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Darth InVaders

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  1. I've posted this somewhere else but I had it in a text doc for years MY IDEAL CONTROLS AND GAMEPLAY FOR SONIC AND OTHER CHARACTERS (yes OTHER characters other than Sonic) • The overall gameplay is momentum based - running down hill increases speed, Rolling downhill increases speed even more than running down it, rolling uphill loses speed faster than running uphill, etc. Using Roll, there are no speed caps (except for what the game can handle) and any character can reach speeds up to Sonic's Boost if done down a big enough hill. • The different characters are not all that different (they have only a little variation in speed - not including Sonic & Shadow's Boost speeds which far exceed them - but are all so fast that Quick Step and Drift are needed) and the goal is always to get to the goal as fast as possible, but differ in certain abilities (basically Sonic 3 and Knuckles style differences) that change up the experience. • Roll (classic Spin Attack) replaces all forms of sliding and somersaulting for getting under things and can be used for smashing or burrowing in some areas. When used however, the roll disables the Drift and Quick Step abilities and it loses the traction that running has. • Sonic & Shadow are capable of performing parkour moves but Boosting is required to perform them (Boosting is only required to start, afterward only maintaining higher than a certain speed is needed). All characters are able to use their arms to keep away from walls so that their speed is not slowed, unless they run almost straight into the wall. • Controls are limited to 3 face buttons (A, B, C), 2 shoulder buttons (R, L), and the control stick (plus the other stick for camera control). • No more scripted moments (splines) as getting through loops, screws, etc requires enough momentum to get through (although the speed locks in once achieved) and the character remains playable during the event (to collect Rings or avoid obstacles with Quick Step). • Quick Step works as it did for Sonic Unleashed Wii's remote - press Quick Step button and control stick switches to Quick Steps. Drift works like in any version of Unleashed (used at any time) and is animated similarly too. Sonic • Spin Jump - press A on ground (animated as a faster spin jump than others) • Homing Attack - tap A in air • Wall Jump - touch wall when in air then tapping A to Jump while sliding down wall (either bring to 3D or bring back Triangle Jump) • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Bounce Attack - tap B in air • Peel Out - hold C when standing and Boost Meter is empty or less than one segment (builds Boost Meter)* • Boost - press C on ground when Boost Meter has at least one segment filled (hold C to continue Boost)* • Air Boost - hold C in air when Boost Meter has at least one segment filled* • Spin Dash - hold B (Crouch) + hold C (works like the Peel Out, builds the Boost Meter)** • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Boost works more like the classic Peel Outs of old where the player is bumped up to the game's highest speed but the player must maintain it. The Boost acts similar to hitting a dash pad as the end of the Boost brings out the momentum based gameplay's ability to hold the Boost speed without holding the button (so long as no obstacles or large upward hills slow the speed). The Boost can be prolonged past the initial couple seconds of Boost by holding the Boost button, after the initial Boost ends the prolonged Boost begins depleting the Boost Meter more like how other modern Sonic games with the Boost work (Unleashed & Generations for X360/PS3 or Colors for Wii); however the Boost Meter should not be that long and cannot recharge in mid-Boost so it would deplete quickly. The Boost Meter is momentum based, as momentum builds by basic running so does the Boost Meter build (it can also build by doing tricks and defeating enemies). However the Boost Meter does not build during use of Boost, nor does it build if Sonic is slowing down or is in mid air; it will even start depleting if Sonic is standing still without using the Peel Out. The Boost Meter is separated into sections (similar to Sonic Unleashed for Wii), tapping the Boost button once uses an