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Blue Blood

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Blue Blood last won the day on February 19

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About Blue Blood

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    The happiest Sonic fan in the world.

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  1. Just beat Lost World in Sonic's story in SA1. I don't know why I left it so long to replay this game. There are more fun gimmicks and interesting aspects to the level design in this single stage than there are in the entirety of the newer games. You've got the rotating fire tunnel, the entirety of the snake room, the mirrors used to light up the dark room, the tiles that let you walk on walls and the general presence of platforming and 3D movement woven naturally into the layout. It's even got a few high-speed tunnels and a chase sequence that both feels fast and doesn't out-stay its welcome. 

    I'm not going to pretend that it's perfect, because it's not; like the rest of SA1 there are too many death pits, the camera is your biggest enemy and it bugs out way too easily (never let Sonic stand still on the snake...).

    But this game is good. It wonderfully captures what Sonic should play like. I'm looking forward to seeing what I think of the other characters after all this time too.

    1. Sean

      Sean

      SA1 is the closest Sega ever got to doing classic Sonic in 3D and I'm disappointed that they learned all the wrong lessons from it for future games by doubling down on the automation and, starting with Heroes, getting rid of anything resembling physics and momentum entirely.

    2. Tarnish

      Tarnish

      What @Sean said.

    3. Blue Blood

      Blue Blood

      Yep. SA1 just felt like a pretty natural continuation of the Sonic series as already established on the Mega Drive. SA2 took a bit of a left-turn and felt weird with its greater segregation of gameplay styles, weird story and somewhat more realistic settings, but it was still largely Sonic. I think jumping to third party hit Sonic really, really hard.

    4. Kuzu

      Kuzu

      There was so much creativity and innovation in the Adventure games that were took for granted at the time.

    5. JezMM

      JezMM

      I do think the mirrors gimmick was pretty underbaked, it never evolves past it's initial concept and is really confusingly presented.  Also the tile re-arrangement thing never amounts more to "keep jumping on the button until they light up", but it's nice that there's multiple routes through the environment at least.

      I do find the pacing kinda weird in some SA1 stages - like the fact that the big rock chase is halfway through is pretty weird, but I can't decide if it's more interesting that way or not. Having the climax followed by a cooldown explorative section REALLY worked in Speed Highway, here I can't make my mind up.  Might be an issue of music - the Act 2 theme seems to be composed with the chase in mind but it plays throughout the mirror and tiles sections too, seems way too manic for those. Might be the main factor to why I feel it's a shame that the more explorative theme is only used for Knuckles' stage and that it wasn't used for a nice mid-section before closing out on the rock chase for Act 3.

       

    6. Blue Blood

      Blue Blood

      The mirrors gimmick isn't just underbaked, it's tedious is you can't get the positioning just right right. The tile re-arranging thing though I think is fun, because the gimmick there is that you get a couple of different routes and the whole wall-walking thing is a shake-up to the gameplay anyway. 

      While I really like the rock chase coming in the middle of the stage, the pacing of Lost World in particular is very up and down. It feels like the team were too trying to make a slower, more platform focused stage than something like Speed Highway, but were trying very hard to make sure it wasn't a total pace-killer like Marble and Labyrinth Zone in S1. 

    7. Tarnish

      Tarnish

      I would be really curious whether Heroes was always the next idea in the pipeline regardless of staying on the Dreamcast or not, or was that the choice due to going 3rd party on the other platforms.

      The fact that SA2's story ended with the line "But for now, rest easy heroes." and the next mainline game was called 'Sonic Heroes' is probably just a weird coincidence.

    8. Blue Blood

      Blue Blood

      Heroes was created specifically because it was the first new third party game and available on multiple systems. The story was meant to be approachable for new and veteran players, and it was supposed to introduce it's large cast. The entire gameplay engine was made using renderware so that it was easily portable between platforms instead of using the proprietary software shared between SA1 and SA2. Heroes definitely wasn't the next choice for a Dreamcast game.

    9. Tarnish

      Tarnish

      Well then going 3rd party was definitely a big reason in the downfall of the franchise. Wonder what would have been the plan if Dreamcast lasted a bit longer.

    10. Milo

      Milo

      Different strokes for different folks and all, but I recall reading a recent SA1 v SA2 thread on another forum and it utterly boggled my mind the amount of people coming in and saying SA2 had the better level design. If the only thing you care about in Sonic gameplay is speed, then I guess I understand; but in every other aspect important for a platformer, it’s not even close.

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