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Miraculous Milo

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Everything posted by Miraculous Milo

  1. Iizuka stated in this April 2017 interview with Famitsu that Forces started development in 2017 2013, right after Lost World finished production; Nakamura in this November interview with Famitsu later that year went on to clarify how that production time was spent--with the first year spent on new engine/technology development (Hedgehog Engine 2), and full-scale production being spent on the game's fourth/final year of development. He also clarified the second and third year had production of the game being handled by a small team, and noted that development on this title was longer than other Sonic games. None of the above I just listed is claims/rumors/speculation from unofficial sources, and to try and dismiss it as such would be silly. It's also silly to imply Sonic Team's management of Forces' production period should be given the benefit of the doubt, while also ruling out comments ST said themselves on Forces' production period as something not to be considered seriously. That's practically arguing the studio should be able to eat their cake and still have it, which is a meaningless position to take.
  2. for those who missed it last weekend, art topic update.


  3. For those who missed it earlier today, Halloween art topic update.


  4. My thoughts on Colors as of today reflect back to this comment from @Indigo Rush back in 2017: "Sonic Colors was seen as the best Sonic game in a decade. When was the last time you've played it?" ...and I would reply "not since I first beat the game, back in early 2011." After playing to essentially 100% completion (all Red Rings and Chaos Emeralds from Sonic Simulation/unlocking Super Sonic), I've had minimal interest in going back to the game since then. Or to put it another way (for those who don't use replayability as a metric on recommending games)--there are a good handful of other Sonic games and many other platformers in general; that I would vouch for checking out first before offering Colors. For me, this is one of those games in which I'd say it's only worth looking into in a "when you've got no other games to play" scenario, if you're merely looking for a competent Sonic game and nothing more beyond that, or if you're just *that* curious about this game above all else. It's definitely not a lousy game and it does have its merits--the presentation (art direction, stage settings, graphics --esp. for a Wii title-- and soundtrack) is probably the last outstanding one for a largely original Sonic work (compared to stuff like Generations and Mania, which are heavily built on existing environments/zones and remixes of existing music). And in terms of being the "comeback" game after a string of divisive, unfocused games; it deserves that title far more than the other hyped "comeback" 2010 Sonic game of that year. But the gameplay, namely the platforming/level design, is just too clunky and rigid for Sonic gameplay and too generic when measured to other platformers for me to really enjoy. And a lot of the levels are in 2D for what's supposed to be a 3D Sonic title; although since we're dealing with Unleashed-lite Boost gameplay, there not much good to talk about here either (in the sense of the "3D platforming" that isn't boosting through levels). Colors also has the "unwitting instigator of doom" stain on it where all of the things it brought to the table in 2010 (the Wisps, the laidback sitcom tone, the simplistic stories, the Sonic/Tails character focus); have overrun the series as a whole as of 2020, with those elements getting explicitly worse over time. What used to be a welcome departure from the then-immediate era of games as of 2010, I would have no qualms of not seeing ever again as of 2020. They've successfully inherited the mantle of exhaustion people had with the games of the 2000s--the serious-to-grim tones, the focus on ensemble casts/new characters, the fairly developed (even convoluted) stories, and Sonic games proudly wearing blatantly gimmicky gameplay concepts on their sleeves, among other things. I imagine it's only a matter of time before we get a new major Sonic game that rejects everything this game established, and either goes back to the 2000s era (and not in a half-assed way like Forces) or does something completely different altogether. Where I used to consider this as a great game shortly after I first beat it, I only consider it on the higher end of decent nowadays. You can certainly do worse, but there are a lot of better options out there too. I think it only really excels for people with a very specific criteria of what they want out of a platforming game or a Sonic game.
  5. Halloween / October-themed art update.


  6. Some October / Halloween stuff. Intrusive Broadcast. Sadly for Tab, he's more of a lightning rod for possessive spirits compared to the rest of his team....and everyone else. Fist to Black. ... *thwack* Witching Hour. When the noon of the night begins, all witches emerge from darkness! And one more that fell by the wayside quite a bit: Late to Haunt the Party. Being two weeks late to Halloween is bad enough. Being two weeks late to Halloween and showing up on a Friday the 13th...
  7. Alex Trebek (Jeopardy host) has passed away from pancreatic cancer at 80. Expected but still sad news.

    Massive respect for keeping up the good fight against his cancer up to the end. RIP.