entire section of the Meter, if the Meter does not have at least 1 full section then Boost cannot be used; if there is not 1 full section in the Boost Meter and Sonic is not moving, then he goes into Peel Out which builds the Boost Meter while standing still - releasing Peel Out before filling at least one section of the Boost Meter only sends Sonic running at his max non-Boost / non-gimmick running speed (basically the fastest speed Sonic can obtain running without using Boost, dash pads, downward slopes, etc). While in the Boost, Sonic can only be hurt by spikes, electricity, and projectiles, however he does not damage enemies either (that is what Spin Dash and Roll do) he only stuns the enemy he ran into at the cost of all of his speed (he is thrown comically back on his spiny behind similar to if he ran into a wall). ** Spin Dash works much like the Peel Out: it builds the Boost Meter, if released with at least one segment filled then speed is equal to Boost, if released before one segment filled then speed is max running speed - either way it is harder to control Rolling than running and things like Quick Step and Drift are disabled. Spin Dash is really the equivalent of using the Boost and then going into a basic Roll. This can also be used by pressing the Jump (A) button while crouching. Tails • Spin Jump - press A on ground • Flight - press A when in air (lasts for duration of Flight Meter)* • Flight Ascend - hold A when in Flight • Flight Quick Descend - hold B when in Flight • Swim - press A when in water (lasts for duration of Swim Meter)* • Swim Ascend - hold A when in Swim • Swim Quick Descend - hold B when in Swim • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Tail Swipe - tap or hold C on ground (like in SA)** • Crouching Tail Swipe - hold B when standing (Crouch) + tap or hold C • Accelerate - hold B when standing (Crouch) + tapping A (more taps for greater rev)*** • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Tails has a Flight Meter to replace Sonic's Boost Meter, it automatically refills when not flying. When Swimming, his Flight Meter is replaced with a Swim Meter that works exactly the same as the Flight Meter. ** Tail Swipe is just the Tails Attack and the Rapid Tails Attack from Sonic Adventure, it can be done while crouching or standing. *** Accelerate is like Tails version of the Sonic's Peel Out and Boost (more like if Sonic releases a Peel Out before building enough energy for Boost as it only sends Tails to his max running speed if fully rev'd): Tails stays in place as he spins his tails for a moment then dashes forward at his max speed which can be maintained by the momentum based gameplay - however it is not tied to an on-screen Meter like Sonic's but works more like the classic Spin Dash. During this short period, similar to Sonic, he does not damage any enemies either (with the same exceptions as Sonic: such as spikes, electricity, and projectiles) but only stuns the one he ran into while getting knocked down at the cost of all of his speed (like he hit a wall). Tails is momentarily only able to be hurt by spikes, electricity, and projectiles (which cannot be extended by holding a button longer unlike how Sonic's Boost can). Knuckles • Spin Jump - press A on ground • Glide - hold A in air (serves as an attack) • Swim - press A when in water*** • Wall Climb - Glide onto wall • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Drill Claw - B in air (Digs into the ground)* • Punch - tap C on ground • Punch Combo - rapidly tapping C on ground (works exactly like the combo in SA2 and does not slow down speed if moving) • Spiral Attack - hold C on ground (has homing ability, charges Power Meter for more damage or larger shock-wave)** • Ground Shaker - C in air (slams down to ground which causes earthquake stunning all ground enemies and throwing debris that can damage all close by ones) • Ground Dig - hold B when standing (Crouch) + A* • Wall Dig - tap B when Climbing on wall* • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * In 3D sections, the Dig works almost exactly like in the Adventures (though a bit quicker): Knuckles digs in and comes right back out (if he digs down in certain places which are marked with an arrow or cracks or something he gets a hidden item). In 2D sections, the Dig works exactly like the Yellow Drill Wisp