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Blue Blood

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Status Updates posted by Blue Blood

  1. Does anyone else on here find that handhelds systems and certain controllers are often just too small for their hands? Nowadays I find it really, really difficult to go back to using anything smaller than a 3DS XL, and even then the circle-pad is in such a position that I hate using it. I even have the same issue using the D-Pad on a Switch in handheld mode (although the use of arrow buttons rather than a traditional D-Pad doesn't help).  It's a shame that I can't just go back to playing games on my DS or GameBoy systems like I used to. Handheld gaming has always been one of my favourite things to do just because of how cosy it is. I've been playing the Sonic Advance series on a DS Lite this week and it's just a comfortable experience. My hands are contorted to reach the buttons properly, and my thumb gets sore from the sharp edge of the small D-Pad.

    On the flipside... I really, really love the form factors of the XB360 controller and even more so the Switch Pro controller. They're absolutely perfect for me. Big chunky controllers that I can get my whole hand around comfortably, and they're shaped in such a way that my hands are relaxed whilst holding them. And IIRC, isn't the the Dual Sense a bit larger than previous Dual Shock controllers? I want to try one of those out too. The analogue stick placement of PlayStation controllers still bugs me though.

  2. No seriously why was the trick system from the Advance and Rush series never carried over to any 3D Sonic games? Timing the tricks and a directional input to gain extra height, correct your jump or get a burst of speed is so much fun. And you could do it after any spring, hoop or ramp, not just a select few as in the 3D games (and the trick system in those games is incredibly basic anyway).

    1. Wraith

      Wraith

      Theyre very strict with regards to where Sonic can go and where he can't. The games barely reward you for experimenting or going off the beaten path as is. If you allow players to leverage every spring in the game like that the level design needs to be expanded to make it meaningful and they just werent up to that task. 

    2. Blue Blood

      Blue Blood

      Lol I know I said "seriously" but the answer is always obvious. The thing about spring/ramps/hoops etc in most of the 3D games but especially the games from Unleashed onwards is that they're 100% automated. You can't control direction or speed at all during ascent and have limit control over the descent too. The tricks wouldn't work with SEGA's approach to control in 3D Sonic games, and that's because the controls in said games are crap.

      That said, the tricks don't actually give you unreasonable amounts of additional control either. A small upwards boost or a forward dash that removes further control until you land damages enemies and keeps you moving afterwards. If SEGA ever want to make a game where they trust the player to have control instead of scripted events, tricks would be delightful.

    3. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      I always thought that forward trick where sonic spins and looks like a saturn if you have a shield was pretty cool. Would be useful in destroying and bouncing off enemies in front of you in 3d besides a regular homing attack.

    4. Jango

      Jango

      It could work in a 3D game if they map the trick system to the right analog stick, kinda like All-Stars Racing. If you time your tricks right, you're instantly rewarded upon landing.

    5. Iko

      Iko

      Just a couple of random observation:

      In Knuckles Chaotix, Vector can "double jump" in any direction after any jump. It's similar to the Advance/Rush tricks but simpler, more rough, and the fact that you can do it everywhere and not just out of springs/ramps etc. let you exploit it way more. I'm not sure if it's better that way or the Advance way... I think the Advance way is more satisfying because it feels like you are doing some stunt action out of the springs, while the Vectro way is more like a generic directional double jump. Functionally they're similar though, it's only a matter of "sensations".

      The 3D fangame "Sonic GT" does include an upward trick similar to the one from the Advance/Rush games (but only upward), and it seems to work well in 3D as well; you can use it during any jump like the Vector jumps (so it functions similar to the uncurled double jump of Lost World HD), and now I can't remember because I didn't play it in a while, but I think it can be combined with the air dash and drop dash to gain a lot of momentum and simplify the platforming considerably.

      In Advance 2 you can use the backward trick (actived by pressing R or L while not holding any direction) by facing backward, turning it into a different version of the forward trick (if you carry enough horizontal momentum you can still move forward even after turning the character's facing). Even if it does not have any hitbox, It's still quite useful in some specific situations, because it gives you a lot of air mobility and floatiness for a limited time. The subsequent games removed the backward trick so it's only doable in Advance 2 (I can't remember if some character combos of Advance 3 bring it back).

  3. Advance 2 being written off as "hold right to win" does the game a massive disservice. Whilst you can get through almost all of Leaf Forest with that mentality and make significant progress in the other levels by doing just that, the game is constantly pushing you to do more than that. You're always being shown extra paths and item boxes that you miss if that's how it okay the game. Making the right split second decisions, slowing form to platform effectively and knowing how to use tricks and jumps to keep your speed high are all crucial to getting the most out of the game. Crying that the levels are all laid out like this "\" is missing the point terribly. The levels do include a lot of downwards slopes but that's only used to facilitate moving you forwards, and the physics work wonderfully.

    I ain't gonna defend the method of accessing special stages though. Fuck that shit. These levels are not designed are any kind of exploration.

    1. Your Vest Friend
    2. Iko

      Iko

      I like Advance 2's level design, though I wish there was more old school platforming here and there for the sake of variety... though I agree with what you said.

