on this topic. I'd improve the physics. The Advance games have a decent physics engine that vaguely resembles the one of the classic games, but it has some flaws, mainly less precise collisions and some messed up values (acceleration etc). I would work on the physics of the game in order to make it as close to perfection as possible... not necessarily a copy of the classics, but at least a solid engine where the physics feel natural. I'd bring the series back to Advance 2 and work from there. I feel like Advance 2 is the game with the strongest identity in the trilogy, the game that put the first step into the creation of Modern Sonic, the one that introduced the boost, the special rings that later became the red star rings, and many other mechanics that became iconic of the modern era. When you think of the Advance trilogy, Advance 2's gameplay is the first thing that comes to your mind, like it or not. With this said, while the tag actions are cool, I would put them aside for a while and just focus to one character at once. Heavy focus on the characters' movesets. Sonic Advance 2 was likely rushed, the movesets are unbalanced and some moves feel unpolished or useless. I'd redesign the movesets of all the characters in order to make them unique and well crafted. Despite having Advance 2 as the main inspiration, I would bring back Amy's gameplay from Advance 1 and improve it. Art-style... I don't think the Advance games' identity relies on them being pixel-art. I think that the feel that the games were supposed to give was that they were hand drawn. I would make it a 2D game with hand drawn animations... think of something like Warioland Shake It, Cuphead, A Boy and His Blob (remake), or Hollow Knight. If the game is going to be an Advance sequel or spiritual successor, I would keep the old cast of characters (Sonic, Tails, Knuckles, Amy and Cream). If anything, maybe add Blaze just as a reference to Sonic Rush being the former spiritual successor of the Advance games already... or maybe Gemerl too at best... but I'd prefer to keep it as simple as possible, especially because I would like to put a lot of effort in the movesets, and having too many characters would not be a good idea for that. I would keep the focus on speed, and many of the game's gimmicks such as the Boost Mode and the grind rails, but I would redesign the levels completely, to make them less about reflexes/mindless speed and more about traditional platforming (I mean a bit more like the classics). I would try to rely less on bottomless pits and to make the levels as fair and intuitive as possible (no cheap deaths). I would think of a new way to access the special stages that's still based on collecting the red star rings (that would replace the special rings), but at the same time I would make it so that the player is not forced to collect them all the times (and not with all the characters), and I would also put something in the game to help the player to find them (such as character-specific skills, like, Tails has a red ring radar in his computer, Knukcles can sense the red rings when they are close, Cheese asks help to other chao that will show to Cream the way that let's you collect all the rings...). Stage transitions, in-game cutscenes like S3&K, level design used as a form of narrative (events happen during the level, the level changes and tells a story; think of the blackout in Carnival Night, the change of seasons in Mushroom Hill, and the rocket level in Sonic Advance 1). The game must feel alive. I would expand the mechanics of being faster when you collect more rings (that was only in Advance 2). I would make it more effective and noticeable, and specific to Sonic... but other characters would get other buffs from rings as well. Tails would get flight buffs, Knukcles maybe would get bigger shockwaves from his attacks, Amy I don't know... as for Cream, I've my concept of implementing chao garden mechanics to Cheese and rings could enhance Cheese's stats. As for the formula, I would keep it as it has always been. 7 stages, one for each emerald, plus a secret Super Sonic final boss for good ending. The only difference is that maybe I would allow Super Sonic to be playable in the regular stages... maybe let the other characters turn super too. Cream would turn into something similar to Spring Cream from the Forces mobile game, using nature/plants for attacks similar to how Blaze uses fire. I would keep the amount of acts per zone at 2, and remove the hub worlds. If the game feels too short, I'd rather add a second chapter with a new set of 7 zones similar to Sonic & Knuckles to Sonic 3. Running bosses from Advance 2 are cool and all but I would go back to the more traditional bosses; a couple of running bosses cold still be in but definitely not all the bosses of the game. I would change Tails' gameplay a lot, to give him a lot more air mobility and overall make his air movements more exciting and fun. Knuckles' glide would be faster and heavier too, and his gameplay would focus a lot more on punching and breaking stuff; I would implement digging as part of his moveset too. As I said, Amy would be an evolution of her Advance 1 gameplay. Cream would be modified a lot too: she would get her own replacement of the spindash based on the bunny boost from the Forces mobile game, and the gameplay would be based on getting passive skills from Cheese; as you destroy a robot and release the animal inside, Cheese can absorb the animal's traits and gain passive skills for Cream. The chao attack would not destroy the enemies anymore but only stun them... stunning would make them stop moving, falling from the ceiling or air, and stop their attacks. With this system Cream should be able to do a pacifist run of the whole game by only stunning the enemies and never destroying them (excluding bosses); though some animals may improve the chao attack to make it actually offensive for a limited time (passive skill). I would make the boost mode more important to the gameplay. Like time travelling in Sonic CD... something that makes you want to reach it and keep it for longer. I don't know how, but I'm thinking of a mechanics based on the Metal Virus from the IDW comics... in boost mode the infection decreases while in regular mode you slowly get more infected