in Sonic Colors, see more about the Dig Meter in next section. Obviously there are only certain places or types of ground / wall where he can use Dig. ** Knuckles has a Power Meter to replace Sonic's Boost Meter - the Power Meter is what charges for his homing Spiral Attack that can defeat bosses and mini-bosses in 2 to 3 hits when fully charged and clear swaths of enemies with shock-waves that emanate from where the attack lands (larger shock-waves come from more energy in Meter), the Spiral Attack itself is animated like the Screwdriver from Sonic06 but that name is too similar to Rouge’s Screw Kick; his Power Meter is replaced by a Dig Meter when he is digging in 2D which works similar to the Wisp Meter in Sonic Colors (if his Dig Meter completely depletes while digging he loses a life), the Dig Meter automatically refills when not digging. *** Knuckles’s Swim works exactly the same as his Glide but does not serve as an attack. Shadow • Spin Jump - press A on ground (animated as a faster spin jump than others) • Homing Attack - tap A in air • Wall Jump - touch wall when in air then tapping A to Jump while sliding down wall (either bring to 3D or bring back Triangle Jump) • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Chaos Spear - tap B in air when with a Chaos Emerald and enough Rings* • Chaos Blast - hold B in air when with a Chaos Emerald and enough Rings (hover in place for the short moment while charging, if released early it becomes Chaos Spear)* • Air Shoe Hover - hold B in air when without a Chaos Emerald or not enough Rings to hover in place for a moment (this is just the Chaos Blast hover)* • Peel Out - hold C when standing and Boost Meter is empty or less than one segment (builds Boost Meter)** • Boost - press or hold C when Boost Meter has at least one segment filled (hold C to continue Boost)** • Spin Dash - hold B when standing (Crouch) + hold C*** • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running • Chaos Control - L + R when with a Chaos Emerald and enough Rings* * When Shadow has a Chaos Emerald, in exchange for Rings he can use Chaos Control (Time Stop version only), Chaos Spear, and Chaos Blast - each technique requires a different number of Rings; cannot use if do not have enough Rings or no Emerald - instead replaced with a very short hover ability. ** His Peel Out, Boost, and Boost Meter work exactly the same as Sonic's (but a bit slower in speed and with different animations - like his Peel Out is him hovering in place as jets of fire are spouted from his shoes). *** His Spin Dash also works exactly the same as Sonic's. Amy • Spin Jump - press A on ground (works as a spin attack like everyone else) • Float - hold A in air* • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Hammer Attack - tap C on ground while standing** • Hammer Slash - tap C on ground while running** • Air Hammer Spin - tap C in air** • Hammer Twirl Dash - hold B when standing (Crouch) + tap C*** • Hammer Jump - hold B when standing (Crouch) + tap A**** • Hammer Jump - hold C then release C on ground • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Amy's Float works like it did in Sonic Heroes: she pulls out her Hammer and spins like a ballerina to slow her decent. Hitting an enemy during a Float will stun them and knock them out of the air if flying but deal no damage. ** Her Hammer Attack is basically her Hammer Attack from Sonic Adventure: she hammers the ground (although it should have greater reach). Her Hammer Slash is her running version so that she loses no speed. Her Air Hammer Spin is basically her jumping Hammer attack from Sonic Adventure, but since her basic jump is already an attack, it is more about extending her reach. *** Hammer Twirl Dash is Amy's version of the Spin Dash but works more like Tails's Accelerate, however Amy requires no reving or charging: she skips out of the crouch immediately at her max speed as she pulls out her Hammer and then starts spinning with the Hammer similar to her Spin Hammer Attack in Sonic Adventure for a few seconds (during which time she will do damage to any enemy she hits unless she takes damage first from by spikes, electricity, or projectiles), soon she stops spinning, puts away her Hammer, and is just running as the momentum based gameplay takes over. **** Hammer Jump is a super high jump Amy achieves