      Regarding exploration, I also agree with that, but I want to point out something: I played the game countless times and after a while I started to recognize the sections of the levels and I became aware of where I am (approximately) in each level when playing. This never happend with Advance 3; in that game I still get lost in levels and have no clue of where I'm going most of the times... as simple as it might seem, Advance 2's level design has it's iconic sections and every part is different, while Advance 3 recycles a lot. Though finding all the special rings is still very hard even by memorizing the level layout... that method is wrong but I think it can be fixed without changing it too much... for example, since they are set in a specific route, maybe after you finish the game you unlock a "follow the chao" mode where a chao would go through the way that has all the SP rings and following him would let you find them all (I dunno, just an idea).

      Anyway, when I play the game, I usually tell myself "I'll just try out that move with that character, I want to see how it works in that context, let's see..." and end up playing no stop from Leaf Forest to the end of Sky Canyon. That game is so addicting. Techno Base and Egg Utopia are a bit less fun though, that's why I usually stop there.

      EDIT: Another interesting thing about the level design that I forgot to say. While most people seem to have problems with the bottomless pits, I have no problems with them; most of the times the game makes it obvious when a pit is bottomless or there is a route below, and you can tell that by looking at the background: bottomless pits have different tiles in the background. There are a couple of exceptions though... I remember that in Music Plant (if I remember it was Act 2) near the end of the act there is a part where you can fall into a pit that's not intuitive (there aren't many pits in Music Plants at all, this doesn't help because you don't expect it to be a pit).

    3. Ferno

      Ferno

      Advance 2 is like the #1 game I tend to turn to on my phone (emulation) when I want a quick sonic fix while waiting for rides/ on lunch breaks, etc. It has a really fun pick up and play aspect to it vs Advance 3 where you have to traverse the hub to get to each stage, and Advance 1 while also fun, doesn't feel as snappy and quick to play in short bursts like Advance 2 is.

    4. Jango

      Jango

      I was in the same boat a few years back, @Ferno It's a really good game to pick up and play. But no way in hell I'm getting those Chaos Emeralds, even in a dedicated run

  4. Sonic Advance 2 has a really, really fantastic soundtrack. They really went all out on creating music to fit the fastest Sonic game ever made (at the time). All the tracks have a high tempo and a strong bass line that doesn't quit for a second. They got the most out of the GBA soundchip. There's just so much energy. It's a ridiculously huge step up from Advance 1.

     

    This entire soundtrack is gold. I love this game.

    1. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      Glad you like it. It's my favorite of the handhelds.

    2. Blue Blood

      Blue Blood

      It's always been one of my favourites too. My opinions haven't changed. Lol 

    3. pppp

      pppp

      The remastered soundtrack that fans made is great to listen to, as it eliminates the GBA's speaker noise:

      It sounds so great.

    4. PublicEnemy1

      PublicEnemy1

      This game is second only to Mother 3 as my personal favorite GBA soundtrack.

    5. Soniman

      Soniman

      I think Adv3 is overall the best musically because some of the compositions are insane for GBA but Adv2 is solid 

    6. JezMM

      JezMM

      I remember at the time I always hoped they'd keep either Leaf Forest or the ending theme as a mainstay in the series to act as Cream's theme song (back at a time where I assumed like SA1/2 every single game would provide a character theme song for everyone present in every game forever lol).

      But yeah it's really fantastic, it was so great hearing such "cool" music coming out of the GBA.  I enjoy how laid back Advance 1's music was in its own way, and I think Advance 3's high points are higher, but Advance 2 definitely has the most consistency in track quality across the whole game.

    7. Blue Blood

      Blue Blood

      Advance 3 sounds great too from what I remember. It just didn't hit the same ridiculous cool, techno, pumping action notes of Advance 2. Advance 2 has a very clear genre and style to it, whilst Advance 3 is more vanilla Sonic. If not for the GBA sound chip, its music could have come from just about any other Sonic game. Certainly not a bad thing; it's just a different approach. And I guess Advance 3 always has a bit a problem with the Act variants being a bit too formulaic. Act 1 was normal, Act 2 was high pitch and fast and often sounded a bit "screechy", Act 3 was a rearrangement of Act 1 with a funky intro and the results varied. Sunset Hill Act 3 is still probably my favourite GHZ arrangement though, or at least it was until Mania gave us GHZ2.

      I'm looking forward to getting to Advance 3 in the next few days. I've beaten Advance 2 already (not collecting the Emeralds again lol noooooope), but I'm having too much fun to put it down already. I really love that your acceleration is linked to your ring count, and the trick system frankly should be a staple part of the moveset in any Sonic game. 

    8. Iko

      Iko

      I'm glad you like the game and its mechanics, it has always been one of my favorites and I wish there was a level editor or a modding scene of it because I think that its gameplay has a lot of potential but the level design is just too linear to express it.

      The boost mode achieved by gaining momentum instead of by pressing a button, the trick system, rings being useful, and a ridicolously exploitable air dash.

      The musics are awesome too!

      I agree that those tricks should have been a main stay in the series, at least for Sonic (maybe other characters can get other stuff). After all they are in a way derivated from the elemental shield abilities of Sonic 3.

