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Misty Milo

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Posts posted by Misty Milo

  1. I think in the wake of both traditional handhelds bowing out of the market after the 3DS and recent "3D" Boost Sonic games having plenty of side-scrolling action on their own; the concept of a new individual Rush project is a hard sell. I can imagine somebody thinking you could just get your Rush/2D Boost fix through the 3D games, even though the experience is clearly more of a discount substitute.

    I'm actually surprised that where the Boost games are concerned, they haven't incorporated more elements of the Rush games, especially for the 2D sections. If nothing else, I'd say the Boost games would be the perfect candidate to just have entire Rush campaigns as companion game modes. Have your "base" 3D Boost game actually focus on being 3D (instead of constantly cutting to 2D sections) and then you have your secondary game mode where the 2D action is (and by that I mean proper Rush-styled 2D; not the blocky puzzle platforming that the 2D segments have been following Unleashed).

    That said, I'd much rather see a new team brought on for those hypothetical new Rush games. Sonic Team's been responsible for the aforementioned R.C. Cola 2D Boost segments going on in the "3D" Boost games, so needless to say, I don't think they would be fit for the job. The last two works by Dimps speak for themselves on whether that studio should ever be allowed to design Sonic platformers ever again. (they shouldn't)

  2. And now, some portraits of some of my OCs, they all share a similar visual concept of simplicity and lineart emphasis. More should definitely be coming (these might end up replacing the profiles from 2018/2019). In order: Konumdrum (Kolumbia), Spellbound (Wiola), and Snowdew (Deuwood).




  3. The only guarantees I can make from a Bay-directed Sonic movie:

    a. Rouge, if she's in the movie, would definitely be there strictly to make people thirst hard for her, with the camera working overtime to do so. Probably implied or accused by side characters of having "relations" with intel to get information, since she's a government spy and all.

    b. The action would either be genuinely cool, or a bunch of CG nonsense where you can't make anything out.

    c. Sonic would probably be a foul mouthed little shit that tells Eggman or someone else at one point "that's not what your mom told me last night!"

    d. The first film would make a truckload of money to warrant at least another sequel, no matter how hard critics and fans tear it to shreds.


  4. I think it's a one-two-three punch of Iizuka becoming head of Sonic Team in 2008, the early 2010s period of Sega suffering major losses in their fiscal quarters, and ultimately the failure of the Boom franchise/games.

    First brought an end to what was the "auteur era" where you had a bunch of different teams doing different types of Sonic games; Iizuka upon taking over and becoming a chief producer for all Sonic projects really reigned things in creatively.

    Second was a scenario where since Sega was bleeding money at the time (to the point of canning games in development like Bayonetta 2 and pooling their efforts towards their "core pillar" IPs); I can envision spinoffs being likely extraneous enough to get culled, despite Sonic being one of those big core pillar franchises. A good amount of the spinoff games from the late 2000s didn't get figures in Sega's IR reports as it is, and Sega's losses were happening around the time the Sonic series underwent a significant decline in sales.

    Third I envision was merely the outcome of Sega banking hard on their Western re-branding attempt of their flagship series and getting back much less than they gave. Had Boom been more successful, it's all too plausible that the Boom tie-in games would had taken the place of the varying spinoffs that accompanied the mainline games through the 2000s. Sega's proclamation on PC and mobile games (which for Sonic is evident with stuff like Jump, Dash, Runners, etc.) I presume only ensured spinoffs would be out of focus as major projects for the series.


    Personally I think neither the scenario we had before nor the scenario we're stuck with now are all that good. Before you had way too much stuff coming out; with half of them being more hare-brained than novel in concept, and most of them being lacking in quality in their execution. Skip to today and there's...just...barely anything there at all. Any of the very few modern spinoffs we do get, feel like it's only there purely to push the mainline games or inflate the franchises' lifetime number of copies sold (smartphone games), and bring almost nothing fascinating to the table in the process. I feel it's a perfect reflection of how Sonic stands in Smash Bros. 3DS/Wii U and Ultimate; where there's such a creative leash on his representation in those games, that I think we wouldn't miss much if he didn't come back at all for the next game.

    Which is pretty much where I stand. There is just a massive grey void of inspiration and creative mandates clouding the franchise that honestly extinguishes any interest I would have in another spinoff. That's not to say I wouldn't want a spinoff, as I've had my share of ideas. But I wouldn't want to see any of it handled with the extremely dull, dim-witted mindset of recent supplementary material, to the point that I'd rather have nothing in its place. I'd be legitimately pissed if they announced a new Riders, a racing game centered on Boost gameplay, or a fighting game; and it ended up being crafted with the same "toast sandwich with extra lard" mentality used to design TSR and the later Mario & Sonic entries.

    1 hour ago, Angyu said:

    Weren't those basically main series handheld games?

    Not really? The platforming handheld games have historically held little relevance to the platforming console games in terms of canon, stories, and characters.

