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The Man On The Inside

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  1. Clearly the worst part of Forces was when Vector said "less" when he should have said "fewer" :P

  2. At what point did Sonic Forces lose you?

    The first time we saw double boost and that song played. I hate that song, and after of years of blissful instrumental soundtracks (Sonic Runners hnngg), having a cheesy rock theme with 0/10 vocals was and is a massive step back into the 2000s. Then I reasoned that it wasn't aimed at me, and that's what Sonic Mania was/is for. When I saw that, my thinking went from "can't wait" to "hope it's not a trainwreck" (which thankfully it isn't but still not good enough).
  3. What is so bad about Forces gameplay?

    I remember we worried about Generations because the demo was of Green Hill Zone, but people called it Straight Line Zone. However, when we played the game and got to Sky Sanctuary, it was a marvel to behold the multi-pathed level design. This continued as the game went on. Seaside Hill Act 2 is often brought up, as it was at the start of this thread, as an excellent example of multi-path level design in a modern 3D Sonic game. Forces doesn't reach anywhere near that. Yes there are a few examples of an extra path here and there, but that Seaside Hill act still beats all of Forces in terms of level design and interactivity. Every level ends about 90 seconds in after holding boost for well over 40 of those seconds. Classic is worse than Generations because it's even further away from Mania than Generations. Sonic behaves in ways you wouldn't expect, and much of the sequences where you roll up an incline are scripted. He feels like he has a huge iron weight chained to his legs. This is one of the worst jumps in a Sonic game. Avatar doesn't need to exist, but that's not the question being asked in this thread. What's wrong with the Avatars is that they lack air control (or at least the hedgehog does) meaning you can't correct yourself during a jump. All of the wispons are the same in that you press fire and everything dies with the possible exception of Drill. The actual wisp abilities are reduced in what they can do from Colours, and you can only use one of them at a time (I'll be honest, they probably don't need to be in the game at all). Automation, scripted sequences, heavy jumping controls, but all worse than before. That's it really. Back to the drawing board (while Sonic Utopia and Green Hill Paradise Act 2 are playing on a nearby screen)...
  4. Sonic Forces - OST Thread

    Unpopular opinion but I feel like those Avatar tracks would be better without vocals - it's not that the singers can't sing, it's more the lyrics themselves are way too cheesy. I really hope that they release an official OST on Spotify with instrumental versions of those tracks. Listening to Park Avenue has me cringing one moment and smiling the next - same goes for Spaceport. "THIS IS JUSTICE THIS IS WHAT'S RIGHT", please no. I honestly wouldn't mind the lyrics if they weren't so cheesy (probably originally written in Japanese and then translated).
  5. where will sonic team go from here

    What they probably will do, is look at review scores, sales etc., take some but not all of it into consideration, think of an idea that they want to try out, shoehorn it into the next game, receive a 68 on Metacritic, rinse and repeat. What they need to do however is go back to the drawing board and make Sonic work in 3D. Successfully translating what makes something like Sonic Mania good into 3D is, perhaps unfortunately, what it would take for this series to shine again. And yes, getting another group of developers to create a Sonic Adventure-esque game in the same way that PagodaWhiteHeadCannon made Sonic Mania is an interesting idea.
  6. Tee Lopes stream back up

  7. Iizuka suggested Mania be the way it is? Huh. For all the hate he gets, that is a brilliant move on his part. You would have thought he would have said no to something like that, but wow.
  8. Official Sonic 2006 topic

    It's strange to think that that hype, those trailers, and that legendary E3 was ten years ago. Honestly, while many people here and across the web see the game as source of fun in a joking/mocking way, or as source of rage due to its glitches, to me it's a source of pure sadness due to the effect it has had on the franchise (or perhaps, the way the franchise is now perceived by the general gaming culture). Without this game, would we still have all the memes? Would that sonic dreams collection thing even exist? Would several YouTube let's players be half as famous without it? It's depressing to play and talk about this game, because of what it has indirectly caused. Sonic 06 is basically responsible for the current "times", in which the Sonic franchise is a meme and exists to be made fun of by the internet, rather than a beloved gaming classic.
  9. Are Game Reviews Becoming Outdated?