    9. Adamabba

      Adamabba

      I'm glad I still loved the game as much as I did as a kid when revisiting it recently. I didnt know I was still capable of wanting to play through a game over and over again as often as I did when I revisited it lol.

      I started making a topic a while back on all the things I find really charming and cool about the game cause I feel some of those elements aren't appreciated enough. Maybe I'll finish that soon.

    10. Jango

      Jango

      How. Just how I've lived my life all these years without knowing how good this OST is? Hot damn! The remastered soundtrack is delicious

  5. Holy shit how and why do I have a 100% save file for Advance 2?

    Where did younger me find the time and, quite frankly, the will to beat this game with all the Emeralds for all 5 characters? Bloody hell.

    1. azoo

      azoo

      there's been a notable problem for people with old copies of sadv2 for in their age to have something in there rot and make it have a 100% save file. i remember it being a thing a couple of people have experienced. i think it happened with mine too, but i can't remember if it got that way because of that or if bc i used action replay lol

    2. Adamabba

      Adamabba

      The opposite happened to me... I remember getting a Chaos Emerald as a kid but it was gone when I revisited my save

    3. Nast

      Nast

      that happened to me a couple times when i was a kid. it was a real blessing cause i never could (or wanted to) 100% it legit

    4. Blue Blood

      Blue Blood

      Nah, it wasn't that bug. I know I actually did it in Advance 2. If when I get to Advance 3 its also 100% I'll know it's an error because I never could find all the Chao. But I actually do remember it with Advance 2.

    5. Cosmos Rogue

      Cosmos Rogue

      I've only been to the special stage in Sonic Advance 2 exactly one time, and even that I was only able to do because an issue of Nintendo Power I had had a map of the game's first (two?) levels in it. So I am impressed with your younger self's determination to to 100% the game.

    6. Blue Blood

      Blue Blood

      My "younger self" was in this case at least 17 years old. I managed it with a guide on GameFAQs, and had memorised the levels well enough to get all the SP Rings repeatedly. Ngl, the Special Stages are really good. Some of my favourites in the series. 

    7. Nast

      Nast

      the special stages are really uninteresting imo, and i remember the controls giving me hand cramps when i was little. my favorite part is you can get zero to run circles around you while you wait out the time

    8. Adamabba

      Adamabba

      the ring multiplier system was kind of cool but yea it really hurts my hands lol

    9. Blue Blood

      Blue Blood

      To each their own. I just always really liked them. They're quite unique, and going for the multipliers is really satisfying. 

  6. Sonic Advance 1 is incredibly unremarkable. I've played up to AIZ2 so far and... Wow this game has got nothing. It's not bad. It's fine. It's playable. But aside from some nice sprites for the main characters there's just nothing to talk about.

    I don't think I'm gonna play through with a second character before moving on to Advance 2. 

    1. Adamabba

      Adamabba

      make use of those air tricks

    2. Blue Blood

      Blue Blood

      The random Mecha Knuckles fight is kinda neat, I guess? Feels so incredibly left field though and it's nothing amazing.

    3. Lord-Dreamerz

      Lord-Dreamerz

      I like to play the game as Amy whenever i replay it. While she plays a bit like a character from a different game altogether, which might not appeal to some folks, but I enjoy the hard mode challenge she provides. And she isn't playable often, so I enjoy playing as her for that reason too.

    4. Milo

      Milo

      The biggest thing it has going for it in novelty is that it made Amy playable for the first time. But other than that...yeah, not much else to talk about. (And even there, Amy’s gameplay feels way too alien from the rest of the game design for me to really consider that a net positive.)

      As a basic recreation of Genesis gameplay with the Sonic 2 structure, it’s...fine (barring the first signs of Dimps’ typical level design trappings showing up in the last third of the game)...and that’s about it.

    5. Blue Blood

      Blue Blood

      @Adamabba Air tricks? I'm playing Advance 1, not 2.

      @Lord-DreamerzAmy is... Yeah no. She's not fun to play as in this game. I fully understand that the point of her moveset is to make her play very differently, but the lack of a roll and her inability to spin jump feel like artificial difficulty. Not being able to roll in a game like this is a huge detriment, and she offers no.clever alternative. She's crap. The idea is workable, but it's not done well here.

      @Milo God damn the level design in ER/CAZ is abysmal. 

    6. Scar

      Scar

      When everything else is worse than mediocre, it suddenly becomes amazing.

      That having been said, its a pretty fun game to have around on your GBA.

    7. Lord-Dreamerz

      Lord-Dreamerz

      @Blue Blood I mean the very fact I said I enjoy playing as her should state she was fun to play to certain people. I am not the only one who has said this before either.

    8. Adamabba

      Adamabba

      i meant for when you get to Advance 2

    9. Blue Blood

      Blue Blood

      @Lord-Dreamerz That goes without saying though.

      @Adamabba Will do. I actually like Advance 2.

      Anyway... Beat it. Done. Fuck... I remember enjoying this game all those years ago and the last time I played it. But nah. This went from boring for the first few zones to awful for the final two. Yikes. On to Advance 2. I used Knuckles in Advance 1, but in Advance 2 it's kind of pointless to pick anyone other than Sonic or Cream. Sonic for the most useful moveset, Cream for easy mode. Tails and Knuckles' abilities are pointless in this game and Amy's moveset is identical to Sonic's, and you have to go through hell and back to unlock her.

