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Emerald Chaos

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About Emerald Chaos

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    Lurking all day...
  • Birthday 05/31/1993

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    Sonic, Animation, Art, Games, Reading, etc
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  1. Sonic Mania Plus: Official Reveal (Coming Summer 2018)

    Funny coincidence I had SegaSonic arcade on my mind like a week ago. Like others I'm pretty disappointed in no Amy. I guess I would have to agree that they're likely saving her for another game. I mean, with the game's current control scheme she can hardly have her Advance moveset. Excited to see what they do with Ray and Mighty. It's crazy to think they're being brought back after all this time
  2. Sonic Racing (Possible Title) - Upcoming Sonic Racing Game

    Plot twist: It's actually Sonic Drift 3 and the car that's in the shadows is the Cyclone
  3. The Future of The Boost Formula

    Yeah, I got that impression. I understand why you feel that way, but let me reiterate that I feel speed is absolutely part of Sonic's identity. But from the series inception it's not been the sole thing defining it and giving it its own uniqueness. You've probably heard plenty of people say this, but the thing that really separated the classic Sonic games from Mario games wasn't necessarily the speed, but the unique way which Sonic moves and interacts with his environment. That is something at the core of the gameplay that remains intact even at slower speeds, and it sadly something that I feel hasn't really converted into the 3D games well. But when you're playing an older Sonic game, even when you're not going fast (and they're designed in a way that there's plenty of opportunity and incentive to) it still feels very different to Mario. It's a bit demeaning to the intricacies of these games to say that because you're not going as fast as possible it's just a clone of Mario. But honestly, if a Sonic game could even scratch the depth of a Mario game like Super Mario Sunshine in terms of depth and options of movement, I would be much happier with it than most of the games we've been given. Well, spindashing well in the classic games does take a good amount of skill to do well in terms of being in control of Sonic, positioning and executing it. I'm all for moves that keep the flow of the game up, so long as, as Diogenes said, it's balanced. The boost is, as it has been in the games so far, not balanced and it overshadows other aspects of Sonic's gameplay that gave the series its identity. Well in a hypothetical new game, boost as an analogy to the turbo nozzle has some potential I suppose, to take the comparison a bit more literally than you intended, in SMS the turbo nozzle is far better balanced than the boost in Sonic right now and isn't the main focus of the game. It's actually slower than sliding, and isn't an attack and Mario doesn't always have access to it, it's not standard in his moveset. So maybe if boost is included as an individual move that costs resources in a meaningful way, and is an easier but less rewarding, alternative to natural movement, rather than the core mechanic of the game, it could work out in a way that I'd be happy with it.
  4. The Future of The Boost Formula

    Ideally the games will allow you to choose to make your goal to go as fast as you can, as opposed to railroading you into it and if different options have different weight, then there's room for player expression in how you make your decisions based on your preferences. If your end goal is to go faster, then having to pick between running and spin dashing will test your awareness in each situation of which option is more appropriate. With the boost there's no such test of your awareness which ends up reducing the overall level of depth. Also, if you find the "stop and go" quality of the spin dash is undesirable, then that increases the incentive to play skillfully since it serves as a penalty for dropping your speed. The boost games designed the way that they are lend themselves to one style of play, I tend to refer to boost style games as platform-racer hybrids. I used to have a heavy disdain for them, before I grew to accept them more for what they are. Well played speedruns of these games can be breathtaking, but still the games shouldn't be speed at the cost of absolutely everything else. I think you seem to be making an assumption that when you play a Sonic game the only thing you want to do is go fast. While that's true for you, that's not necessarily true for everyone who plays them. The ability to go fast should certainly be part of the games, but When you make a game that accounts for slower speeds, again you increase the amount of options available to the player, moving in more directions becomes a viable option as opposed to the boost formula which works on such a scale that the only viable option is moving directly forward. This is a common criticism of the lack of depth in the boost games. Sure they might have different paths available, but the reality is, even with diverging paths, there's very little variety even in the best designed boost style levels. Devs from Sonic Team themselves have said that the levels take a long time to develop, and that is the reason why the games continue to have gimmicks like the Werehog/Classic Sonic etc instead of working entirely from a solid foundation. If they built the core of the game around more than speed and more speed, they would be able to increase the variety without needing to work from the ground up and use extra characters with an entirely different playstyle that is similarly shallow. The speed that the character is moving at does matter, because there are only certain things you can be expected to react to moving at high speeds, so the shape and form of the levels by necessity has to follow certain rules. The fact that the levels in Sonic Forces are very lazily constructed stands as evidence against the point that they must have improved the development process. If they had, then surely they would be able to offer much more freedom to the player, instead of keeping them locked onto a path to avoid them seeing how bare bones the game is. As for why they would stick with that gameplay style. As you said before, it's tested and it works, to an extent. The problem is, while it's functional it's inherently limiting.
  5. The Future of The Boost Formula

