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Showing content with the highest reputation on 10/04/2020 in all areas

  1. 9 points
    Listen mate, you were doing just fine right up until this section. Can you not make every post you make about trying to start a shit flinging contest with people? You can make a point without taking the absolute piss out of people who might or might not disagree with you.
  2. 3 points
    Finished replaying Colors, this time my first 100% run. It's still good.
  3. 2 points
    I dont think I ever want a remake of the Back to the Future movies, but tbh I would like to see something that could be seen as a spiritual successor at some point, maybe
  4. 2 points
    oh why couldn't you be a real game...
  5. 2 points
    Jesus Christ Activision what the hell is wrong with you
  6. 2 points
    Granted, someone has to either look it up online to know that, or be like us and foolishly persevere to find out. Hence there being something of a Super Mario Sunshine-factor at play:fantastic main game, some fine bonus levels, great lore expansion...but god damn is getting the final rewards a chore that just bloats, expands and in the end, leaves you feeling kind of empty. Pretty much. There needed to be more balance. I get hiding the crates, but not to the point where someone absolutely needs a guide sometimes.
  7. 2 points
    I've always found the objection that Sonic driving a car is stupid when he could win a race on foot to be silly. Duh, that's the reason right there. It makes it fair for the other racers. If anything, we should be questioning why the characters in Sonic R are so easily able to keep up with him when he's on foot.
  8. 2 points
    The above points about Rayman and assuming you’re a veteran of the series is missing the points being made about the game’s difficulty, And I’m saying that as someone who has literally forced myself through getting all relics in the original trilogy, plus doing all of Nitro’s times in CTR, and I’ve played literally every single main Crash game. Hell, Crash 3 was one of my first ever video games, I am well within the frame to call myself a veteran of this series. My issue isn’t the main level difficulty, and I explained why - the game is designed with the knowledge that you have unlimited lives in Modern mode (which is the mode they recommend you to play). The game is designed with the idea that they can bump the level difficulty up because you aren’t risking getting game overs and being forced to start from Square 1, and that’s where the game’s strength is - when you are just finishing the levels without any concern for completion, and you’re allowed to just take each hazard in stride, because dying isn’t a huge deal But the problem that I and others are bringing up isn’t the regular levels, our problems is the ton load of additional collectibles that have been shoved into the game without rhyme, reason, or even consideration for the level design. The relics still require precision, a lot of crates smashed, and trial and error - something that might not be bad in a quick run of a Crash 3 level, but something that’s nightmarish on Crash 4’s long levels, mixed the lack of a Crash Dash. But there’s also the fact that these levels that were designed around increased difficulty due to unlimited lives are now asking you to do it not only while rushing through it, but also without dying a single time, that’s the point it goes from simple frustration to out and out bad design. It is possible to do these relics. It’s even possible to do the N Sanely Perfect relics, but they aren’t fun. They’re infuriating, and they’re discouraging. They don’t encourage replays and getting better, they just make you feel immediately dejected for losing a run, and make you dread the thought of starting a long level from scratch all over again. This is Crash 1’s exact failing as well, shoving time trials and total perfection into a game that is designed around a specific way of playing, and just like Crash 4, the original Crash was the most infuriating game to get relics in due to the heavy RNG, and frustration design in play. But then at least Crash 1 had enough sense to only require gold relics, and didn’t tie any actual important completion requirements behind it, Crash 4 is even worse in that regard since it locks story endings behind its barricade of completion bullshit and requires platinum relics on top of it.
  9. 2 points
    Tracker_TD

    Sonic Mania: Any flaws?

    Yeah, echoing the bosses thing. There's a lot of times where I'll hit the end of a zone and think "oh god this overly long boss" and just use the dev menu to skip it. Heavy Gunner didn't need that many phases, Hydrocity 2's boss is one of the worst, etc. It's maybe not too surprising given how bad Hidden Palace's boss in Sonic 2 Taxman was, but still. Maybe I should hammer out a quick mod to cut the Act 1 bosses... I'd also have at least made the save system more generous i.e. start at Act 2; I've had multiple friends give up at Flying Battery because of the saves working like Sonic 3. Other than that, it's just the tiny, small stuff really, like the bugs Plus introduced (that I also fixed through modding, lol)
  10. 2 points
    Wraith

    Sonic Mania: Any flaws?