    10. Ferno

      Ferno

      People often attack Advance 2 as being style over substance, but imo I'll take excess style instead of the... nothingness that Advance 1 was.

    11. Blue Blood

      Blue Blood

      Advance 2 does let you cruise through by just holding right to win. But you'll do so much better and have way more fun of you actually engage and do more. I kinda love this game.

  7. Just fished out my DS Lite, so I'm looking forward to revisiting the Advance and Rush games soon. I have other ways of playing all of these games, be that on other systems or via emulation, but I really wanted to play them on some form of the actual hardware and all on the same system. Gonna play through the games in release order, aiming to complete at least one characters campaigns in games where it's divided up like that. Should be fun to see how these games all compare from Advance 1 through to Colours DS, and including Battle.

  8. Urgh I really hate in newer Sonic games where Sonic has a long "getting up" animation after his "hurt" animation. It makes it take way too long before you regain control of him. It's even worse in Generations, where you can buy an upgrade to speed up the process. Like no you broke the system and put the better original system in as an upgrade.

    1. Thigolf

      Thigolf

      I never thought about it, but now that you mention it, it would also be a cool way to show of Sonic's athleticism if he would just catch his fall or just get up really fast in a nice, swift animation, adding more character and flair to him.

    2. Blue Blood

      Blue Blood

      If you're not touching the controller, sure. An animation like that would be really nice to see if it was optional. I just hate that when you get hit in a lot of the 3D games, you lose all control whilst flying backwards  AND Sonic is paralysed on the ground for a moment before he gets up. It's sluggish and makes getting hit feel extra annoying. Losing all control whilst you recoil from getting hit is enough. Getting stunned afterwards isn't fun.

    3. Wraith

      Wraith

      Sonic doesn't have to fall down after he gets hit at all imo

    4. Blue Blood

      Blue Blood

      @WraithIf Sonic didn't recoil at all, there'd be almost no reason you couldn't just brute force your way through everything. The ring loss system is already incredibly forgiving. He needs to be knocked back, but maybe a system where he falls back for 1 second (/whatever other time interval) OR until he hits the ground could work. 

    5. Wraith

      Wraith

      He can be knocked back without falling over. That's literally how it works in the old games.

    6. Blue Blood

      Blue Blood

      That's literally what I was saying in the first place. I thought you were saying that you didn't want him to recoil from damage, ala Mario in many of the 2D games.

    7. Diogenes

      Diogenes

      let sonic ukemi like in wonderful 101

    8. Lord-Dreamerz

      Lord-Dreamerz

      It was easier for Sonic to not fall down on his butt in the classics because his legs were shorter, they allowed him to more easily catch himself quickly. =p

    9. StaticMania

      StaticMania

      Remember when Sonic could jump out of his damage recoil?

      SA just us.

    10. Iko

      Iko

      I probably never mentioned this but I hate it as well. It goes against one of the original concepts Sonic is built over, the one about giving the players the ability to keep playing without stopping even if they get hit.

    11. Wraith

      Wraith

      Quote

      That's literally what I was saying in the first place. I thought you were saying that you didn't want him to recoil from damage, ala Mario in many of the 2D games.

      Nah we were on the same page, I just misread. My b

    12. Blue Blood

      Blue Blood

      It's not your bad it my bad.

      It's just another Sonic's bad.

    13. Speedi

      Speedi

      Kid Icarus Uprising implemented teching from smash where if you press the attack button right before Pit hits the ground he gets up immediately. Something like that would fit well for Sonic, I think.

    14. Soniman

      Soniman

      Never noticed or cared tb though I miss when you could correct yourself midair with the jump button in SA1-Shadow 

  9. "Set the timer for 15 minutes."

    "5 minutes should be plenty!"

     

    1. The Master

      The Master

      Always annoyed me in game but when I think about it she has to leave some time to escape too.

    2. Cuz

      Cuz

      Yeah, you realize that all that remaining time goes into Shadows section in White Jungle.

    3. Ferno

      Ferno

      and then she dies and you look at the screen like

      am0drXoP_700w_0.jpg

    4. DanJ86

      DanJ86

      5 minutes was her self imposed target.

    5. Blue Blood

      Blue Blood

      @The Master"Oh but she needed time to escape!"

      She set timer to five minutes, meaning she had only that long to collect the Emeralds AND escape. That's what the point of the fifteen minutes were!

      @Cuz"All that remaining time goes into Shadow's White Jungle!"

      Do you understand the concept of time?

    6. JezMM

      JezMM

      The only thing that bothered me about any of this is that Eggman originally suggested 15 minutes and then gets furious at you for taking so long by like the 3rd minute.

    7. DanJ86

      DanJ86

      @Blue Blood Shadow set the timer to 15 minutes just as Eggman said. 5 minutes for Rouge, 10 for Shadow. Am I not getting something here? Rouge wanted to show off by finding the emeralds in 5. That was always how it came across to me.