and risk to become a zombot... just an idea, not necessarily a good one, but to make my point clear. Keep Sonic's homing attack, desing the badniks so that homing attack them is a challenge. make them have barriers, counter attacks, dodge moves, weapons, so that you have to calculate the timing and the angle of the homing attack in order to hit them (Sonic Advance 2 was already kinda like that but the HA mechanics were unpolished, a lot more can be done with that concept). Cream should still be able to cancel the flight and drop on enemies to stomp them. Tails should get different new skills that allow him to fight while flying too. The trick system would be the same as it was in Advance 2, but maybe the moves would have more variety between the characters. Also, it would never be required by the level design, it would only be an optional feature to make the stages easier to navigate at insane speeds. The stage locations should be as unique as possible, I would try to stay away from the recurring tropes. I'm not sure about the story, but the tone of the game should be the same as the other Advance games: lighthearted but still cool, with focus on spectacle, and some cute moments here and there. no pontaff-like bad jokes. I would put some chao-themed mechanics or side-game like the Tiny Chao Garden... if not a Chao Garden, something in the same style, some parallel side game that you can spend rings into, and kill some time when you want to make a break. New mechanics...I would cap the rings at 100, and make them respawn after a while... the badniks too! You can never clear an area and stay safe, you will constantly be in danger... but rings will respawn so you can always recover. Rings are also useful for level design, because they can show you hints about where to go. So having them respawn will make the levels easier to navigate; when they disappear (because you collected them), they still leave a spark in the place they were, so that they will stay visible even if they are missing (this is inpired by Sonic Runners Adventure). Also, I would introduce a new gimmick for when you are hit and lose the rings. There is an hidden stamina value, and it needs some (short) time to recover. If you are hit once or twice likely nothing will happen, but if you are hit thrice or more in a short time, some rotating stars will spin over Sonic's head for a small amount of time to show that he's dizzy. In that time, you can't collect the rings back. The more you are hit, the longer the dizzy time will last. This would make the game harder but more balanced. You can still be hit infinite times, but you must try to not be hit too often (try to let a few seconds pass between an hit and another to recover the stamina). Bottomless pits and crushing traps will no longer kill you. You will be teleported to the last safe place in the form of a light orb, then you will transform back to Sonic, and lose your rings only after you are back to normal form. It would make you lose the super form too. In the same style, drowning will not kill you instantly anymore: when the countdown reaches 0 the music will be muted and you will start releasing rings all around you and they disappear fast. It will only kill you once you reach 0 rings. Maybe I would consider using the Mania Encore lives system were the characters are used instead of the traditional lives... but I'm not sure if 5 characters (7 if we add Blaze and Gemerl) are enough to allow the game to not feel unfair with gameovers. Maybe with some changes (maybe still keep the traditional lives and make them a lot harder to gain, make it so that you only lose a life when you lose all the characters, and give some bonus if you manage to bring all the characters at the end of a stage... maybe that could be the Special Stage access?). There's probably more, but that's all for now. Good luck reading the huge block of text.
  10. 1 point
    So if the title of my post does not already imply this, I LOVE that weird little game known simply as 'Shadow the Hedgehog'. Now before I start rambling about why I think this game deserves a break, I will begin this post by acknowledging the downsides of this game: - vehicles (aside maybe the jumping... thing) are utterly useless - the game literally works against you in some missions e.g. a hero mission that is littered with G.U.N. soldiers - the melee punch/kick combo attack is more pointless than the aforementioned vehicles - a number of the firearms are more hassle than they are worth. Case in point, the rpg. You often have to stand dead in tour tracks just to aim the damn thing. Even then, chances of actually hitting anything are pretty slim. Of course there are countless many flaws with this game but I just wanted to show that I DO get that this is far from a masterfully engineered piece of work. However..... Shadow the Hedgehog is still a fun game. It controls better than Sonic Heroes (2003), has more graphical flourish (admittedly with far less colourful enviroments) and the gunplay I do find highly satisfying. Stocking up on assault rifle ammo and mowing down enemies at top speed is fun for the whole family. And yes, I adore the branching mission/story structure that the game allows. I love that the Neutral story is Shadow's personal vendetta against Eggman. I like the Hero storylines exploring his sensitivities. And of course, the dark segments let us BE the shadow of the Sonic world. Yes, much of it is silly, overly dramatic and at times, completely nonsensical. But is it fun? Yes. Is it satisfying to reach a certain ending based on your choices? Yes. Is the narrative supposed to be the next Pulp Fiction? Of course it isn't. Above all else, this game FEELS good to play. Taking the best elements of Sonic Heroes, giving us a pretty wide range of firearms and setting us lose on a world of numerous possibilities and adventure? With a protagonist who possesses far more depth than Sonic and Tails combined? Then yeah, as an Action/Adventure fan, sign me up. So I would love to know what people think of this game nowadays. I am not looking to fight people or say people are wrong. I honestly just wish to hear people's opinions/perceptions towards the game and why they do/do not like it and for which reasons. Looking forward to hearing from people!
  11. 1 point

