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Sega DogTagz

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Everything posted by Sega DogTagz

  1. TSR's biggest hurdle is that it is not ASRT-2. That game set the bar so devilishly high, that any departure from the formula was going to look like a step backward. I feel like if they go the safe route and drop a TSR-T on our heads, Sumo will be back in the fastline and the series will go back to getting the accolades and appreciation it deserves. There are a couple of things that need fixing in a sequel, but that is the most obvious, glaring omission that will hang over any Sonic Kart racer from now on. How does it stack up against Transformed?
  2. Unleashed was probably overkill in the transition department. almost every stage (save for skyscraper scamper and windmill isle) would have Sonic blowing through 2 or 3 different biomes from point A to B. And GodDAMN if that didn't make you feel fast. In Arid Sands (there is that man again lol) you start in a bustling bazzar but by the end of the level you have outrun the stretches of humanity and infringed on ancient ruins. In Rooftop Run you start out downtown, but end the level spanning the aqueducts you saw in the distance early on. Just by changing the scenery over the course of the level, your adding to the immersion of speed. There is style in that. These levels can't contain Sonic. He's too sexy fast. Its one of many reasons why I adore Unleashed. Stage transitions being used as story telling is something that gets a lot of attention. The burning of Angel Island in Sonic 3 comes to mind there. But it can also be a super effective tool in building up style. Blowing up ships using the rocket accel move in heroes Egg Fleet then transitioning to the nosecone of another flaship? Beautiful. Running along the hovering platforms in Windy Valley in the eye of a tornado? Amazing. Getting stalked by an oversized Chomper for a few seconds if you try and get cheeky with water-runing shortcuts, but being given juuuuust enough time to play with it and find a shortcut or two before insta-death? Golden. By making the set-pieces that transition the level playable, it adds a whole nother layer of style points. I thought Mania handled that really well too. In Chemical Plant Zone act II, you step on a syringe and change an entire factory's worth of Mega Mack into an entirely new platforming tool. That's creativity in letting the user alter his environment right before your eyes. Platforming style.
  3. Haha! I won the day on July 4th! 

    I forever brand this day to be DogTagz Day! They shall shoot off fireworks and consume chili-dogs with or without chili in my honor!  