by using her Hammer like a pole vault - there are 2 ways to input the command to use it: press jump while crouching (faster but requires being still) or holding C for a full second (can be done while running). Amy should be an NPC most of the time - and her role should be mostly comic relief. Rouge • Spin Jump - press A on ground • Flight - tapping A in air* • Glide - holding A in while in Flight* • Swim Stroke - tapping A when in water*** • Swim - holding A when in Swim*** • Wall Climb - Glide onto wall • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Screw Kick - B in air (Digs into the ground) • Kick - tap C on ground • Kick Combo - rapidly tapping C on ground (works exactly like the combo in SA2 and does not slow down speed if moving) • Ground Dig - hold B when standing (Crouch) + A** • Wall Dig - tap B when Climbing on wall** • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Her flight works by tapping the button in air for each flap of her wings to ascend. She gets a Flight Meter to replace Sonic's Boost Meter which monitors her wing flaps, when it is depleted she can no longer flap her wings to ascend. When the button is held down she goes from flight to glide which works much like Knuckles's glide and conserves wing flaps. ** Her digs and Dig Meter work just like Knuckles's (with different animations of using feet to dig) in both 3D and 2D areas with a similar Dig Meter replacing her Flight Meter. *** Rouge’s Swim Stroke works exactly the same as her Flight and her Swim works exactly the same as her Glide; with the Swim Meter replacing her Flight Meter but working exactly the same as it, depleting with each stroke. Blaze • Spin Jump - press A on ground • Axel Tornado (Accelerator Tornado) - tap A in air to gain height (double jump) • Burst Hover - hold B in air • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Fire Boost - press C on ground when Boost Meter has at least one segment filled (hold C to continue Boost)** • Aerial Fire Boost - hold C in air when Boost Meter has at least one segment filled** • Burst Dash - hold B when standing (Crouch) + tapping C (more taps for greater rev)* • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Burst Dash is just a fancy Spin Dash done like Blaze's Burst Dash does in the Rush games becoming what Sonic06 called her Spinning Claw. It only reaches her top running speed but as an attack it still disables Quick Step and Drift and is harder to control. Obviously this cannot be used to get under obstacles like how the Roll (Spin Attack) can be. ** Bearing some similarity to Sonic's Boost, Blaze's Fire Boost is also controlled by a Boost Meter that must have at least 1 full segment to use. Once the segment use is done, the Boost ends leaving the momentum based mechanics to take over, unlike Sonic's it cannot be extended - though after a short break another Boost can be used for the cost of one more full segment. Blaze's Meter is built by defeating enemies and performing tricks, making it a bit more rare but it does not drop for any reason other than being used for Boost. However Blaze's version envelopes her in flame and serves as an attack. Its speed is only slightly faster than her top running speed (like Tails's Accelerate) and is nowhere near Sonic's version. Silver • Spin Jump - press A on ground (works as a spin attack like everyone else) • Levitate - hold A in air • Psycho Grab - hold C to activate grab when enough energy in PK Meter, each object uses a percentage of PK Meter, objects continue to be held after releasing C until thrown with Psycho Throw or tap C to drop* • Psycho Throw - tap B when holding (an) object(s) in Psycho Grab to throw 1 object at a time* • Psycho Smash - hold B when holding (an) object(s) in Psycho Grab to throw all objects at once* * Psycho Shock - tap B in air to stun nearby enemies when enough energy in PK Meter, uses a percentage of PK Meter • Crouch - hold B when standing and not holding (an) object(s) in Psycho Grab (Crawl by moving) • Roll (Spin Attack) - tap B when running and not holding (an) object(s) in Psycho Grab*** • Teleport Dash - hold B when standing (Crouch) and not holding (an) object(s) in Psycho Grab + tapping C (more taps for greater rev)** • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Silver's Psychokinesis basically works under similar ways as it did in