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JezMM last won the day on February 21

JezMM had the most liked content!

About JezMM

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    Nintendo, Sonic, Writing, Drawing, Cats and Mollfie are the things that make me much happier than the things that don't make me happy.
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    Broadstairs, UK

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  1. I wouldn't really want the main series to be retconned just because movie Sonic is more engaging from a character perspective. I also think it's reasonable to dislike the "multiple versions of the character" thing... though at the same time it's like... well, dislike it all you like, not gonna change the fact that that's the angle the Sonic franchise has gone for, and has ever since the 90's, lol. Either way, Game Sonic doesn't need Movie Sonic's sympathetic backstory retconned upon him to tell interesting stories. Just good writing.
  2. Honestly I don't think there's an issue with different voice actors when they are for blatantly new interpretations of characters. Movie Sonic is not the same character as Game Sonic. They're both Sonic, but they are not the same person... y'know? It was actually weird for me when Sonic Boom went ahead and used the same voice actors for these fairly different designs, and as the cartoon progressed, fairly different personalities too. And that's not to throw any shade at the VAs in question, in fact, it was Sonic Forces that made me feel out of sorts because over the last few years I had SO come to associate the current voice cast with Boom. While I'm very glad that game Amy sounds like Boom Amy rather than going back to her Minnie Mouse-esque voice from Generations and Lost World, it was weird to hear that voice playing "regular Amy" rather than Monica from Friends Boom Amy (but even though the rest of the guys didn't change their voices for Boom, it's was still weird hearing them playing the not-neurotic versions of Sonic, Tails and Knuckles again). Consistency makes sense when it's the same character. Roger for Wreck-It Ralph? Of course, that's the same Sonic that's in the games (albeit in a weird side-universe where said character is essentially an actor who plays themselves rather than JUST themselves). But Roger for this new Sonic would've been off. Actually Roger's gruffness could have completely made the endearing kid qualities of this Sonic fall apart and just have him come off as annoying.
  3. Here's my ranking of Eggman henchmen in Sonic video media coz I dunno what the hell are you doing with your Friday afternoon that's so great? Yeah thought so shut up


    1. JezMM


      Also coz I just keep thinking about how I find something about Agent Stone and Robotnik's interactions inherently funny/charming even though I can't think of any specific jokes that actually made me laugh?

    2. Big Panda

      Big Panda

      EDIT: oh wait you said video media

    3. Pelvic WOO! engine

      Pelvic WOO! engine

      You forgot agent stone's stone counterpart.

    4. JezMM


      I was gonna include him but I wanted to give Scratch and Grounder a chance y'know

  4. Regarding the risk thing, I think the fairest compromise between the two sides of the argument would simply be that the answer is more complex than a straight blanket yes or no. Was the movie risky in terms of Sonic's brand identity? Yes - Obviously Sonic needed no more bad press, and the live action animation hybrid had risk of alienating fans. Was the movie risky in terms of execution of the concept? No - As said, the movie's humour goes for broad appeal and is rarely very clever, the plot is a pretty basic good vs evil, "real power of friendship" deal, the film does not challenge audiences in any way whatsoever (that's fine of course, not every piece of media has to be challenging to be enjoyable). Was the movie risky in terms of budget? No - or at least, my understanding is no. The scope of the film was influenced by it's budget anyway and we know Detective Pikachu was much higher, etc. The 2 x "No" and 1 x "Yes" here doesn't infer an overall "No" by the way, I think these three categories are fairly seperate from one another.
  5. They probably weren't aware of it being a recurring gag in the series (hell I'm not 100% sure if SEGA even are aware) but I'm glad the Sonic movie added another Sonic faceplant moment to the collection

    1. Blue Blood

      Blue Blood

      It's so sporadic and non-obvious, I've never thought that it's an intentionally recurring gag. Just a joke that they rely on for no particular reason. Kinda like the fact that they also repeat "long time no see". If it was an intentionally recurring gag, it would probably show up a lot more often and more clearly than it does. There are plenty of time when it could be used and simply isn't.

    2. Soniman


      It's been over ten years since that face plant gag was used though? Black Knight was the last time I recall 

    3. Blue Blood

      Blue Blood


      You could include the Rise of Lyric reveal trailer, I guess? It's not in the final game though (like 90% of the trailer).

    4. Indigo Rush

      Indigo Rush

      Doesn't Sonic eat dirt in Forces?

      Not sure if he faceplants though, but heyooooo

    5. JezMM



      Yeah this is why I added that note that I don't even think SEGA is aware lol.  Like Blue Blood said, it's probably all coincidental.