    The only major problem I had with this game is the boss design. The stages are probably the best set of levels in a serious with lots of interesting choices to make and ways to optimize your run, so I'd like to see the boss design move away from all the waiting around and linear gameplay and take on a similar open ended approach. I actually thought the bosses in the previous classic games were a lot better because there were more opportunities to score more hits if you knew what you were doing. I've seen people say this is "cheesing" and shouldn't be allowed but I prefer the feeling of figuring something like that out to the alternative of long having figured the boss out and just going through the motions. Some bosses are designed well but have quirks I don't like. Others are just bad and bring down the experience. I'd prefer it if the team didn't push themselves to have bosses every act. It's more satisfying to just pass the goal at the end of that first act to me. It's just about the only thing I prefer about Sonic 2 compared to its sequel. Aside from that the game was...kinda perfect? The only things I can think of are original levels and more characters but neither of those things are deal breakers for me if they don't happen. I'd be bummed if we didn't get any female characters to play as but I'd still buy it. I really trust this team to push the classic formula and really experiment with what you can do, but I liked Sonic Mania enough that I'd take a level pack sequel pretty happily, idk.
  11. 2 points
    He’s gonna be fucking high tier
  12. 2 points
    This character looks to be the most technical one so far, and yet they still look really, REALLY fun to play as. I'm sure I'll despise fighting against really good Steves online like I do with Min Min, Kirby, Pikachu and the Shotos, but for now I'm keeping an open mind. Also:
  13. 2 points
    Playing fangames is at least fascinating. We get to observe Sonic games in hundreds of new ways. It's been very educational. I never noticed how slow Sonic Adventure Sonic was until they imported a Sonic Heroes level into it. (Or alternatively, I never noticed how empty and featureless Heroes levels are compared to the richly detailed and constant dynamic Adventure levels) But yeah, I agree with the sentiment that there's a real risk with the physics focused games that level design becomes a nightmare. You see people just fly straight over giant chunks of level. Good for them. While whenever I hit an enemy, I fall of the main path and get stuck in some godless unintended bottom area desperatly fighting the physics to get back up. I feel sorry for the people who have to design levels for momentum based Sonic, there's a GIGANTIC diffrence in speed and height of Sonic's moveset depending on whether he stands still or comes in at full speed, and you need to acomendate both. Altough I noticed Sonic GT got it a little better under control this year then the version I saw last year. So there seems to be some progress. One problem I have, is....Almost all games are one zone demo's. And usually the first Zone. And Sonic's first zones usually don't have tight level design, they're more fun thrill rides. Which is good, but eventually you want things to tighten up and provide you with real level design and real specific challenges and set pieces and MEANING. But I don't get any of that, it's just one meaningless playground after another and I'm starting to feel nihilistic about it all. Oh boy, more loops to roll trough. What's the point? Not really the individual games's fault, but it does start to have a huge impact on my patience. It's saying something the Game Gear Sonic 2 remake was one of my favorite games this year, for the simple fact of it being a complete experience and the game gear games having a much more tight and economic level design, which became a desperatly needed breath of fresh air after Green Hill Zone round 596834. Also, as usual I have to shill Sonic Robo Blast 2 for being my personal choice in being the "Classic Sonic in 3d" fangame. Tight level design, plenty of freedom, mild physics. all nice and straight forward. It's my jam. Definitly prioritizes platforming over physics for the sake of physics.
  14. 2 points
    People get too caught up on trying to be 1:1 to the Genesis games that they lose sight of making a game feel tight, dynamic and focused. People also tend to act like that a lot of the decisions for level design and game feel in the SA games weren't things they actively decided to do with good reasoning. Though I used to believe this in the past, I don't think trying to pursue some super perfect physics and making really ambitious level design is the answer to Sonic. Despite everything being said about how 2D Sonic works there's still something to remember about it: it's simple. All of what it introduces is not only easy to understand, but easy to the point that there's no vagueness to it. In order for Sonic gameplay to reach an equilibrium, it needs to run on as arcadey principles as it can get while still maintaining a depth. This is why the homing attack, as it stands, already works. It makes things