Sonic06: he has a PK Meter to replace Sonic's Boost Meter and can only hold items, levitate, or shock until it is depleted. Like in Sonic06, he can Grab missiles, bullets, stunned enemies, and environmental items and his PK Meter rebuilds itself automatically when not using abilities. ** Teleport Dash is more like Tails's Accelerate. It only immediately accelerates him up to his top running speed but is not an attack so he can still use Quick Step and Drift. The Dash only works when Silver is not holding things with Psycho Grab. Espio • Spin Jump - press A on ground • Chroma Camo - hold C* • Shuriken - tap C on ground** • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Wall & Ceiling Climb - Jump into any wall or ceilings • First Person Aiming Shuriken - hold B when standing (Crouch) + hold C (aim) > release C (throw) • Horn Charge - hold B when standing (Crouch) + tapping A (more taps for greater rev)*** • Wall / Ceiling Climb - jump against a wall or ceiling • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Chroma Camo is an invisibility that works like it did in Heroes, enemies do not actively attack during it (and if they were actively attacking become confused). It is linked to Espio's Camo Meter that replaces Sonic’s Boost Meter which depletes for as long as he is invisible, when it is empty he becomes visible and is momentarily stunned and vulnerable - this stun time is very short and not as long as Amy’s in Sonic 06. The Camo Meter replenishes itself when not using Chroma Camo. ** Espio throws shuriken like he did in Sonic Heroes. In First Person Aiming he can throw them at a small aiming reticle. *** Horn Charge is Espio's version of the Spin Dash but works more like a combination of Tails's Accelerate and Amy's Hammer Twirl Dash, it only sends Espio to his max running speed if fully rev'd. Espio stays in place as he spins like a top (like he did in Chaotix) for a moment then dashes forward at his max speed in an attack which can be maintained by the momentum based gameplay - however it is not tied to an on-screen Meter like Sonic's but works more like the classic Spin Dash. and is just running as the momentum based gameplay takes over. Vector • Spin Jump - press A on ground • Bubblegum Descent - hold A in air* • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Bite - tap C on ground or while swimming • Bite Combo - rapidly tapping C on ground** • Frenzy - hold C on ground (has homing ability, charges Power Meter)*** • Swim (Grace Period) - automatic upon entering a water hazard that would cost a life (lasts for duration of Swim Meter)**** • Swim - press A when in water (lasts for duration of Swim Meter)**** • Swim Ascend - hold A when in Swim • Swim Quick Descend - hold B when in Swim • Bubblegum Superball - hold B when standing (Crouch) + tapping C (more taps for greater rev)***** • Bubblegum Bounce - tap B in air while in Bubblegum Superball • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Vector’s Bubblegum Descent is much like Amy’s Hammer Float but animated as his Bubblegum Descent from Sonic Heroes ** The Bite Combo is much like Knuckles’s Punch Combo but animated as biting *** Frenzy is similar to Knuckles’s Maximum Heat Knuckle Attack or Sonic’s Light Speed Attack from Sonic Adventure but animated as Vector racing around doing lots of biting, Vector’s Power Meter is charged just like Knuckles’s Power Meter for the Power Punch. **** When Vector enters water, he can swim through the water similar to how Tails can fly through the air in Flight, the longer he swims the faster he swims and his max swimming speed is much closer to his max running speed. If Vector falls into a water hazard that would otherwise cost a player a life, he gets a grace period where he can swim on the surface of the water (no descent) to a safe spot but the Swim Meter depletes faster than normal. ***** Vector’s Bubblegum Superball is like a super sized version of Sonic’s Spin Dash, Vector surrounds himself in a large bubblegum bubble in which he stands up in (similar to the hamster balls from Super Monkey Ball) and begins reving up and spinning in place. He then dashes the bubble forward at his max running speed (if fully rev’d) after which momentum based physics take over. If Vector hits anything (any wall or object, except enemies and other damage causing hazards), he gets