    1. Supah Berry

      Supah Berry

      Thank you for coming to our Donald Trump is Over party.


      We now return you to our regularly scheduled 2020

    2. mayday2592


      @Supah Berry what does this have to do with Alex Trebeck.

    3. Supah Berry

      Supah Berry

      It has to do with bad stuff always happening on 2020 in general

    4. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      He will be missed. 

  8. It’s about time.

  9. probably late, but mystery skulls animated - the future is now live


    1. Supah Berry

      Supah Berry

      Watching it now on Motobug actually

    2. Strickerx5


      Twas fantastic.


      welp, see y'all in another two years

  10. anyone interested in a dedede montage with sonic unleashed music?

    (also i drew the "dedede unleashed" artwork in the thumbnail, which you can see in full here)

  11. new mystery skulls animated music video coming tomorrow!





    1. Ryannumber1gamer


      Oh shit, this is one of my favourite Mystery Skulls songs.

  12. leaked scene from the 2021 3d sonic game:


    somehow, zavok returned

    1. Miraculous Milo

      Miraculous Milo

      ( i was honestly *this* close to using infinite, but a. i'm truly unsure if they will ever bring infinite back, and b. there's more than enough games to demonstrate sega keeps trying to make zavok an ongoing thing in sonic games )

  13. the hero and his elf bride open a pizza parlor in another world

    1. Jovahexeon Jax Joranvexeon

      Jovahexeon Jax Joranvexeon

      Interesting Zelda concept.

  14. fucking lol

    a fly landed and sat on pence's head for two minutes and it's stolen the spotlight of the entire VP debate

    1. SenEDDtor Missile

      SenEDDtor Missile

      Clearly it smelled the shit coming off him.

      Or that he's a walking corpse.

    2. Crow the BOOLET

      Crow the BOOLET


    3. Supah Berry

      Supah Berry

      About time the forces of Mother Nature step in to protest human politics.

    4. KHCast
    5. Ellipsis-Ultima


      There is a Twitter account of that fly already

    6. Jovahexeon Jax Joranvexeon
    7. Ellipsis-Ultima
    8. Miraculous Milo
    9. Jovahexeon Jax Joranvexeon
  15. apparently warnermedia has sold ad space for their news networks to funimation

    so now i can eagerly confirm that in-between ad breaks about the u.s. presidency handling coronavirus on CNN, you have the chance of seeing ryuko and nia from kill la kill fighting each other 🙃

    1. Miraculous Milo

      Miraculous Milo

      can also confirm you can see elric from FMA(:B) throwing off his cloak during ad breaks on CNN as well

  16. To those who say "fuck your customer base, do whatever you want (and make it good)" with respect to practically any franchise....I really would like you guys to try and answer the following questions. Where do you think the malicious, unhappy, cursed customer base comes from to begin with? Or in other words, how do you guys think the series got those fans that are now such a scourge to the developers. Do you guys honestly believe people become fans of the games or the series because they don't actually like them or don't actually consider it to be good? And those handful of good games the original Sonic Team group developed, before they even had an "audience" to speak of....so those were just pure luck, I guess?
  17. Since it's October, I'm bringing back this classic SSMB thread:


  18. This seems a bit relevant in light of recent news.


  19. when I saw the hole open up from the black background I legit thought it was a recreation of the rayman 1 boxart at first. silly me. *shrug*

    eh, not what I would had picked but I understand steve/minecraft crew getting in. I've seen several requests for steve as a guest fighter and minecraft is pretty popular worldwide, esp. on switch. I'd say he was roughly neck-and-neck with master chief from halo in terms of people wanting (another) MS rep in smash.

    I am surprised that in terms of MS IP picks, banjo-kazooie got in before steve though; even given the series' initial nintendo history, they were more of a dormant property.