    IDW's Sonic the Hedgehog

    It was a little weird to me at first but you gotta remember that this series is very heavily inspired by the games but it's not meant to be 1:1. They could probably write in a new story where they meet Silver if they ever start fleshing out past events.
  12. 1 point

    IDW's Sonic the Hedgehog

    So how did they meet Silver?
  13. 1 point
    I can already tell Terminator: Resistance is a good time when this is what greets me at the title screen: I can't believe the same people who made the Rambo videogame were able to do this.
  14. 1 point
    So my guess is he's trying to say that the altered timeline is still basically the same but with alterations like everyone being nightmarish abominations and Athair being a woman somehow.
  15. 1 point

    Is Tails even a good fighter?

    It is hard to gauge fighting skill in a series where everyone just rams into things, but the fact that Tails is even out there with Sonic to begin with most of the time means he can probably hold is own fine. If he couldn't, Sonic wouldn't put him in danger. Even if he has to make up the difference with gadgets sometimes that's still a valid form of contributing to the fight even if it's not raw strength.
  16. 1 point

    *warning: creepy insect stuff*

    *warning: creepy insect stuff*
  17. 1 point
    Just watched the first Persona 3 movie (out of four). It was REALLY good. It retains all the important qualities of the game without feeling rushed or bloated, and I like how they did Makoto (the protag)'s development. The fight scenes were pretty exciting too, especially that last one. The only downside I guess is that there aren't any social links, but imo it makes the adaptation feel more focused since it's exclusively on SEES. Hope the sequels stay true to this standard. It feels like it could shape up to be an almost-perfect substitute for the game.
  18. 1 point
    I say we have this as our next Paper Mario game
  19. 1 point
    I think it'd only make sense to make Gemerl a playable character. It just feels like the logical progression from Sonic Advance 3, you know? Maybe give him some customizable mix-and-match options where you can kinda build your own moveset based on the other characters' abilities? Other than that, I'd really just like to see a good modern 2D sprite sidescroller in the spirit of the original trilogy. Some nice original zone themes, some inventive Eggman bosses, special stages that aren't too big of a headache (looking at you, Advance 2!), and so on.
  20. 1 point
    join the rayman fanbase! we have: suffering waiting more suffering more waiting barely anything getting released for this series anymore globox
  21. 1 point

    FF7R part 1 FF7R part 2

    FF7R part 1 FF7R part 2
  22. 1 point
    interesting, I love it! thanks for your time!
  23. 1 point
    Can you BEAT Super Mario 64 if EVERY OBJECT is a CAKE?
  24. 1 point
    BTS from 2nd Unit.: Source: https://www.picuki.com/media/2243493648975366988 https://www.picuki.com/media/2243495028834383604 https://www.picuki.com/media/2243496640076066173
  25. 1 point