  4. Presentation. Plain and simple. Or to make it less plain and simple, the ability to not only show the characters doing their most breathtaking feats, but also putting the player in charge of these moments and giving them the ability to make the magic for themselves. Far too often the games lean back on automated controls or QTEs for its dynamic setpieces. The parts of the game that truly make Sonic stand out. Even within the same game you can dig up numerous examples of properly and ill fated attempts at crafting style. Lets look through a few examples shall we? This. This right here is a bad example. *dodges bricks* I know its one of the signature moments of one of the signature games in the franchise, but this is fake style to me. Its clearly a setpeice. Designed to get the blood pumping and show off Sonic's amazing speed and attitude, but it robs the player of any need for input. You could just as easily put the controller down and Sonic will accomplish the feat on his own. The style is there, but its hollow and meaningless. Especially when you put it next to something that nails execution and knocks it out of the park. This. This so much. This is poetry in motion. Its giving you the same in-your-face attitude and adrenaline of the first example, but giving you full reigns of the controls to guide Sonic down the side of the skyscrapper. Its not showing you Sonic being a badass, its actually letting you be the badass and do the kinds of things that Sonic can do that other platformers just can't. Going Down is one of the best moments of style in the series. Not only is it a spectacular transition break from one of the best stages, but its the definition of the style the game wants to portray to the player. He spends an entire level rocketing round skyscrapers and playing piggyback with helicopters, only to skip the elevator on the way down and just run down the side of a building. Short. Simple. Sweet. STYLISH as HELL. Sonic games are always heavy handed with the setpieces. Outrunning avalanches of some form of another have been used multiple times. The Gun Truck also serves up another example of a dynamic setpiece that shows off Sonic's style while not taking away the controls. But not every set piece has to be grandiose and flamboyant. Sometimes, little effects here and there can have the same effect. Cue up another example (and probably my favorite example in the entire series) Man I miss Unleashed. But Arid Sands is a perfect example of building style right into the gameplay. On approach to the final stretch of the level, Sonic enters some degrading ruins. The game is wide open and encouraging you to pour on the speed, so you'll naturally enter this space at a good clip. As you run, the pillars ahead of you will start to crumble and fall horizontally across the road ahead of you. You can play it safe and slow down, or you can choose to live life like the fastest Hedgehog alive and blaze right under them before they can fully topple. Style points. But the real essence to this bit is what is around the next bend. As you enter the next open ravine, you are given the same visual cues and the same choice, this time spying much larger falling boulders. On your first playthrough, with a Sonic that doesn't have all the EXP poured into it, Sonic actually won't have the speed to accomplish this feat. You'll smack head onto the falling rock and your pride will take a significant blow. Even a modestly invested Sonic won't come close to making it. But after you beat the game? after you beef out your hedgehog bod to the max? Sonic cruises past all rocks in style. Your perseverance and bravery to be the daredevil is rewarded with pure sexyness. The stage even ends shortly after this stunt to give the player time to bask in the afterglow. Its straight magic and a little piece of style hidden in broad daylight. I could go on for days, but I think I've summed up my point well enough. Style is all about how is presented to the player. And if the game devs can show me how cool I can be, without taking the controller out of my hands to do it, then they are doing their job the right way. IMO anyway.
  5. To be fair, that was an entirely different form of mismanagement. Forcing that project to the WiiU ensured that it would be DoA. I think its perfectly reasonable to take a "lets see some proof" stance given their track record on quality. But I'd rather them allocate more years to development than be stuck in limbo with the alternative.
  6. I'm not about beating a dead horse. But what did you expect to happen when you posted in a discussion forum?
  7. Forces is a question mark. Its highly likely much of that time was spent developing the engine and not the game itself. Furthermore, there is plenty of speculation that Forces was something else, before changing direction in the 10th hour. Forces doesn't feel like a game with a four year dev cycle, because it probably wasn't. And I would argue that most of Forces problems have to do with direction, rather than execution - which is less of a problem of dev time and more of a problem of who they put in charge of the dev. Either way, Sega has gone down the quality control path before, with middling results, so there is no reason to take them at face value here. But if they are going to take their time moving forward, it can only help. It ducks the issue of rushing games out the door, which is the noted downfall of games like 06. It allows time for more development tweaks and polish, which never hurts. And most ironically, it actually protects the franchise from Sonic Team themselves. Worst case scenario they can only hurt the franchise once every 4 years. The movie, comics and videogames not made by ST can clean up that damage and build a positive rep in the meantime. Best case scenario, they fall backwards into a masterpiece. win, win.
  8. It had a lot of things going for it. 1. It was offered right on the heels of the Movie. Good synergy like that helps. 2. March (the month is was available) was the height of Cv-19 lockdowns, so people were stuck indoors. 3. Sonic is still a name. 4. Due to rampant Sonic Team pessimism, more people were likely willing to give the game a shot for free, rather than pay for it. Still a fun feather in the cap for that game tho. Especially considering the other 4 games it shares that distinction with. Back on topic tho, it does show the overall health of the franchise. ^^ Not too long ago people where worried about the entire thing going under. We can put those fears to bed at least through the second movie lol.
  9. The movie came out and surprised everyone. The comics are well on their way, and have even turned the tide and started to bleed back into the games (Hi Tangle and Whisper). Public perception of the franchise is stable considering we haven't had a main series game to drag it down since Forces... and speaking of Forces, it just got a bump of good news. Thanks to a timely release, it ranks among the top redeemed free PSN+ games. Pretty dope. Almost all of the reasons to lose faith are coming straight out of Sonic Team. We have no idea what direction they are going to go with moving forward. Being pessimistic about them is one thing, but I see no reason to cast a bleak light on the franchise as a whole when the other factions of it are pretty much smashing homeruns. While the videogames will always be the center of the franchise, the movie might be more visible at this point. Which is crazy when you think about it. No reason to lose faith in the franchise when its still printing money like that.
  10. If we open the door to find more Warp Topaz sitting around somewhere... then doesn't that also blow open the possibility of locating a second Phantom Ruby? Can't make it too easy to get their hands on these mythical gemstones. I'd much rather have him figure out a way to get his previous possession back from Eggman.
  11. Chucked a MasterBall at a Shiny Dusk Form Lycanroc I found in a Raid Den. 

    I was not letting that puppy get away. 