    So, publishers like bethesda and reviewers like jim sterling are in a constant battle with each other. What they fighting over is greater influence. Believe me when I say that reviewers and journalists are fully aware of the power they wield to "influence the conversation", if you know what I mean. That's probably too much power, so this is bethesda trying to take some of that power away from them. Excuse me if I wax lyrical here, but: Personally, I don't like how a reviewer can call a game bad, and then that becomes the gospel truth. I once heard the argument that a review is just an opinion that you don't have to agree with, but I don't feel like this is really the case. A review takes the opinion of the person writing it, and empowers it with such weight and influence, that it ceases to be an opinion - it becomes the truth. Now you look like a fool for disagreeing with the truth. The truth is, with a million people watching, they don't just listen - they believe. Restricting the privileges of the games media to try and reduce their power is something I can personally get behind.
  10. Sonic Utopia

    Beautiful music, scenery, and controls. Toggling whether or not Sonic is curled by pressing a shoulder button is exactly what I would do were I to make a 3D fangame, so that was nice to see in there It is labyrinthine in design, but as a result is filled with secret areas. Discovering these, as well as gazing across the landscape at some distant corkscrew and wondering "how do I get there?", put a huge grin on my face. I was finally playing what I had imagined in my head when discussing the perfect 3D sonic game. There are tons of slopes and winding paths, and staying on them is the challenge. It's fun to perilously navigate these at high speed, barely make it, but hit a ramp with all the speed you've managed to maintain by not falling off, and fly high into the air, fully in control of whether or not Sonic is curled up the the whole time. I was so happy to be playing this. I am so happy that this exists. Seriously, this is like a cure for sadness - it's just so nice to run around this environment with these controls and this music and it all working so well. This is excellent stuff, and crucially, this is the type of thing that doesn't require being a Sonic fan to enjoy. Now, to compare with GHP2. GHP2 features a truer representation of the classic physics - the direction in which Sonic is travelling is the "updated" forward, meaning it gets overridden when going down a slope, for example. I think I prefer that to the physics in utopia, as there were occasions where I wanted to drop into a half pipe, but it didn't really work as I was perpendicular to the direction of the ramp. While this makes sense for a snowboard or a set of wheels, Sonic isn't a cylinder, he's a sphere - meaning when I roll down that ramp despite facing 90 degrees to it, that ramp's direction should become the "new forward" when I roll down it. GHP2's physics + utopia's music, level design, aesthetic, and crucially, controls = perfect 3D sonic game?
  11. Has it been confirmed anywhere that "re-imagined classics" is strictly limited to just 16-bit Mega Drive/Genesis stages? Might be interesting if that's not the case, so we maybe would get to see the Sonic Mania interpretation of a GBA stage, or even an SA1/2 stage
  12. So I got to play Sonic Mania today at EGX. Some thoughts: -I think that the drop dash is a fantastic new move. I was using it basically every jump. For those unclear on how it works, you jump into the air using A and hold X to start a kind of mid-air rev. If Sonic hits the the ground during this rev, you'll spin dash instantly on landing. I was pretty much constantly using this move once I figured out how to do it. It lets you spin dash without stopping, effectively. -Physics are perfect as we all knew they would be. -There was a blue ring monitor that I couldn't figure out what was for (idk if you guys know what it does tho) -I was able to play through GHZ and SZ before my turn was over, so I felt like I got a good play session in (however I finished these rather quickly). -If you're heading to EGX over the coming days, you'll be pleased to know that each station where you can play the game comes equipped with a pair of incredibly loud headphones so you can hear dat lights camera action. Overall, there's not really much for me to say; we have a team of people who really know what they're doing here. I have complete faith in the developers and after playing it I realise that there really is nothing to worry about.
  13. Sonic GDK (So How About that Green Hill Paradise Act 2?)