    IDW's Sonic the Hedgehog

    I mean, he can not use the name Metallix and just pitch the general idea of Metal Sonic actually leading an army of robots for a bit.
  26. 1 point
    I do actually prefer Shadow to Sonic Heroes. I feel like its control is a pretty solid improvement, including on a mechanical level; the light dash is arguably the best out of the Adventure series, as it's mapped to its own separate button and isn't nearly as glitched out as Heroes (as well as actually carrying momentum on the ground), and the rail switching actually works. Even the spindash isn't entirely worthless, though it's nowhere near SA1 or SA2. The gunplay isn't atrocious despite how absurd it looks, and there's more variety in its means of padding than Heroes having you constantly do the same levels again but with minor tweaks, or just made longer. And while Shadow does have some absolutely atrocious levels, you never actually have to play the worst of them to see the Last Story. On the other hand, you do basically have to do each route twice to get each route's different ending, but I can at least choose to mix things up. This all makes it sounds like I think Shadow is great, but... no. It's still a bad game, it's just that I utterly despise Heroes in comparison, which says more about Heroes than Shadow. On the whole it's still a fairly tedious game to play through, it has no shortage of shit missions even in the better levels, and visually it leans towards being extremely bleak above anything else. The bosses are also pretty damn shit. I don't care about the lore of Sonic too much, but this game's contribution to it is so bloody dumb that I actively try and forget it happened in that regard. It's a game that is so dumb that I can just laugh at how absurd it is on a surface level, but as Dio pointed out... I don't think that was the point, sadly. It's a real shame too, because the game's expert mode is arguably how things should've just been - an absolute ton of A-B levels to run, jump and shoot through. That works fine, especially given how pretty much meaningless the 'choose your Shadow' stuff ultimately is. In the end, I don't think Shadow's misunderstood. It's bad and people give it a sound kicking for it. But I do think it makes some legitimate improvements on the mess that was Heroes, that get glossed over.
  27. 1 point
    I'm DOING art of that half red-eyed, half normal Charmy. Fuck yeah. Thats metal as hell.
  28. 1 point
  29. 1 point
    Haven't been on for a while. Things are a bit crazy on my end. I'm getting my room completely re-done and had to spend all day cleaning it out and what not. Also, I currently don't have a bed but one is coming by Sunday. So there's that. I finally have time to review this annual though, at almost 4 in the morning. It's another really good one too. Big's Big Adventure Written by Ian Flynn, Art by Jonathan Gray, Colors by Reggie Graham Darkest Hour Story and Art by Evan Stanley Reflections Story by Caleb Goellner, Pencils by Aaron Hammerstrom, Inks/Colors by Reggie Graham Eggman's Day Off Story by Sarah Graley, Pencils by Lamar Wells, Inks by Bracardi Curry and GiGi Dutreix, Colors by Bracardi Curry Flock Together Story by Sam King Art by Jamal Peppers Colors by Priscilla Tramontan The Catalyst Story by Gigi Dutreix Art by Abigail Bulmer So that's it. I'm glad we finally got it and I'm already anticipating the next one. Though, I guess, I'm not in that much of a rush to be a year older for it.
  30. 1 point

    IDW's Sonic the Hedgehog

    Preview of the Giga Zavok Finale
  31. 1 point

    IDW's Sonic the Hedgehog

    Tracy Yardley showed off his process for the Annual Cover We also have some art of the characters from the Annual (Spoiler'd for those who haven't read it yet)
  32. 1 point

    IDW's Sonic the Hedgehog

    Got a few more preview pages
  33. 1 point
    It's not actually a bad thing for a kid to be scared of monsters.
  34. 1 point
    Penders better watch himself. A certain person compared Sonic to real life events recently and it didn't end well for him. Of course, both of these people are egotistical crazies who do anything for attention so pea's in a pod.
  35. 1 point
    What could possibly go wrong making a movie based off of a comic that only lasted but a single issue. He could have spent all this time working on a Lost Ones graphic novel reboot which probably could have gotten him some good will at least but, nope. Gotta be those Echidna's.
  36. 1 point
    If Ken is still thinking of how to fit current world topics into this thing, he will never finish it.
  37. 1 point

    Sonic Headcanons

    Here's a small one. Eggman mentioned in SA2 that he saved Shadow with one of his robots. That robot was none other than E-123 Omega, who was then assigned to guard him as well. Some more additional info, E-123 Omega was not entirely of Eggman's design. While he was overall based on the E-series and built as the ultimate E-series robot, many hidden components of his design were actually Gerald's ideas, including a hidden deployable Anti-Chaos-Energy field generator and powerful secret weapons built to contain Shadow in case he went rogue like the Biolizard did. Gerald might never have built his countermeasures for Project Shadow, but Eggman did what he could not thanks to some hidden plans and blueprints he found on ARK and built Omega with the same features. Omega was used to save Shadow because his force field allowed him to approach the fallen Super Shadow who was radiating unstable Chaos Energy after falling to Earth, bringing him into Eggman's base to be drained back into a stable normal form and sealed away. Then he was chosen to guard Shadow for obvious reasons. He even ended up fulfilling his purpose in 06's bad future, defeating and containing the rogue Ultimate Lifeform.
  38. 1 point

    Paper Mario: The Origami King

    They can do both! I really, genuinely don't understand why so many people are against Paper Mario acknowledging that its world and characters are made of paper.
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