easy, and it has a simple trade-off in function: you either get a sure shot into an enemy while sacrificing momentum, or you don't but the reward is more retained speed. The homing attack doesn't need to send you flying forward; if anything fangames like Sonic GT (and other games made in, say, HedgePhysics/Bumper Engine) only teach that it shouldn't because it's really, really squirrely. Sure, you could always say not to do homing chains excessively because that's bad, and that'd be correct, but that's also just a simple "don't" instead of an entire plot recoursing. Speaking of 'momentum', fangames are obsessed with that. To a fault, even. The Sonic Adventure games put Sonic under a speed-cap when running, and pull back Sonic's speed and control the longer he's suspended in air. People can see these as limitations that hold back the gameplay from being what it truly is, but I think these things are meant to make control better. 3D movement allows for a lot more exploitation of building forward speed than a 2D game does, and fangames have only proven that when you don't try to cap Sonic's movement speed (especially in air) then there's a lot of soaring over massive chunks of environment, skipping entire setpieces and sometimes having air hang-time run into the 10+ second range. SA's lower speeds and "simplified" physics, while imperfect, were elaborate in design. "But Azoo", you may ask, "why don't the levels just be made bigger to accommodate that?". This is many people's answer, but I don't think it's the right one. Again, Sonic needs to retain a simplicity to it, and expanding these maps out to blown up size just to make up for how easy Sonic is to fly off the handle kind of proves... a problem. Sonic shouldn't need a massive map just to be considered viable, because big maps are overwhelming and confusing when the objective is "get to the goal". And you may argue to just change the game to be something else, but (as fun as that is to think about) Sonic shouldn't need a big reinvention of his game progression in order to work in a 3D space; and (before one brings it up) just because Mario did that doesn't mean they had to, as Mario's 2D gameplay works in 3D just fine (see Mario 3D World). I think a lot of these issues, most of all, come down to a misunderstanding of 'flow'. That became a huge buzzword for Sonic games in the past several years and what people want, but honestly I feel like the sentiment is misplaced. People seem to think 'flow' means 'move at a constant high speed from start to finish of a level', but forget that the very games they criticize (ie the boost games) are constructed on that while the games they praise (the classics) do not. 'Flow' in traditional Sonic gameplay is not about moving at a consistent high speed, it's about the level design organically flowing from one pace to the next. Classic Sonic games are constantly speeding up and slowing down the level design, with slower more trepidatious platforming areas, steady upward climbs, moderately quick slopey areas, and speedy set-pieces relying on semi-automation. This formula is honestly.. pretty much kept in the Adventure games, give or take maybe using dash panels too much. And sure, it's mad simple in comparison, but I'd give that less to the limitations of the game design and more so the limitations of what could be done then; whether that's due to time, money, understanding of 3D, or the hardware (which in the SA games' case, probably all four). Anyways, I typed a lot more than I intended to, but I think the honest truth is that we've already had classic Sonic gameplay in 3D. People just refused to take it or accept some of the decisions made, and I believe some of the decision-making done when converting Sonic to 3D only make more sense when you see how fangames tend to falter in mechanics or level design. Does that mean SA1/2 can't be elaborated on and that it's already perfect? Well uhh fuck no of course not, those games are kinda buggy and didn't get the chance to refine the concepts enough. But does that mean we already had the groundwork and all it takes is just applying what it learned? Absolutely. People just.. gotta slow Sonic down, give him some air resistance, and make tighter, compact level design that cares less about some cosmic philosophy to how Sonic should be and more about making a fun, varied platformer.
  15. 1 point
    I actually didn't have a ton of issue getting the blue gem. Just did it there now, and it only took me 20 tries, and even at that, you can use the bonus level as a checkpoint for the final section. 13 of those was on the final section.
  16. 1 point
    Never thought it'd happen, but I've officially reached the point I can't be bothered to do bonuses levels in a Crash game.
  17. 1 point
    After growing up with the original Sonic trilogy, I didn't think they'd be anything I didn't already know about those games. Having just finished watching an hour and 30 minute long video from Game Apologist, it turns out I was wrong. I had no idea that Knuckles would motion for Sonic to get moving after he opened the bridge to Sky Sanctuary.
  18. 1 point
    iambitter21