  20. Even putting the current pandemic aside. Compared to the sixth-gen (GC/XB/PS2 baseline) and seventh-gen (360/PS3 BL) eras, where Sonic Team had already put out quite a few Sonic titles and could reasonably stand to move up to next-gen hardware; I envision that this time, Sonic Team opted to be comfortable sticking with eighth-gen (PS4/XBO BL) hardware for at least one more game. Lost World and Forces stand as the only two Sonic games by Sonic Team made for the current generation of hardware; and even so, Forces stands as the studio's only Sonic game developed with the industry baseline in mind; as Lost World was developed as an exclusive for the notably-less powerful Wii U. So with that in mind I can envision Sonic Team not being too eager to jump into developing next-gen hardware after production on Forces wrapped. I think this notion is supported by Forces' mixed results of enhanced performance for the more powerful PS4 Pro and Xbox One X. Xbox One X performance supported better resolution than base Xbox One (which was for some reason, only 720p...) on the whole, but it was rather inconsistent, with 1800p resolution used for some stages and 1080p resolution for others. And the PS4 Pro was practically identical to base PS4, with no resolution bumps whatsoever (although with that said, the PS4 version runs at 1080p and stands as the most consistent/most polished version of the lot). I think if Sonic Team were really committed towards showcasing the best possible performance for the game, they would had done more to accommodate for those mid-gen enthusiast platforms. Most Sonic games I'd say have managed to cleanly segregate themselves with hardware generations; only a few titles (Sonic 3D, Unleashed, Riders ZG, ASRT), strike me as being "cross-gen" over the years. Even so, ASRT and Riders ZG were clearly cases where the Nintendo hardware they were released on both close enough in power to other platforms to make ports feasible, and Sonic 3D was only brought to the Saturn as a backup plan for X-treme's production falling out. As a result, I personally doubt the next game will be cross-gen, since that would naturally mean more SKUs to be developed when ST will likely already be working for four (PS4/XBO/NSW/PC); unless they got someone to port them to the newer consoles. Speaking of which, that leads me to my final note: I think the most interesting question on this point would be if the Switch will be used as the hardware baseline for the next game, or if ST intend to develop primarily for PS4/XBO hardware. The Switch version of Forces came fairly late in production (since the game started development well before the Switch was announced/released), and it showed with its overall weaker performance and questionable stability in pre-release showings. If Sonic Team intends to bring the next Sonic game to the Switch, hopefully the hardware limitations have been considered earlier in production enough to either develop natively for the hardware, or have a really good port being handled by themselves or another team.
  21. At least one rumor is abound about how Forces as a game was supposedly far more centered on the Custom Hero/Avatar portion than the existing Sonic characters, up until they showcased their game to SoA and SoE and scaled the game back as a result after their response. Forces was also the game where the designers emphasized greatly simplifying the level design and controls to appeal to a new audience. And previous game, Lost World, also made a point of completely throwing out several design conventions and mechanics of Sonic gameplay in favor for new ones. So with all of that in mind, I'd imagine there's a pretty good chance Sonic Team (assuming they're responsible for the next major game) is more focused on making a game built around contemporary gaming trends than making a game built around one essential Sonic gameplay experience. A non-mobile Sonic game that did get substantial post-release support would be interesting to see. But this touches on a big point that ever since DLC / post-launch support has become the norm, mainline Sonic games have been very much been "one-and-done" in this regard. The majority of post-release material hasn't ventured past some bugfixes/patches and using existing/dummied out assets for re-arranged level design of existing stages. I'd say the best example of post-launch material to date for Sonic games is a toss-up between Lost World's Nintendo DLC Zones and Mania's Encore Pack.
  22. A Boost game with little-to-no 2D gameplay could definitely be done if the designers got their priorities straight. I think some proper adjustments would need to be done (dropping the pretense of being platformers, namely) but it's not some impossible feat. I feel like I'm taking crazy pills as I write the following sentence, as I tried searching for it for a good hour or two or so, and couldn't find anything. But I swear I came across quotes from some interview with the developers of Forces talking about how they approached the entire game under the philosophy of designing it as a 2D game, even describing the 3D sections as behind-the-back 2D sections. Maybe I am being crazy and the above interview/quotes don't actually exist, but you can definitely see such mentality reflected in the level design. Most of the 3D sections are so rudimentary, linear, and shallow that they may as well be 2D sections with a camera positioned behind them. Especially so when you can create mods that change the camera angle and play through these levels with almost no issue; or play the levels while only using one hand/mostly using one button on the controller. The overall point being the developers are not trying and failing to make fully 3D levels with the Boost games. They're simply not trying. Moreover, even if all of the above was false and Sonic Team truly was struggling with making fully 3D Boost games. We still saw with Lost World how they took what was supposed to be a more traditional 3D Sonic experience with substantially different 3D gameplay, and still put giant swaths of 2D sections/2D levels in that game as well. As others have said, 2D sections/gameplay are being abused as a crutch when it comes to designing what are supposed to be 3D Sonic games.
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