      Even though Eggman will blame you for failing the mission after 5 minutes had passed...theirs no risk. They still have 10 on the clock. 

    8. Cuz

      Cuz

      Spoiler

      Wibbly-Wobbly, Timey-Wimey.. Stuff!" Postcard by thesoundofdrums | Redbubble

       

    9. Plumbers_Helper

      Plumbers_Helper

      I think your misremembering, @Blue Blood

      First of all, Rouge didn't set the timer - Shadow did. When discussing his plan Eggman said "Shadow will enter the armory, where he will set the timer on these dynamite packs." Then right at the start of Security Hall Shadow says "I'm in position, doctor. Tell me when." right before Eggman tells him to set the timer for 15 minutes.

      Second Shadow did set the timer for 15 minutes, after the Flying Dog boss the cutcene clearly shows the timer counting down from 9:57. So Rouge was able to find all the emeralds and beat the Flying Dog in about 5 minutes.

      So @The Master, @Cuz, and @DanJ86 are correct.

  10. What the fuck happened to GoNintendo at the beginning of March? They posted an ominous update ensuring the audience that they were fine, but have gone totally silent since.

    1. Dejimon11

      Dejimon11

      Apparently something happened to Kevin but we don't know what. Here's his message

      https://gonintendo.com/stories/377916-a-message-from-kevin-cassidy

    2. Blue Blood

      Blue Blood

      Yeah, that's exactly what I'm talking about.

  11. Balan Wonderworld is on sale on the USA eShop for $40 instead of the usual $60. Still a massive rip-off, when $40 would have been too high a price for the game on the first place.

  12. It's that time of year when wild garlic is growing just about everywhere and I'm heaping it into almost every meal I cook.

  13. I really want to play Balan Wonderworld.

    But I really don't want to pay £25 for it (the cheapest price right now, RRP £50).

    And I really don't want to get it on Switch. I'm gonna have a bad time playing it on any platform, I don't want to make it worse.

    1. N000

      N000

      I started playing it last night on PS5 after paying the £25. I'm having a slightly better time with being able to play on my own without a voiceover trashing on it for all the reasons we know.

      I've not been watching much online content for the game so finally getting out of that farmland level actually helped a bit on its own. There's more verticality and nooks & crannies after the first world which makes things a little more interesting.

      It's still not a good game of course, it's completely tone deaf to basically every other 3D platformer out there but I'm finding it more mediocre than the trainwreck it's being thrown around as online. 

    2. Blue Blood

      Blue Blood

      I've seen enough of it to think it's an absolute train wreck. I'm just kind of fascinated by it though.

    3. Wraith

      Wraith

      When it's $15 I'm getting it.

  14. I find it really strange when games have deep and varied combat mechanics, but the gameplay prioritises stealth instead of full-on combat and also makes the majority of combat encounters a punishment for failing stealth. I really enjoy stealth in games and typically don't like combat, especially if said combat is based around shooting. But it just feels like games very often give you a ton of options for combat, whilst simultaneously trying to get you to use them as little as possible. And the stealth rarely seems to progress and get more advanced like the combat as the game progresses. You get more options for combat, whilst stealth just becomes more OP.

    1. JezMM

      JezMM

      I feel like most of these sorts of games go for the angle that you are always intended to start with stealth but it's very difficult to clear a whole encounter that way.  The tricky needle to thread is that because it IS usually possible, it makes combat feel like a punishment for one gameplay rather than just a dynamic play experience across two styles of gameplay.

    2. Blue Blood

      Blue Blood

      Stealth runs fewer risks and potentially greater rewards and, in my experience, is usually the easier route. It always makes me feel like I've fucked everything up by entering combat.

    3. Wraith

      Wraith

      I don't really like it when stealth elements are shoehorned into action games either, but I kind of get it from the perspective of a developer. People who aren't good with high speed combat have a slower, easier way to engage with it. Even when you get caught the numbers are thinned down compared to when the encounter started.

      But yeeeah in practice it just means I lean hard toward stealth and end up sweeping a lot of encounters in games without really engaging with the combat system lol. I wish enemies that couldn't be immediately floored by a stealth attack were more common.

    4. Blue Blood

      Blue Blood

      And perhaps is combat or action was more than just a war of attrition with guns.

  15. Unleashed is a game wherein the world is broken into pieces and Sonic has to travel the broken, world meeting societies of different cultures and traversing vastly different landscapes to put everything physically back together. You see the world being put back together on the creative, literal world map.

    Forces is a game wherein Sonic has to take back control of the world from Eggman, presented on a map as a single landmass and one island. Eggman takes over the world in a time skip dialogue box. Sonic takes it back by running through levels. The world contains one city (called "city").

    It's so annoying the lack of effort that went into world-building and contextualising Forces. The whole idea of Eggman talking over the world is a great premise on paper, but everything about it falls flat. Even Green Hill, the one returning location that is wasn't an Eggman fortress already, is presented as being destroyed a full six months before he takes over the world. Urgh...

    I was out for a walk today and for no particular reason was thinking about Unleashed. It's the last time that story actually mattered in a mainline Sonic game and even the spinoffs died off very shortly afterwards. I really hope that SEGA can go all-out on a Sonic game in the near future. And if they can't, I'd much rather have something more conservative in its storytelling like Colours. That's a better option than unanswered questions and half-baked idea like Lost World and Forces.