    Sonic 30th predictions

    Easy: get Adventure 1, Adventure 2, and Heroes in a bundle. call it the Dreamcast collection (yes I know Heroes isn't on Dreamcast shut up) and sell it for $40. if not that, get Unleashed, Colors and Generations, put it in a bundle and put on newer hardware, call it the boost collection and sell it for $40. not a hard task for Sega seeing as they made this: it's probably not gonna happen sadly. their working on the main game instead (which is a better thing to do)
  19. 1 point
    I gotta say that, while I think it's not visually appealing, the yellow circle shadow helps A LOT. They are really usefull in 3D, I'm glad TfB added them.
  20. 1 point
    JezMM

    Chamomile

    Chamomile #181
  21. 1 point
    Sega DogTagz

    Sonic Mania: Any flaws?

    The "pinched" crushed deaths were aggravating in the originals, and they still are here. Need to round the edges of the hitbox's or change the consequence of getting pinched to getting knocked back rather than full on crushed. To many points in the stages that more or less walled off exploration efforts by launching you for miles or pushing you past points of no return. Even when you are taking your time, its too easy to fall into a slipstream that puts you on the other side of the map. No Mystic Cave..... and they dipped back into the same level pools too often. GHZ gets a pass... again, but CPZ had recently seen a refresh in Generations, and the Lego game, and again in the upcoming Forces. As much as I liked what they did with the level, I think we all could have benefited more from reimagining a level that hasn't been seen since the original game. StarDust Speedway was remade for a Gens BossBattle and a cutscene in S4EII. Its hard to justify the reasoning for not going with other iconic levels. There are so many to choose from that haven't been touched for years. I'm pretty sure half the hype for a S3&K re-release is just so people can get their hands on Ice Cap Zone again. This was their chance! Nitpicks on an otherwise great game tho.
  22. 1 point
    I sincerely hope that Toys for Bob stick around for Crash 5. There's so much references in this game without feeling shoved down your throat. Everything I've seen so far is done in a brilliant way, both new twists and old stuff. This screams Sonic Mania. It's also the best Crash ever felt to control, both on foot and the vehicles I've encountered so far. Eventhough I can see why people say they went a bit too far with challenges, I like this because I know it will take me more time to beat it 100%+, but there's really too much stuff to do, I admit it feels absolutely overwhelming. It's without a doubt the biggest Crash game to date, and so far my favorite. I'm finding it more time consuming than actually hard. Gotta say I love the trickier Bonus Rounds. Also, I'm playing on Retro and I already have 99 lives, I don't think I'll ever see the game over screen 😕 I gotta say for sure that I didn't liked some of the N.Verted filters, especially the one in World 1, it's too hard on the eye. I've noticed you can get the Perfect N.Sanity relic in those, but apparently they don't count. Oh and...
  23. 1 point
    Beat the game Yeah gonna be real, this is my favorite game in the series, without a shadow of a doubt. The gameplay took everything from 1-3 and modernized it wonderfully, while remaining faithful to what the originals brought to the table. Crash is an absolute joy to control in this game, and so are both Tawna and Dingodile. I didn't enjoy most of Cortex's gameplay style, but that's because of me not being a big fun of puzzle platformers. The masks and new moves really do a fantastic job in modernizing the gameplay without straying too far from it, and the story was a blast from beginning to end, my only real complaint there being that I wanted MORE of it. They managed to make references and callbacks without feeling like cheap fanservice, but actual worldbuilding and recontextualizing a lot of things from the games before. As for the difficulty, I honestly enjoyed it overall, I died a lot, yes, I missed crates in several levels, yeah, but honestly, this game wants you to master the stages, you can't go in expecting to perfect every level on the first try because you wouldn't be able to do that even in the originals if you went in blind. We just saw that with N.Sane a few years ago, a lot of first time players pulling their hairs out because the levels either tricked them or required hindsight to be perfected. The game assumes you've mastered 1-3, the difficulty I felt was in no way unfair, there's no backtracking against the camera, there's no pill hitboxes making you slip off platforms, and there's no poorly implemented vehicle levels, you just gotta be prepared to start from the bottom and work your way into mastering the levels like your first time with the old games.
  24. 1 point
    If a true Sonic Generations 2 happens someday I hope they remake the Solaris boss fight. That boss was really good. Plus gotta say I love Solaris. Its design was really nice.
  25. 1 point