    On a semi related note, I want to say that I dislike the boost as an attack from an aesthetic point of view. It makes Sonic seem really stiff and boring in combat. Since it makes his his specialty... running into the opponent. A good example of what I'm talking about is the finale of the Shadow boss fight in Sonic Generations, where to finish him off you slow him down with meteors so you can boost into him and it looks really awkward and feels really unsatisfying. It's not dynamic in any way. There's no impact to it, there's nothing to make it stand out because there's no change in what Sonic is doing.
  6. The Future of The Boost Formula

    It's harmful to the focus and quality of the games and really ought to be removed. Given that Sonic Team have spoken about it taking a massive time to construct boost formula levels, I think it's hard to argue that it's not objectively bad from a design perspective since they need to spend ages crafting a level that you barely interact with. Sonic needs to be fast, sure. But it doesn't need to be quite on that scale.
  7. Sonic Racing Rumors - "It's happening, FOOLS!"

    As with some folks, I'm a bit disappointed with the prospect of other SEGA series not getting in. On the other hand, I actually feel like a pure Sonic racer has potential to be more focused than the All Stars one. Hopefully we can get a variety of track themes, a character selection that looks something like the old Sonic Runners', more Sonic themed items and less boring gimmicks like the All Star item. Multiple vehicles/customization would be nice too.
  8. Well, in regards to the video that OP posted. Triple Trouble and Advance 2 are of questionable canonicity (whatever counts as canon these days, anyways) The number of times Knuckles gets tricked in any given series timeline isn't actually as high as you might think. It's just the fact that it happens at least once in EVERY timeline (except Sonic the Comic) which gives that impression.
  9. A Hypothetical New Team Rose

    I agree with what some folk in this thread have been saying, the whole "team" format feels like artificially boxing the characters into types for arbitrary reasons. Two reasons for this By defining one overarching trait, and then lumping a bunch of characters into that group creates a feeling of "sameness" when the reality is, if you look at various characters, their skillset is not so easily defined. Secondly, it encourages keeping characters within their established teams, limiting what each character can do on their own and discouraging interesting/unique partnering.
  10. I mean, if we're counting spinoffs, then the classic era has masterpieces like Sonic's Schoolhouse...
  11. Legitimately curious what kind of response the OP is expecting here other than "No"...
  12. Sonic Forces SPOILER Thread

    Is there a collection/catalogue of all the cut content in this game that we know of so far? I'm curious how much of this game didn't make it into the final product, given how weirdly disjointed the game feels.
  13. The Classic Series vs. The Advance Series

    I'm personally pretty impartial, I feel like the pros between the two are fairly balanced: Drop Dash: Has a satisfying flow Curls up into a ball, so it's very in line with Sonic's central concepts Well balanced, only gives you the speed of a slightly charged spindash, and you need to do a full jump and landing, basically meaning it's not too spammable Air Dash: Also satisfying to use Very high potential move, look at any speedrun or TAS video of the game to see how crazy the move can be Allows for some correction in the air without being too strong ala Sonic 4's homing attack The air dash inherently has much more utility, but that's not necessarily a good thing. You have to look at it in line of what it does to the overall gameplay. Look at Sonic 4, again, it's homing attack gives full acceleration AND an attack at the press of one button. I personally feel like the move requiring some level of execution, double tapping forward, and the move not being an attack means you need to have some awareness of your positioning and encourages utilisation of more of your moveset.
  14. The Classic Series vs. The Advance Series

    Not gonna lie I feel a bit lost sometimes going back to the classics after playing the Advance games, since you can't air dash. If we're counting Mania as a "classic" game, do people prefer the drop dash over the air dash? Could you see a game where Sonic has both options?
  15. What does Japan see in Forces?

    If the Japanese fans really respond more positively to a game like SA2, 06 and Forces, that can go a long way to explaining why Sonic Team's approach to making games is so weird and haphazard. Odds are they're going to be more in touch with that fanbase than the western one and will be more inclined to try to appease them.

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