    1. Cosmos Rogue

      Cosmos Rogue

      I think ideally we would get games that alternate between the ultra high stakes fate of the world is at hand stories that the series got carried away with in the mid 2000s, and lower stakes narratives like we saw in Colors. Escalation fatigue is a real thing, and it can make what is supposed to be an epic moment seem routine.

    2. Blue Blood

      Blue Blood

      @Cosmos RogueOh see, I'm not even talking about a power creep or escalation fatigue here. I don't know if thats ever been a problem for the series? There was a bit of a power creep that kind of came to a head in 06. But Heroes was much tamer than the Adventures. And Unleashed was maybe the tamest of all. The world was split up, but it's presented as being harmless and far from world ending. The biggest issue it causes is that it stopped a guy from catching a flight to make his business meeting. And turns out he appreciated down time in the end! Unleashed really is very much about the journey, not the destination. The world getting blown up is, somehow, a totally different thing to the world getting destroyed. It doesn't make any sense, but I've never found it difficult to grasp within the series.

  16. Now people can stop saying "SEGA confirmed to not be at E3".

    https://www.nintendolife.com/news/2021/04/e3_line-up_expands_with_sega_and_bandai_namco_joining_in

     

    1. Bobnik

      Bobnik

      Or game journalists should start doing some research, because it's the exact same list that was posted a year ago, and they didn't update it at all

      For comparison, here is the last year's version of the page, the list is exactly the same as this one

    2. Blue Blood

      Blue Blood

      Ha! Well, can't exactly blame anyone for not picking up on that. 

      Still though, people posting "SEGA confirmed not to be at E3" is annoying. We don't know if they'll be there or not. Not being announced right away doesn't mean that they'll be abset.

  17. I don't think I'll ever find peace as long as people continue to think that main character of the Tomb Raider games is called "Laura".

    1. Diogenes

      Diogenes

      obviously the main character is Tom B. Raider

    2. Blue Blood

      Blue Blood

      As long as you don't try to tell me it's "Laura Croft", we're good. Tom B. Raider sounds like a pretty cool guy.

      I was first introduced to the series around the same sort of time that I was learning how to read. I knew what the title said before I could actually read it, and the "b" in "tomb" really threw me off when I tried. Ever since, I've always pronounced it "toom-buh raider".

    3. JezMM

      JezMM

      Don't worry, I've never played them but I'm well aware that Tomb Raider is the scientist and you play as Tomb Raider's Monster.

    4. Supah Berry

      Supah Berry

      but still, y can't tomb slayer crawl

    5. Dr. Detective Mike

      Dr. Detective Mike

      Right but the guy in green wielding the sword and shield is still Zelda from The Legend of Zelda right? That's why it's called that right? 

    6. Dejimon11

      Dejimon11

      Wait she’s not? 

    7. Blue Blood

      Blue Blood

      @Dejimon11 It's Lara. No 'u', very different pronunciation.

    8. Zaysho

      Zaysho

      Isn't the main character...

      -checks notes-

      Lara-su?

    9. StaticMania
    10. Dejimon11

      Dejimon11

      @Blue Blood ooooh ha ha didn’t notice the U

    11. Blue Blood

      Blue Blood

      @StaticMania Lar-rah. She's English.

  18. Finished Shadow of the Tomb Raider. 

    I don't think I understood a moment of the story. Just what the fucking was going on? And what was that ending?

    Considering that I only did one (maybe two?) of the optional challenge tombs and one side mission (completely by mistake), the game was laughably short. I didn't even get the chance to try out most of the upgrades that I bought. What on Earth was I supposed to use ore and all the other junk I was picking up for? I was full on salvage very early on in the game and from that point onwards couldn't open any more salvage crates because I wasn't using it. There was no point. And on more than one occasion the game made me talk to merchants that I never bought anything from because there was just no need. 

    The optional challenge tombs are great, but this is tomb raider. Why aren't they the bread and butter of the game? There were these two huge hub areas that strip you of most of your moveset and traversal capabilities, all so that you can kill time talking to NPCs and fumbling through menus. The stealth sections were good. I liked those. But stealth is so effective that it undermines all of the combat options you have at your disposal. The game is just padding padding padding. 

    Urgh modern games are so crap. I'm gonna go play TR Legend now.

  19. More RPG mechanics do not make a game more fun.

    1. Jovahexeon The Undyne

      Jovahexeon The Undyne

      Not enjoying Shadow of the Tomb Raider? No surprise there.

    2. Blue Blood

      Blue Blood

      I'm enjoying it. The exploration and puzzle solving aspects are great. But like work Rise, it also feels super bloated. 

    3. Blue Blood

      Blue Blood

      Like holy shit I could not give much less of a fuck about the town areas or all the to do work weapons upgrades that aren't progression focused. That shit is relentlessly unfun. All of the RPG mechanics feel like collecting stupid amounts of loot and going from way point to way point. 