    Having beaten the fourth boss today, I feel pretty adamant in saying that this game is pretty fun... when I'm not bothering with the gems at all. When I am, however, it becomes one of the absolute most INFURIATING games i've ever played! Good lord, what the hell were they thinking with some of these crate placements?! I've struggled to get a single 'All Crates Broken' gem since the second world because they put just one or two crates in the most asinine hidden spots they could think up! It's insane! The 'Beat in Less Than 3 Lives' gem isn't much better, especially with the longer levels. And sure, I could just do one run focusing on the crates, then another trying not to die... but apparently there are now relics that require A DAMN-NEAR PERFECT RUN IN ONE LIFE to obtain?! Just... NO! ... *sighs* Thing is, I still like this game in terms of story, presentation, music and general stage design. But when the game gets bullshit hard, it REALLY gets bullshit hard! While I'm not really much of a completionist, I do like to try and complete as much of a game as possible before putting it down. But to be frank, I just don't see myself ever even attempting to 100% Crash 4 at this rate. I think I'd rather 100% Wrath of Cortex...
  26. 1 point
    TfB dropped the ball hard on basically everything that isn't the main levels themselves. Gameplay wise, I like a lot of these levels, but the completion and difficulty spike in general is atrociously horrid. So many of the design ideas clash against each other in silly ways. It's like they realised that since there's no lives counter, they could go nuts with the difficulty, because you wouldn't be risking game overs, but then they immediately thought "we need all of this other junk from the other games" to count or something, and so they copy/pasted it without thought. Time trials have never been fun in this series, especially platinum trials. But Naughty Dog, and to their credit - even Vicarious Visions both realised this, and didn't ask for absolute perfection. You only needed sapphire relics in Crash 3 for full completion, and you only need gold for platinum trophies in N. Sane. The latter was still difficult as hell, but it was doable at least. But Crash 4 is just a total joke. You have levels with literal hundreds of crates in them, most of the time requiring you to go out of your way and risking death to get one or two stray crates. You need to do platinum time runs through these ungodly long levels, where any mistake, any fuck up will send you back to Square 1. You need to get all of the crates in every level, yet a lot of them are hidden in ridiculously cryptic places. Even the bonus stages, the things that were meant to be a quick break from the main level to bolster your fruit and life count has now been turned into a trial in tedium and frustration, missing the point so damn hard that it's not even funny. And then there's the N Sanely Perfect Relics, where they expect you to not only finish the level without dying, but they expect you to get 80% of the boxes, they expect you to do it collecting enough wumpa for the three gems, and they expect you to do basically every requirement bar getting the secret gem. It's just too fucking much, and none of it is remotely fun. It's infuriating, it's frustrating, it's tedious, it's disheartening, and it's all around just completely unfun. Crash 1 has it's fair share of bullshit, but Crash 4's requirements feel like Stormy Ascent in every single level. That's not to mention that these requirements might've been fine for an original Crash level where the level is done within like 3 minutes tops, but that's not the case - these levels stretch on for ten minutes, and even that's being generous. They require absolute perfection for 10+ minute intervals. It's too much. It's so annoying because there's a great game here, but it's just lodged under so much unneeded garbage only thrown in for the hell of it without thought or reason. You get some kind of spin move for beating either the game, or the N Verted levels. Be warned, it's nowhere as effective as the Crash Dash.
  27. 1 point
    It's understandable that Crash games can be difficult to 100%, but jesus christ, Crash 4 goes above and a bit too beyond with the hidden crates and the reluctant relic pains in this game. Especially with longer and bigger levels. Playing the game is fun, but 100%ing it unfortunately feels like a contender for the biggest chore of the series.
  28. 1 point
    The Creeper and Pig Mii Fighters have floating limbs... I'm thinking Rayman might end up being a Mii Costume as opposed to a fighter. I'd prefer a fighter, sure, but it seems less likely now.
  29. 1 point
    Yeah I buy all the characters anyway but I was "sold". This is probably the most complex character in the game so far.
  30. 1 point
    Here’s the presentation in full R.I.P. Travis
  31. 1 point
    I think it would be interesting, cool, and, cute to see Sonic giving Tails a noogie. This could show that they are best buddies. I would love to see that in the sequel.
  32. 1 point
    KoDaiko