  6. I think it's kind of cynical to conflate "good" with "mediocre". I feel like most people here are saying that it's a good movie. They enjoyed it. You don't enjoy mediocre movies. Mediocre movies typically feel unsatisfying and like a waste of time, and it feels like people who felt that way are in the minority on this one. Stuff can still be good and enjoyable in spite of it's shortcomings, if it couldn't we wouldn't all be here coz boy howdy have you guys played a Sonic the Hedgehog video game. I can appreciate the idea of "guys stop if you say it's good we'll get another sequel with olive garden jokes and sonic will fart twice next time!!" but I feel I enjoyed it enough that it is not worth sending a negative message of "no, not good enough, no more of this ever again please" to the creators. Coz like... nah, honestly, it was good enough. Not exactly what I wanted, but I enjoyed what I was given, and I'd take some more for sure.
  7. Known actors help sell movies. Sonic's existing voice actor is not known outside of the video game/anime nerdosphere really, and Jim Carrey is extremely well known for his ability to play wacky, larger than life characters, which Eggman typically has always been. Carrey's Eggman is a very unique take on the character, but I think that was the film-maker's intent anyway to provide a new interpretation of the character and let Jim play in the space. While Ben Schwartz isn't SUPER well known (yet, I think Sonic has been a big boon for him and the guy deserves it), I do think his higher-pitched Sonic voice lends itself better to this excitable "kid" version of Sonic who is still figuring himself out than Roger's voice would have (who much better fits game Sonic who knows EXACTLY what he's about).
  8. It's a shame people are so iffy about this movie, saw it the other day and really enjoyed it. It takes a little while to get going - the first half didn't make me laugh all that much and was a bit laden with some things that have gotten a bit tropey for this style of movie (every character getting introduced with a freeze frame and implied hand-written quirky "notes" from Harley as she narrates etc, or the way the plot keeps doing a "oh whoops I should probably explain why this happened" after a sudden occurance and then time winding back a bit - although while the framing is a bit of the cliché, the non-linear narrative does work well). But... yeah once the movie got going it was really good, I laughed a LOT during the second half, the fight scenes were suitably wacky and fun, and the characters are incredibly likeable despite being mostly awful people. The only thing I will say is that marketing this as "birds of prey" was definitely a mistake - it is Harley's movie first and foremost, and the amount of screentime each main character gets can be pretty distinctly ranked. It's best to go in just expecting "a story" where each character is as important as they need to be, rather than assuming it's gonna be a proper ensemble cast movie. For the record, I don't really consider myself a DC comics fan much and didn't watch Suicide Squad. So no attachment to that movie is necessary to enjoy. Hell it's probably better since you can pretend the Joker Harley is referring to is one of the good ones and not the cringy one from SS.
  9. Yeah you've kind of only gone halfway with the "3D is expensive" logic. With animation, every single unique element has to have some work put into it, nothing comes for free. They didn't make a big open video game environment, they created geometry for the exact shots they had planned out, they lit those shots exactly for what the shots needed, etc. You'd probably be surprised at what limitations there are to what they created under the hood. Plus, to be honest, people who aren't satisfied with the glimpse we got are probably those who never really cared for the live action angle in the first place. No amount of time spent in Sonic's world would satisfy such people, they'd always want just a bit more, and it would only serve to delay the film's main identity as "Sonic on Earth". Spending more time before going to Earth would be really weird for the pacing, you'd have the in media res opening, then an introduction to Sonic's once normal life... then a bunch of stuff... then Sonic goes to earth, and then we have ANOTHER period of introduction as we now show you Sonic's current normal life and introduce the human cast too. It'd just really clutter things up. This movie isn't about Sonic in his own world - the film's pacing should embrace it. This is cool but I have to admit it felt like a no brainer to at least include a Crush 40 song on a radio in the background of a scene or something, a real shame that they didn't (though at least Friends showed up from Sonic Mania, I really wasn't expecting that).
  10. JezMM