  12. I'm not too worried about that. Looking back at Sonic's original design for the movie, SEGA was noted about being against that entire mock-up. On the movie side of things they moved away from source on the main character, and had enough clout to get that design all the way to the initial trailer. Had there not been a universal uprising, Sega likely would not have been able to do anything about the original design, and would be left to twiddle their thumbs in the corner. Their idea's were "noted", but ultimately no match for the vision/clout of the peeps in charge of the movie. Sega can suggest changes and storylines all they want, but if their concerns of the design of their flagship character can be so easily pushed to the side, I doubt they are suddenly going to have the authority to start commandeering plot lines or the like. Particularly so considering the people in charge of the movie will likely have even more leash to play with this time considering the popularity of the first film. For better or worse, they put their IP in someone else's hands.
  13. Is that really a hindrance? I mean, the space colony ARC is a secret instillation. The whole point of that is that its been up there all along, and almost nobody knew it was there let alone the kind of super science that went on up onboard it. The movie could easily show us "today's Earth" with "today's technology" and immediately transition to the ARC without skipping a beat. Thats the whole point of the secret part. It'd be no different than Independence Day blowing the doors open on Area 51.
  14. has anyone here tried out any of these online mattress brands?

    Care to share your experiences? Good and Bad reviews are helpful. I'm looking to buy soon. 

    1. Ferno


      my current mattress came from walmart and was one of those mattress-in-a-box type deals. feels just like a regular mattrest tho, has springs in it and everything

  15. I hope Sega's big news is that they have acquired Platinum Games and given them full run of all their IPs. 


    Sequels to all the cult classics confirmed. 


    Good Sonic games confirmed. 


    They could do some wicked things with that catalog. 

    1. Teoskaven


      Lmao, Platinum has been pushing for independence and self-publishing for a long time, they're not gonna run back into SEGA's hands after the shitshow that got thrown at them for Anarchy Reigns.

    2. Won't Stop, Just Go

      Won't Stop, Just Go

      Platium and Sega's relationship has been terrible for a long time now

    3. Thigolf


      I doubt that they'd dig much in the back catalog of Sega or even IPs given how Atlus doesn't either.

      So I don't see any positive for it other than steady finances, but they got by fine over the years, so...