    IDW's Sonic the Hedgehog

    Sorry if this counts as a double post, but we got new covers for #34: Now another question:
  33. 1 point
    Cool! Glad Colleen liked it! By the way, this may seem like a random question, but how do you feel about Sonic giving Tails a noogie in the sequel if it happens? Would you be interested since it would show Sonic and Tails' bond with each other or do you think it would be weird?
  34. 1 point
    Yea, I agree. It's doesn't mean anything, but an TV show based on the Sonic movie would be nice to see. That would be cool and interesting to see. Something maybe like this for example.:
  35. 1 point
    Lol it's completely unrelated guys.
  36. 1 point
    SBR2

    IDW's Sonic the Hedgehog

    I think he said on Twitter that he does have at least an issue or two coming in 2021 actually.
  37. 1 point
    You are 100% I have never seen any creator who has a superiority complex over fan games they make. My main problem that started with mania is the whole message of "you are better than sega" and we instead of being critical like in the main line games, we just ignore all of the problems they have, despite the fact that sites like nintendo life and gamexplain bassicaly says otherwise with utopía.
  38. 1 point
    A Boost game with little-to-no 2D gameplay could definitely be done if the designers got their priorities straight. I think some proper adjustments would need to be done (dropping the pretense of being platformers, namely) but it's not some impossible feat. I feel like I'm taking crazy pills as I write the following sentence, as I tried searching for it for a good hour or two or so, and couldn't find anything. But I swear I came across quotes from some interview with the developers of Forces talking about how they approached the entire game under the philosophy of designing it as a 2D game, even describing the 3D sections as behind-the-back 2D sections. Maybe I am being crazy and the above interview/quotes don't actually exist, but you can definitely see such mentality reflected in the level design. Most of the 3D sections are so rudimentary, linear, and shallow that they may as well be 2D sections with a camera positioned behind them. Especially so when you can create mods that change the camera angle and play through these levels with almost no issue; or play the levels while only using one hand/mostly using one button on the controller. The overall point being the developers are not trying and failing to make fully 3D levels with the Boost games. They're simply not trying. Moreover, even if all of the above was false and Sonic Team truly was struggling with making fully 3D Boost games. We still saw with Lost World how they took what was supposed to be a more traditional 3D Sonic experience with substantially different 3D gameplay, and still put giant swaths of 2D sections/2D levels in that game as well. As others have said, 2D sections/gameplay are being abused as a crutch when it comes to designing what are supposed to be 3D Sonic games.
  39. 1 point
    I like the idea of a forward-thrusting homing attack that keeps Sonic at a fixed speed as opposed to adding onto your existing momentum. It'd be a fair trade-off between choosing to fight an enemy or continue running past it, and it'd be easier to control than how most fangames implement it. For all the SRB2 fan mods that attempt to implement a momentum-based homing attack, I like how the vanilla game's electric shield handles it by shooting you slightly forward at the cost of losing most of your built-up speed.
  40. 1 point
    I feel like a lot of ultra complicated reimaginings of the homing attack betray the idea that Sonic is just supposed to be a fun action game that anyone can pick up and play. 'Being too complicated" is a problem I have with a lot of fangames and concepts, but that's a seperate discussion. Almost every 3D platformer makes huge concessions to make jumping on enemies in 3D easier, and Sonic needs to make even more generous ones with the speed he moves around at. All of this is to say that the concept for the homing attack isn't actually worth rethinking. It's simple, intuitive, and serves it's purpose. Filler gameplay like homing attack chains are annoying, but that's not the fault of the move. It's the fault of lackluster level design. Sometimes I remember that Sonic Generations of all games introduced a pretty good dichotomy where homing attacking the enemy would pop Sonic upwards and just hitting them normally would let Sonic bounce forward while keeping his momentum. The game never intentionally makes anything of it in it's level design but I think it's a pretty good way to start wrt making the move work without overcomplicating it. I've been meaning to do a breakdown on how flawed I think Shaymay's concepts are on the whole for a while but he seems to agree with me since he's making a new Sonic video series anyway. Until then I don't see the point in getting too deep into it, but that's just one of many things I think he's wrong about.
  41. 1 point
    DabigRG

    Is Shadow The Ultimate Lifeform?