      The fact that this game let's you adjust the difficulty for combat, exploration and puzzles independently of each other is great. The combat in particularly I'm rather liking this time. I've got it set to easy and the rest set to hard, which means I can focus on stealth rather than arduous shootouts. But even if I couldn't do that, there's a lot less repetitive combat here. 

      This game is good. I like it. Story sucks though, and Lara really is truly garbage.

    4. Wraith

      Wraith

      It's a telltale sign of padding to me. RPG mechanics add a lot of busywork by default. They throw a lot of meaningless choices your way to make the game seem more in-depth than it actually is.

      Too many shallow systems just bloat the experience. A few meaningful ones are all you need, which is why Naughty Dog is still my go to for AAA despite their shortcomings this gen.

    5. Strickerx5

      Strickerx5

      Honestly speaking, they’ve been flat out killing games for me over the past few years. When I see devs mention aspects like “you can level up your character, craft items, gain abilities, ect.” a part of me gets hesitant as fuck, especially for a series that never had had such mechanics before.

      A lot of the time it’s just padding. Menu juggling just to play the actual game. Now don’t get me wrong, some games manage to make it all bleed well together, but in others, it just kills the experience.

      I’m currently struggling to pick back up Horizon Zero Dawn for this exact reason. I get this is some people’s jam, but for me, having to manage multiple types of material just to build ammo isn’t fun.

      And that’s all without going into having enemies scale with your level just so that they keep that bullet sponge mentality (god I’m not looking forward to that in a gd Batman game...)

      It seems that every game is adding these mechanics now and it’s just tiring at the point.

    6. Blue Blood

      Blue Blood

      @Strickerx5I totally agree. There seems to be more and more focus on any single game monopolising your time, which makes sense considering how much extra you can spend in a single game beyond the shelf price these days. I just want fun gameplay, with an interesting story/lore or whatever else is needed to bolster that experience. 

      It's padding with intent. These games are built around the premise that the core campaign, the meat of the game is so complex and so demanding to produce that they can't actually create much game to go around. That's where all the padding comes in. It's not just tacked on, but it's woven into the design of the game. And it fucking sucks 

  20. Why can I play a game with absolutely incredible graphics and tons of detail like Shadow of the Tomb Raider on high settings, but Sonic Forces runs like total arse? My PC isn't great and I know things vary by the specific hardware you're using, but the difference is so stark here. 

    1. Your Vest Friend

      Your Vest Friend

      It's all about how well optimised the game is for the platform.

    2. Cosmos Rogue

      Cosmos Rogue

      Same reason so many of the games suck: quality control is not a priority for Sega when it comes to Sonic games.

    3. Blue Blood

      Blue Blood

      So it's another excuse to dunk on Forces. I ain't gonna argue.

    4. Cosmos Rogue

      Cosmos Rogue

      Well, actual good game Generations is also poorly optimized on PC. So it's less a dunk on Forces specifically than it is on Sega.

    5. Blue Blood

      Blue Blood

      It's all the same to me.

  21. God damn, Shadow of the Tomb Raider is just as hard to get into as Rise was. Is it just me, or does anyone else greatly dislike it when a game has such an abundance of  mechanics? You've got four main weapons (bow, pistol, rifle, shotgun), and each comes with dozens of versions that all have different stats and require different materials to unlock and upgrade. There are dozens of different pickups too, to craft ammo, medicine and other potion type things. Them there's a dozen different types of XP to gain too to learn different skills or just to be able to interact with objects in the world. There's heart so bloody much going on that the moment to moment gameplay is tedious. The 2013 game adopted a relatively simple metroidvania approach to its level design and upgrade system. For the most part progression was linear; you could choose which order to unlock certain skills and everything ran on one, simple system. 

    I swear the main reason that I have a hard time getting into a lot of modern games is the bonkers mentality that "more systems + more grinding = more fun". Ugh.

  22. God damn the story that connects the games in the Tomb Raider reboot trilogy is so crap. Like, the first one is fine. Really interesting to see thing long lost island, the crazy cult and the horrors that ensue for Lara. It's not Tomb Raider, but it's still really good. Trinity have only the smallest role to play here and can be totally missed (they're mentioned quietly in the background regarding the sequel hooks, but are not actually a part of any in game events).

    The whole garbage with Trinity in Rise and what little I've played of Shadow so far can just fuck right off though. It's unbelievably generic and bland.

    1. Your Vest Friend

      Your Vest Friend

      Nothing is quite as nostalgic as the story of Natla and her batshit insane scheme.

      I hold fond memories of TR2's story as well, don't remember TR3's as much for some reason.

      Also I have a soft spot for what Angel of Darkness was going for lol.

    2. Jango

      Jango

      Man these games were never bout story man, they were bout shootin some dinossaurs. Do you get to shoot a t-rex in da face in these new games or nah, homie?

    3. Blue Blood

      Blue Blood

      Tong Raider always had a story. Right from the beginning, there was a story going on that pushed the games forwards. The first game was about Atlantis, the third about some meteorite, the Legend trilogy connected things like excalibur and Avalon to Norse gods and a retooled version of the TR1 story, all as Lara attempted to find her mother and deal with her old emo friend... It's was flashy, it was sometimes kinda trashy, but it was all round fun. Camp, and fun.
       