bounced into the air, or he can also jump while encased in the ball. While airborne, Vector can use a bounce attack similar to Sonic’s Bounce Attack that will send him back up even higher than Sonic’s version. Vector can pop the bubble using his Bite or by hitting an enemy, which causes damage to the enemy. Hitting other obstacles like spikes, electricity, and projectiles not only pops the bubble but also causes damage to Vector. Charmy • Spin Jump - press A on ground • Flight - press A when in air (lasts for duration of Flight Meter)* • Flight Ascend - hold A when in Flight • Flight Quick Descend - hold B when in Flight • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Homing Sting - tap C at any time** • Air Dash - tap C when flying*** • Flower Warp - hold B when standing (Crouch) + tap C when standing on a special flower**** • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Charmy’s Flight and Flight Meter work almost exactly like Tails’s but his Flight Meter takes longer than any other flight character to deplete and he is faster than Tails in horizontal speed and equal in vertical ascent ** Charmy’s Homing Sting works almost exactly like Sonic’s Homing Attack except it can be used at any time *** When flying, Charmy can get a quick burst of speed bringing him up to his max running speed with his Air Dash. **** If Charmy finds a special flower, he can use it to teleport himself to that flower’s counterpart in another location with Flower Warp. This can be used to find hidden things and as shortcuts. Cream • Spin Jump - press A on ground • Flight - press A when in air (lasts for duration of Flight Meter)* • Flight Ascend - hold A when in Flight • Flight Quick Descend - hold B when in Flight • Crouch - hold B when standing (Crawl by moving) • Roll (Spin Attack) - tap B when running • Chao Attack - tap or hold C at any time** • Step Dash - hold B when standing (Crouch) + tap C*** • Quick Step - hold L + control stick on ground • Drift - hold R + control stick when running * Cream’s Flight and Flight Meter works exactly the same as Tails’s Flight, but with faster horizontal speed and slower vertical ascent than Tails ** Chao Attack works just like it did in Sonic Advance 2 where Cheese dashes at enemies in a homing attack *** Cream’s Step Dash is much like Amy’s Hammer Twirl Dash in that it requires no reving or charging: she skips out of the crouch immediately at her max speed as Cheese spins protectively around her (similar to the Step Attack from Sonic Advance 2) for a few seconds (during which time she will do damage to any enemy she hits unless she takes damage first from by spikes, electricity, or projectiles), soon Cheese stops spinning, and she is just running as the momentum based gameplay takes over.
  2. I said I do not consider either Aaron or Kirk to be a good source for canon but I consider them a better source than Ian. Also who is Ian's contact in Sonic Team? The special thanks in the comics are to Anoulay Tsai (director of licensing @ Sega Of America), Mai Kiyotaki (licensing product manager @ SOA), Aaron Webber (you know, who you've been saying does not have the same weight as Ian), Michael Cisneros (manager of licensing @ SOA), Sandra Jo (senior manager of licensing product development @ SOA), and "everyone at Sega" So does this mean if I somehow miraculously line up a chance to ask one of the writers of Sonic X this question, would he, in your eyes, hold the same weight or more as Ian? After all, he may be in a different company (like Ian) but Sonic Team was directly involved in Sonic X (way more so than the comics) to make sure it remained comparatively truer to the game canon so the writers literally worked with Sonic Team more frequently (and probably without language barrier). And they had to make everything BZ just said (coherent world within the mythos and all - even considering the fact that this bullshit fan argument about Shadow not needing Emeralds started during Sonic X's run despite the fact that Shadow's need for an Emerald is unquestionable in Sonic X). So really it would be hypocritical to say he does not hold the same weight. I can't believe you got me arguing about whether or not a guy not even employed by Sega and makes a non-canon separate universe with clear differences from the main canon can be a good source for the main canon.