    Whoops realised the other day I'd neglected this topic but didn't realise for 3 weeks on end lol. Chamomile #146 Chamomile #147 Chamomile #148
  11. I should clarify that when I imagine multiple goals, I don't mean in the same sense that past Sonic games have had missions - I mean more like collecting emeralds as Knuckles in Sonic Adventure 1/2 works. Your path through the level ends up being a big wibbly wobbly mess where you crisscross all over and part of the challenge is finding HOW you're gonna get somewhere as well as how you execute upon it. Granted, one good thing about having wide open levels is you COULD easily make additional missions without having to worry about them being repetitive too much (beating a level in a certain time is a trivial mission if you can already play the level fast naturally, for example).
  12. The only way I can imagine a free-roaming skatepark style stage design working in 3D for a "Sonic 64" style re-think is to change the objective to be many within a stage rather than a point A to point B affair. I'm sort of imagining something with Sonic Forces' "mission control" style voiceovers but... instead of the narrative of the stage just changing as you go through it, Sonic is actually doing stuff and solving the problems that are brought up. Like the most basic scenario is "Eggman is attacking the zone, there's a badnik generator at the top of the volcanic hill!" and the player has to use the skatepark-esque stage to make their own way to that one tall part of the stage with smoke coming out the top. Then once you get up there and bop the thing, two more generators appear, and you now have to make your way to those in whichever order you prefer. Objectives would gradually become more complex/numerous as the stages progress, possibly with the order you do them in also affecting what objectives pop up next, leading to a dynamic play experience. IDEALLY... the level designs are clever enough to anticipate some of the most common routes through the stages, and provide interesting things to interact with on those "typical" paths, but there is always that fear that players will discover more efficient but less fun paths. It's hard not to imagine the plethora of videos of 3D fangame engines I've watched where as soon as the creator applies their impressive physics system to a stage intended for platforming rather than testing those physics, most of the video is Sonic rolling down slopes and making football-field clearing jumps over mountain ranges of interesting geometry. At that point... forget all the clever physics you made. Sure it takes an understanding of the physics system to achieve, but it often looks stupidly easy to perform these ridiculous acrobatic feats when you know how to recognise slopes and jumps that you can use. Once you achieve that... well, you might as well be playing Sonic Forces, where playing well was the most boring platforming experience because it just sent you straight into shortcut after shortcut where you sailed over all the more methodical, lower routes (not that there's much fun to be had on those either, it's all pretty uninspired stuff, but there is more jumps to make down in those areas). Anyway, back to that original concept of wide-open levels with multiple objectives dotted around rather than a single end goal, heck if I'd know how to incorporate badniks and combat into that which wouldn't get in the way of the platforming or just add slowed down busywork for the player that is completely different from the gameplay "language" they use to get around the stage. I suppose one could argue that if we're throwing out the guidebook to "what is Sonic" there is a validity to the question of "maybe this game design concept would be better without enemies". You could even justify it in the plot by having Eggman announce that he's scrapped badniks this time in order to put all his resources into colossal boss mechas that are fought using the platforming mechanics to get around them etc. Not totally out there. In a sense, you could even use these mecha boss stages to sort of be like the Bowser levels of this "Sonic 64" - providing concentrated tests of skill on a more linear, immediately punishing course to act as a change of pace from the regular wide-open stages where there is less threat but the fun comes purely from the act of movement.
  13. Honestly for Wario even just some more music would be nice, it's pretty bizarre that in Wii U they seemingly acknowledged the lack of Wario Land content by like... making his shoulder barge move more prominently Wario Land-ish and... adding a single music track from the Wii Wario Land. I won't lie though, Gamer is an interesting stage, it certainly does the "everyone get out of danger" mechanic in a less clusterfucky way than Norfair does, but it also feels like one of those unfortunate artifacts of the time Wii U/3DS came out. Gamer is a stage that made sense at the time, representing a memorable point in the most recent release for Wario, but then when Ultimate comes out it causes this stage from what would turn out to be a pretty small footnote in Wario's overall franchise to come off as an unsatisfyingly large portion of content for his franchise, considering, yeah, it's one of two stages for him. If Ultimate had thrown in a new stage for every franchise it would've been fine, but since they only did Mario and Zelda for that, some of the other franchises feel very neglected. Windy Hill has the same issue - not a truly notable stage in the franchise's history, but an unfortunate artifact of being the latest when Wii U came out and then not recieving anything new in Ultimate. It's a shame because Ultimate would've been a great opportunity to cover notable locations from each franchise that had somehow gotten missed due to, like Wario and Sonic, only getting two stages of "the obvious choice" and "the latest choice" over the years. Like, obviously New Donk City and Great Plateau Tower are perfect choices for Mario and Zelda, though if they also got the honour of a "catch-up" stage as well, it feels really weird that over the years we've never had a Bowser Castle stage or, much as I don't personally care for the game, a Link to the Past-based stage. I'm sure most franchises have some location or another that is extremely iconic for fans and yet doesn't have a Smash stage, and would be worth dipping into the past to make rather than automatically just doing a stage from the latest game. Having said that, all the above is a little picky and self-entitled, this is all hypothetical "in a perfect world where they had the resources", I'm pretty satisfied with what they offered up in Ultimate, there's really no chance of getting bored with the stage selection in spite of the focus on old stuff. The new music does a lot to freshen up old favourites too, in fact the only stages that really ever make me go "ugh not this one" are the ones where no new music was made available. So uhh... yeah, looking at you again, Warioware lol. I'd pay through the nose for a stage pack DLC though. Even if it mostly just added the missing stages. Actually I was really hoping they'd surprise us with a few freebies like 3DS/Wii U did with Mario Maker and Duck Hunt (on 3DS), but a year in I'm not expecting that anymore.
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