      No t-rexes in the new games; just gritty realistic army men by the hundreds and some army zombies at the end of the first two games in the reboot trilogy.

      The new games just aren't Tomb Raider. I wish they were called something else, and didn't star a so-called Lara Croft. They're really good games, but they're really not Tomb Raider. The original series and first reboot series (Legend to Underworld) are great. I much prefer the fantasy stories and settings, less gritty, realistic and grounded atmosphere of those games. Lara should be swan diving down waterfalls and doing crazy acrobatic flips as she blasts two pistols into the face of a dinosaur. None of this saving humanity from a military controlled by an ancient Christian group, who's subsequently involved in every significant historical event since time immemorial conspiracy crap. It's so boring. So gritty for the sake of being gritty. So unoriginal.

    4. Sega DogTagz

      Sega DogTagz

      Those new tomb raider games bleed together something fierce. I could watch a random clip from one and I honestly wouldn't be able to tell one from the other. They all hit the same story beats and hit the same gameplay notes.

    5. Sonikko

      Sonikko

      Technically speaking the supernatural elements are still there in the main plot, the first game has you defeat an ancient japanese god, the second one has you looking for the trinket that lets you live forever and the third one has you stop a mayan apocalypse with all sorts of natural disasters happening around you.

      I think the issue stems more from the minute to minute gameplay and smaller cutscenes, the Trinity subplot would be *fine* if the humans weren't as present as they are now.

      The early Tomb Raider games had Lara fight against corporations and just other rich enemies that were looking for the same trinket she was, but when it came to the game itself and the atmosphere, it was just about you and the environment.

      I think that's where the new ones fail big time, and which is why I think Shadow is the best one of the bunch cause even though it has the hub areas which are really populated, most of the exploration takes place in isolated caves and temples, which is cool.

      How are you liking Shadow so far?

    6. Jango

      Jango

      No t-rexes? F this then. I got all 3 of these new tombs and I haven't played any of them yet

  23. Well... time to give Shadow of the Tomb Raider a go! I made it as far as revisiting the Endurance in the original game from the reboot trilogy before Shadow finished downloading (I've beaten it already a few times in the past). Skipped over Rise and it's bloated mess of a gameplay-story loop this time. Let's go!

  24. Sonic is still relevant guys, I swear.

     

  25. The 2013 Tomb Raider reboot is such a good game. For some reason I get the urge to replay it this time every year. It's just one of those games that's really good to re-experience from start to finish every so often. 

    But the sequel, Rise of the Tomb Raider? It's so bloated. Bigger is not always better. Despite some genuinely improves mechanics, it's generally much worse to play. And the story sucks. It's dreadful. Not to mention Lara herself is such an entitled, selfish and self-centred brat in it. She was such a good character in the first one. 

    All of the problems I have with Rise have turned me off the idea of playing Shadow. 

    1. Jovahexeon The Undyne

      Jovahexeon The Undyne

      Shadow doesn't really fix the issues. Some might argue it makes them even worse. Add in to that, disappointing payoffs for the trilogy as a whole, what with it being the finale.

    2. Thigolf

      Thigolf

      Shadow is by FAR the best gameplay wise imo.

    3. Wraith

      Wraith

      I've only played Shadow and tapped out after about 5 hours lol

    4. Blue Blood

      Blue Blood

      What's Shadow like in terms of combat? The over-abundance of shoot-outs is my main sticking about the first one. That, and the relatively small number of tombs that were all very easy. The one thing that I think Rise improved upon was the complexity and size of the puzzle tombs. But it had way more combat against generic army mooks and more systems designed around it. If the original had too much already, Rise really made things a LOT worse. 

    5. Wraith

      Wraith

      I can't speak for how it holds up in comparison to the other Tomb Raider games but it has way less shootouts than I was expecting. Mostly puzzles and exploration with combat being a bit rare.

    6. Thigolf

      Thigolf

      There's a lot more tombs and puzzles, a ton more platforming, and waaaay less combat. Like, barely any, really. It really, really focuses on the Tomb Raiding aspect and it's great.

    7. Blue Blood

      Blue Blood

      That's really nice to hear. Maybe I should check it out? I mean, it's not expensive at all these days. There's so little exploration to be done in Rise. In the first one there's lots of exploration to do, even if you're guided through most of it. In Rise, there's not so much and the areas that you do explore and much less fun to do so. 

    8. Sonikko

      Sonikko

      Shadow is the best of the trilogy gameplay wise, it has the most puzzles and exploration.

      It's the most Tomb Raider feeling of the bunch and I appreciate that.

      The plot starts out strong and just goes into meh territory pretty quickly, but the game looks pretty, is fun up until the end and there isn't much combat which is always a plus imo.

      The combat that is there tho lets you choose if you want to be stealthy all the way through or plow through enemies, whereas the previous games gave you the illusion that you could be stealthy but always pushed you to shoot your way through.

      It also has the best environments in the reboot trilogy imo!
      Play it, it's dirt cheap most of the time anyway. I suggest getting a complete edition cause there's ~10 big puzzles locked behind DLC and they're mostly good and the best part of the game, so there's that...

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