    They probably wouldn't have had the means to do so at the time--tgr cutscenes just has him hear Maria and then Sonic tells him they've got to give it all they've got or something.
  42. 1 point
    The funny thing is, 99% chance the inhibitor rings had nothing to do with that (at the time anyway). Shadow lost his rings in SA2 so Sonic would have something to bring back with him to help cement his loss. There was never any indication that ditching his rings aside was for a power boost. It wasn't until Sonic X, and later Sonic 06 and the archie comics, started using it as a marker of Shadow going "all out" that we start to see that scene in a different retrospective light. The Inhibitor ring concept came Waaaaay after SA2. It just kinda backflowed into the canon lol.
  43. 1 point
    Interesting point. Shadow falls planet side, but Sonic does not. If we count how many times Sonic goes Super, i.e. Sonic 2 (1992) to SA2, and that Shadow only does it for the first time in SA2, then it cpuld be that Sonic has simply mastered the super form from going super many times before.
  44. 1 point
    Kuzu

    Is Shadow The Ultimate Lifeform?

    Wasn't Gerald going to use Shadow's DNA to cure Maria? His immune system should be immune to disease and fight off what sickness ailed Maria.
  45. 1 point
    Diogenes

    Is Shadow The Ultimate Lifeform?

    I figure the idea wasn't that he could cure outside diseases, but that he himself would be immune to them, and by figuring out how to do that they could apply it to other people. Like, either create an immortality serum, test it on the hedgehog, then move on to humans once it was proven to work, or create an immortal hedgehog through other means, then study him and isolate whatever makes it work to create an immortality serum.
  46. 1 point
    thumbs13

    Is Shadow The Ultimate Lifeform?

    Ultimate Life Form is a description, not a title. Shadow is the ULF because he was gonna cure Maria and can't age. Being strong doesn't make you the Ultimate Life Form, it just makes you strong. Also, Metal Sonic explicitly copied Shadow's Ultimate Life Form data in Heroes.
  47. 1 point
    At the end of shadow's game, eggman tells you shadow is the real shadow.
  48. 1 point
    The term Ultimate Lifeform gets stretched from its original intention. The title has nothing to do with how strong Shadow is, or how fast he can run. The entire premise of Project Shadow was to deep dive into immortality. Rouge's final report on the issue clearly labels the Biolizard the prototype of that project and states that at the time of his capture, Gerald and Maria were able to shuttle the near-finished Ultimate Lifeform "Shadow" onto an escape pod. The events of SA2 support that narrative. Shadow's body makes him the Ultimate Life form. He doesn't age. He is Immortal. He is the Ultimate Life Form. End of Story. Everything else is just fluff and filler.
  49. 1 point
    Natie

    Is Shadow The Ultimate Lifeform?

    His motivations were not to play God, but to create an invincible super being so he could unlock the secrets of immortality and cure Maria's illness. It's not confirmed, but the popular theory is that Gerald studied the Chaos Emeralds in the ruins of Echidna society and used that knowledge to try and recreate a being that could harness the power of the Chaos Emeralds. First trying Chaos (the Chaos clones in the Ark), then Perfect Chaos (Biolizard), until discovering the prophetic Super Sonic mural from Sonic 3, and deciding a hedgehog with upturned spines was the one.
  50. 1 point
    Natie

    Is Shadow The Ultimate Lifeform?

    i was always under the impression that the end of SA2 was trying to say that Sonic was actually the ultimate lifeform. Shadow being a predictive imitation of Super Sonic that didn't quiiiite make it far enough to survive in the end.
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