  16. In a cute nod to Sonic being an impressionable little kid, Sonic slid under a bus with a travel ad for Paris France right before he threw the ring to go there. It was literally the last thing he saw, so it makes sense it was the first place he'd think to go. I thought that was a nice touch. ^^
  17. Not sure if anyone has asked this yet, but considering that we've seen a good bit of Dr. Starline it seems like it is worth asking. What "game inspired" ability could a trio of villains including Starline have in common? (or complementary powers that would make them an obvious team). Starline's warp topaz doesn't strike me as all too "game inspired"... its comic inspired if anything. Unless you want to count it as a riff on the Chaos Emeralds, and the next two cronies will each have their own unique gemstone of power... What goes with Warping?
  18. I don't think the context around that quote allows for you to come to this conclusion. While she did state that she did not believe Sonic was capable of bringing about such devastation, she immediately qualifies her infamous stance with the precursor - and I am directly quoting her here - "Even if that was true". There is no other way to take that then to accept it at face value. That is not a mis-spoke or a poor choice of words. That is direct intent to quantify the significance of what she was about to say next. She meant every word of what she said. The stance is given further contextual clarity, as it foreshadows the exact events of the game whereas at the end, Elise is given that same very specific choice, and makes the decision Amy can't. Unless you want to claim full on translation error, I don't think the English language allows you any wiggle room in defending that claim. I'd be interested in a direct hard translation from the Japanese version if anyone is capable of doing that.
  19. Just to provide a spot of clarity to anyone who didn't play the handhelds In Battle Amy more or less forced Cream to participate in a few Boxersize matches, to which Cream was a vocally unwilling participant (which was even more jarring considering this was Cream at the height of her pacifist persona). Boxersize was essentially sparring, so Amy was forcing Cream to defend herself in combat, in the name of getting fit enough for Sonic to notice her. Amy was so focused on getting fit, that Creams objections fell on deaf ears and Amy's own health took a turn for the worse due to over-exertion. In Rush, Cream introduces Amy to Blaze and remarks that her adoration of Sonic makes her short-sighted, to which Amy responds violently. She makes a clear threat and chases her with her Hammer. Cream shouts something along the lines of "Not Again!" making it appear that this is not a rare occurrence. The altercation is short lived.
  20. Well I can't speak to that. Never happened to me. This I can speak to. There are without a doubt a collection of cheaters in this game. Just yesterday I ran into a user named "Hacker" and his Shadow character took off like a rocket the second the match started. Like he was boosting with no aura. Wasn't even using the skating animation. By the time the other 3 of us made it to the first row of item boxes he was already well beyond our range. Using the minimap on the sidebar, he finished the level before any of us made it halfway. Other cheating is much more subtle, but that was outright blatant. Good players learn the blind spots in each map. There are sections on almost every map that can be abused by savvy vets. Loops and corkscrews being the most obvious. Its completely possible to take advantage of the game and screw over the poor souls behind you with something they have no way of dodging. Planting traps on steep hills or declines can also make them impossible to jump over, turning something that is easy to dodge, into a nightmare. The inclines and sharp turns messes with the hitboxes. I remember having quite a bit of salt before I figured that out. I felt like the game was missing my jump or dodge inputs - but in reality, the hitbox manipulation meant I was doomed whether I jumped or not. Tails' Tornado trap is a death sentence on a corkscrew. The funny thing is, that its almost all Human players that take advantage of those tricks. AI bots don't really have that move in their playbook. They mostly stick to laying taps that are perfectly aligned with natural obstacles or item boxes. (It super easy to tell when your playing against an AI Rouge because of that lol). I think the handful of AI players that populate some of the races get away with more. I've seen them run through some traps w/o a penalty.
  21. To be fair, wouldn't the law of averages dictate that the higher you are on the rankings, the more likely you are to be put in a match with someone who is cheating? Those guys who cheat constantly win and are very much more likely to be hanging out in the highest tiers. Therefore, legitimate players are more likely to run into them when they start reaching that upper echelon. The game doesn't "curse" you, it just matches you with people around your reputation level and the likelyhood of being matched with a cheater is higher once you reach that elite threshold. As is the likelyhood of getting matched with very strong and sometimes overleveled legitimate players. I don't think the game manipulates races to keep you from advancing. I think there are certain ranges where you are just hella more likely to run into cheaters. I've also noticed that playing during certain times of day also greatly increases the odds of running into cheaters and grossly over-leveled players from other parts of the world. That's where losing streaks come from. Its hard to win when the other races have a higher footspeed, more attack opportunities and greater resistance from your atacks. The deck is just stacked against you in those races. Sometimes its just better to fight the urge for one more race to end on a good note, and cut your losses and come back in a few hours when the playing field is more level.
  22. The balancing feature works both ways. If the matchmaking throws you into a lobby where you are outranked by the other contestants, then the penalty for losing is severely minimized and the reward for winning is almost doubled. Getting curb-stomped by someone who had 300-500 more reputation than you has almost no impact on your own reputation. even if you come in 4th. (However losing to someone with significantly less rep than yourself leads to massive losses). The game only really punishes you when you lose matches that you have no business losing. I don't get the unplayable chatter. Sure its got that Mario Kart vibe to it where you can get robbed at the last second via an item, but I've never had a problem winning at a decent clip. I made it up to the Elite tier without a problem.
  23. Rush handled it best. You had to downright ace every mechanic to earn the top rank. A fast time alone wouldn't do it. Collecting all the rings and not getting hit wouldn't do it either. The only way to champion a stage was the find the optimal path, with the most rings, the most trick jumps and all the while completing a flawless speedrun all at the same time. I think Rush was the last game I played where I felt I had to outright earn my S rank. Nowadays they get handed out like candy for avoiding death. I understand the viewpoint against ranking systems. Nobody wants to get scolded by Sonic - but at the same time I feel like avoiding that misses out on the charm of the character. If the player isn't making him look like a beast, he's the kinda guy who will let you know. And its not like the difficulty curve of any of the modern games is so great that children can't muster up the skills to tack on B or A runs with a little practice, short of Eggmanland. If you hide behind the concept of not making the player feel bad, then you'll miss out on the charm that can be added by that. The out-of-tune Orchestra in Unleashed is a perfect example. Omega stating that he was falling short of Gamma and Beta was another. You loose that by coddling the player. The ranking system in recent games has been watered down to the extent that it doesn't even matter anymore. I want to see the rankings re-balanced so that those fancy S ranks are reserved for only the truly elite passes. One solution could be re-balancing the ranks between modes. Offer a score attack for people who want to play that way. A time attack for pure speed. And the story mode could be a middle ground. That way, people won't feel too punished for playing their way, and everyone else has options to push their limits in the appropriate avenue, without being held back by the casuals.
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