    So this is really the first time I've seen the classic sonic gameplay translated into 3D. Doing things like loops and corkscrews manually is a fun gameplay challenge, and is uniquely Sonic too. I can see the developers have included a number of segments from classic level design too - half pipes work the way they should, that is if you can land on them exactly right. Should it be difficult to land exactly right on the halfpipe? Well the developers want to run with the idea that you should earn your speed, so if utilised correctly by the level designers (i.e. never should there be a place where you're required to hit one perfectly to progress) then I think they could work. To finally be able to experience loops, corkscrews, half-pipes, and classic Sonic physics in 3D with no automation is amazing and really is what Sonic Team should have been iterating on since 1999. As predicted, taking the automation away makes the player feel more immersed, as it was them who provided the momentum that got them around these obstacles, and manoeuvring Sonic such that he doesn't fall off of loops/corkscrews takes skill, and is immensely satisfying to successfully navigate. They even lend themselves to difficulty really well - imagine a harder path containing a really thin loop! Overall, I feel that GHP2 is the perfect prototype level for a 3D Sonic game. Here we have a testing ground (or rather, playground) for classic sonic in 3D and to me it works. It really bloody works! Now onto the level design. It is admirable that they went for open-world, but I feel like the next step for the developers is to look at the SSX series and their levels - clearly linear, and yet filled with tons of alternate paths, shortcuts, hidden areas, secrets, you name it. Once you're through the tunnel in GHP2 it is incredibly easy to get lost. The next step is to dial back the open-world just a tad, and create a sequence of levels that starts off really easy and progresses in difficulty as you go. through them.
  14. I love how this game is looking even now. I once joked on this forum that StealthTax should do a Sonic 5 - now it seems that that is happening, in a way. Well done guys. Also, I remember first discovering Tee Lopes's sonic remixes on youtube a few years back, and for him to now be finally working on the IP, on this game no less, must be a dream come true. It is frankly, inspirational stuff.Well done to everybody who is making this happen. This has gone a long way toward lifting some of the cynicism from me - not even in terms of sonic, but in general. Looking at the footage, I am reminded of why I (and millions of others worldwide) gravitated toward the sonic games in the first place, way back on the hand-me-down mega drive I had nearly 20 years ago. The movement, sonic's expressive animations & character, the sound & music, the pixel art - even the animated UI before the level starts all look wonderful. I was truly gobsmacked when I saw that title screen. But the best thing of all, is that SEGA has officially endorsed it. I don't regard them as an out-of-touch publisher anymore. It feels like they "get it". It finally feels like they "get it". Well done. Standing ovation from me. No cautious optimism. No pinches of salt. Just pure hype. Again, well done everybody involved. I cannot thank you enough.
  15. Sonic Boom: Fire & Ice

    Very pleasing - shocking, even - to see the IGN coverage of the game be fair to it. I could see how a writer would want to have fun with the material. There were so many opportunities to make jokes/to make fun, but the guy did his job - provided information on the upcoming product. Any references to Rise of Lyric/Shattered Crystal or the series as a whole were kept to a minimum, or just referred to as "its predecessor". The opening paragraph, for once, wasn't a spiel on the fall of an icon or some bullsh*t. No "after years of misfires....." or anything like that. No references to kissing humans, no lamentation about 3D, no pushing any narratives about how even the good games are bad - just a preview of a videogame, describing the experience of playing it - and apparently it was a promising one. The game seems to have earned the writer's respect. I almost can't believe it. Not that i'm ungrateful or anything, but i'm baffled as to why this preview is so fair. He's actually taking it seriously. He could have jumped at the opportunity - I know some people who would have. Maybe i'm just jaded, but from my past experience of reading game journo websites, this preview should be a pessimistic snarky rant that the writer thinks is comedic gold followed by a jab at sonic fans, but it isn't. Well done SEGA, well done Sanzaru, and also, well done IGN writer Jonathon Dornbrush.
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