  3. I agree with the original poster Rowl, but I feel some things about the Deadly Six should be changed. For one thing, I think their powers should be the power to control not just magnetic fields but also all electromagnetic fields - which is essentially true already as I once posted before: Other changes per character: Zavok - not much to change about Zavok, but he needs a motivation for his desire to destroy the world below, perhaps a feeling of superiority and desire to put the lowlifes in their place. His control over electromagnetic fields is among the best and he excels at concentrating infrared light to heat up air and create plasma (fire). Master Zik - again I like his mentorship role to Zavok and his founding of the Deadly Six, but he should share Zavok's motivation. His control over electromagnetic fields is also among the best and he excels at manipulating magnetic fields to essentially act like telekinesis on objects that are diamagnetic and also manipulating electric fields to create "Ball Lightning" attacks. Zazz - his crazy personality and love of reeking havoc should stay, but he should be regarded as the weakest of the Six. He is the dumbest, his control over electromagnetic fields barely gets out of magnetic fields and that is already weak, he is physically strong but is easily bested by Zomom and Zavok in strength, but the Six keep him because of his intensity in battle and his willingness to stoop to any level to win. He is very loyal to Zavok, a loyalty that started before either joined the Deadly Six, but Zavok only sees Zazz as a pawn. Zomom - downplay the fat stuff, he should be more like Yellow Zelkova from Sonic X, he is physically the strongest (even more so than Zavok), but is about as dumb as Zazz, with his electromagnetic abilities about the same as Zazz too. He is easily manipulated by his love of comforts including, but not limited to, food. In future fights, he prefers to fight Knuckles. Zeena - kill the chick stuff, she is the smartest of the group (even more so than Zavok) but is also the laziest. She secretly has Starscream like dreams of replacing Zavok as leader of the Deadly Six but never has the motivation to actually carry through with her desire. Her control over electromagnetic fields is on par with Zavok as she can drain infrared light out of the air, depriving it of thermal radiation and making it cold enough to create ice, her ability to control magnetic fields gives her some control over water which is diamagnetic but it is only useful for moving and throwing ice. She can be motivated with praise of her abilities making her feel she must prove herself. Zor - not much to change about Zor, he should continue being nihilistic but lay off the annoying sayings, he should become angry at happiness, though he should be more mysterious especially in why he wants to be a part of the Six. His control over the electromagnetic spectrum should be the best and also considered a "dark art" none of the others would dare try as he can control visible light, but no one understands how he can turn one of his shadows into a weapon.
  4. Blame the animators, blame the writers, the story boarders, whoever. Bottom line, everybody who matters says Shadow canonically needs a Chaos Emerald to perform Chaos Control - this includes Sonic Team (who make the games), Iizuka (who is the head of Sonic Team and personally created Shadow), and even in-universe Shadow himself. Taking that, we must first consider only possibilities that hold true to what those official sources have said. There exist indisputable possibilities that Shadow could have a Chaos Emerald in Forces, and that any other "inconsistency" can be explained with fake Emeralds or Chaos Drives or even simple super speed "flash step" style. Without the ability to completely disprove these possibilities, or without one of those three official sources coming out and blatantly saying Shadow no longer needs an Emerald, we must consider that the status quo remains unchanged and Shadow still requires that Emerald. And no, Ian Flynn is not a source to go to in this, he is twice removed from the sources that matter. He does not even work for Sega. Hell even Sega employee Aaron Weber is not the greatest source since he is not in Sonic Team. OK then cats it is, keep Shadow away from that Broadway show Agreed, but I don't like to let this bullshit spread.
  5. Or what Sonic Team and Iizuka himself has always said is still true and Shadow still requires a Chaos Emerald... - Shadow had a Chaos Emerald on him in Forces but animators overlooked and never showed it (all Chaos Emeralds' locations are unknown in the canon of Forces story) - or fulfilling the requirement of a Chaos Emerald can be achieved with a fake Emerald (for example, if the player performs Team Dark's Team Blast in Sonic Heroes before collecting any Emeralds, Shadow literally pulls an Emerald out of nowhere - he may still have it) or maybe even with Chaos Drives (according to Rouge's Report of 50 years ago, Prof Gerald created Chaos Drives after researching Chaos Emeralds) Iizuka and Sonic Team have continually said Shadow requires a Chaos Emerald. They have created possibilities that would fulfill that requirement. They are the gods of Sonic's universe, not us. Until one of them specifically says otherwise, we MUST assume NO change to the canon was made. Iizuka says Shadow cannot use Chaos Control without a Chaos Emerald
  6. What Pengi said here is a link to the translated SA guide http://sonicjam.wikidot.com/sisghzs:dc-sonicadventure-osg-t1 Also of note, Chaos was not at first called ‘Chaos’ but was unnamed until it reached some transformation; and the Chaos Emeralds were not given their name until Chaos destroyed the Knuckles Tribe - they were named after Chaos
  7. Why do we need a view from Sonic's privates? Is that supposed to be how long his ____ is?
  8. Well... Sonic Colors and Sonic Generations are both sequels to Sonic Unleashed. Anyway, I'd drop Adventure Fields, Town Stages, whatever-they're-called and drop Werehog. However a few elements from Werehog can be introduced to Knuckles gameplay (the combo system really) - but make it faster paced: really do not have to stop to beat all enemies with emphasis on getting to the goal as fast as possible (like Sonic) and hoards of enemies are one-hit only And take the mapping of Sonic's Homing Attack to a second press of the jump button from Colors, Generations, etc and apply it to Unleashed (using Boost button to Homing Attack was a bad idea) Overall though I'd prefer if Sonic Team did a new type of game that has a momentum based gameplay more along the lines of Green Hill Paradise Act 2 (not the open world part of that though, that's ridiculously in need of resources Sonic Team would not be able to realistically do)
  9. Power can be drawn from the Chaos Emeralds without physical contact - only some poorly defined proximity is needed to draw power from them. This is proven by numerous Super transformations and how Black Doom uses all 7 Emeralds to warp the Black Comet yet never touches an Emerald. Therefore Shadow does not use Chaos Control during his game without an Emerald - because Doom did not get them far enough away. And in the end, Shadow needs an Emerald because Sonic Team, Shadow's own character, and Takashi Iizuka said so (Iizuka created Shadow IRL and is the current head of Sonic Team)
  10. Shadow was out for 6 months with a bad case of bad writing. Or, Shadow had one on him but bad story telling left it out. The Emerald locations are all unknown in the Forces story (barring non-canon DLC). Shadow is not confirmed to not have an Emerald. Which means Shadow COULD HAVE HAD an Emerald on him. Furthermore, Sonic Team CONTINUES to insist Chaos Control requires an Emerald. Therefore Shadow MUST HAVE HAD an Emerald on him to use Chaos Control (or an equivalent to an Emerald like a fake Emerald - which he must have had in Sonic Heroes since he was pulling Emeralds out of his ass when his team had yet to collect one). Also, if the real Shadow did not need an Emerald to bust out Chaos Control, neither did the fake Shadows - yet they never even used Chaos Control despite how "their powers are as formidable as the originals". A better explanation: they never had a chance to because there was almost never an Emerald close enough to them to use Chaos Control (and the one time there was, the real Shadow used to beat the fake before the fake even knew what was going on). After that, a smart tactic on Shadow's part would be to leave the Emerald at home for any other fights with his fakes - and coincidentally Chaos Control was never seen again in-game.
  11. Unless they want to permanently trap Silver in Sonic's time, it's time to retire or semi-retire (with only a few time-travel related appearances). His entire purpose in Forces was to "job" to Infinite and make Infinite look more powerful and also to knock the extra prototype Ruby out of his grasp. They could have used Knuckles to do that. At least with Knuckles it makes more sense, even with the complaint about how he should be guarding the Master Emerald - he would still be involved in a world-wide war.
  12. Just because Null Space was a complete void does not mean it could not suck things from Sonic's world into it to provide more level - think Big Hero 6 with all that debris in the portal at the end. With respect to what Diogenes said - the Phantom Ruby should not have been the sole reason that Sonic & Avatar escaped but it should have played some role with greater emphasis on teamwork. Maybe Avatar builds the willpower needed for the prototype to open an exit because of Sonic's inspiration but the exit is small and closing so it is up to Sonic & Avatar's Double Boost to escape?
  13. I doubt Infinite's bond to his Jackal Squad was anything more than "they exist to make me stronger" - seems more in-character for someone so obsessed with strength as he was depicted - his anger over the loss of his squad was probably more about how it either weakened him or made him look weak
  14. While Unleashed was a step in the right direction, IMO what human characters should really look like in Sonic... No neck, tube arms that are wider at wrists and ankles, maybe some crazy anime hair for some But simplified a bit (this guy has way too much going on in his clothes)
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