  5. 1 hour ago, Gotta Go Rational said:

    You meant to say Forces started development in 2013 rather than 2017, yes? Thanks for the Famitsu link, I hadn’t realized the game’s cycle had been broken down so meticulously and clearly stated by Nakamura, I didn’t know that and it’s a fair point. But I wasn’t by any means defending the game’s development, I’m critical of it too. I’m not saying “Hey, go easy on them guys, they didn’t have long to make this”, that would be misunderstanding my point.

    Yeah, that 2017 bit was an error on my point. Fixed and noted.

  6. 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.

  7. 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.

  8. 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...


  9. 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?

  10. 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.

  11. 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.

    3 hours ago, Johnster4 said:

    Here's my take of Nagoshi's comments on sonic in regards to the online play portion, if this is the case and go through with making another multiplayer game, I hope they don't release it and then treat it like abandonware day one just like they did with Team Sonic Racing, and give the game post-launch support for a a year or two at least.

    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.

  12. On 9/18/2020 at 5:56 AM, StaticMania said:

    If they continue to use the Boost game-play, then yes it very much is too much too ask.

    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.

  13. For me I feel the big thing most fangames still need to really gun for are better incorporation of stage mechanics and sandbox-style objectives with respect to level design. I say the former because I'd say all of the varied, weird interactivity the gimmicks provided is part of parcel of why the classic games are fun to play outside of speedrunning (and are a key motivating factor for exploring levels). Sometimes they had real secrets and sometimes they're just fun to mess around with; and depending on the gimmick were also good showcases of the momentum physics lying underneath. Meanwhile I say the latter as I'm utterly baffled by the lengths people go to create giant sandboxes for Sonic to run through but they don't take advantage of that space to give the player an a collection of tasks to do inside those spaces. I think a really well-designed mission framework in the vein of some of the better sandbox platformers out there (Mario 64, Banjo-Kazooie, Spyro, etc.) is probably a key deciding factor as to whether a fanmade 3D Sonic sandbox is just a nice novelty/tech demo, and when it is actually offers a genuine argument for a sandbox Sonic game actually being a good route for 3D Sonic games to take.

    11 hours ago, Indigo Rush said:

    Sometimes I'll play through Super Mario 3D Land and World and say "man, why can't translating traditional Sonic into 3D be this straight-forward?" Putting Classic Sonic mechanics onto the Z axis is obviously possible and tenable, with plenty of fan projects doing a commendable job; Utopia, GHP:2 and Islands being some of my favorite 3D Sonic experiences. But as seen in plenty of other fangames, it's not easy to pull off, and as many have said in this thread already, it's not necessarily fun.


    I guess there isn't one specific best solution to bring Classic Sonic to 3D, but willingness to compromise and accept that it's not as simple as dropping the dude in a big 3D overworld like some fangames tend to do is a start. You can have premium grade physics and it won't mean anything if the level design doesn't take advantage of it. This is something the fangame community is finally starting to experiment with, but we have a long way to go.

    Yeah, I think this is where I am too. I'm with you on that Mario 3D comparison, I think a Mario 3D Land/World approach would be honestly be really ideal, if not outright perfect, in regards to having Sonic stages that were focused on platforming and stage mechanics, as well as allowing for more balanced co-op multiplayer play. But I don't entirely disagree with Wraith in that Sonic's speed outpacing a fixed isometric camera tanks the concept of a 3D Sonic in the vein of those games, and I honestly hate saying that.

    As far as Genesis-styled physics/momentum in 3D goes, by this point I'd say you'd actually have to make Sonic significantly slower than the Genesis sequels (2/3&K/Mania) at best, if not just make him *slightly* faster than other platformers outright to have a good base for designing a 3D Sonic game. More often than not, what I usually see in the 3D fan engines is that all that rolling/momentum speed makes Sonic borderline uncontrollable for turning and just allows people to careen past entire setpieces of design. I'd be more interested in an 3D engine/fangame that actually used Sonic 1/CD as a base for 3D Sonic gameplay, where Sonic actually had significant speedcaps and other limitations in place that kept him from going too fast.

    That's not to say a 3D game that got all of the Genesis concepts correct (rolling faster than running, jumping influenced by inertia, bouncing, etc.) is now not something I want; it's just that nowadays, uncapped classic speed/momentum doesn't actually seem all that worth it for me. It really just convinces me that if you're making a 3D Sonic platformer, the speed should be approached as more as a bonus element on top of a good platforming game, rather than a essential property of the design as it is in the 2D games (Genesis or otherwise) or in the Boost titles.

  14. Another art update, other stuff I did during the summer.

    Squad on the Run. The Postal Squad sets sail to deliver mail!


    Almost Got Her. The rocket came waaaaaaaaaaaaaaaaayyy too close for comfort.


    Hose Off The Pretenders. "Any last words before you become my next graffiti masterpiece?"


    Dipped back into animation again! Here's a bouncing ball animation test I did in Opentoonz. Here's the final animation, but you can also see a rough animation in the link.


  15. 56 minutes ago, iambitter21 said:

    Y'know what I just realized? most of sonic team's criticism's are like "double standards,": you got some people a few months ago saying "WE SHOULDN'T GIVE SEGA ANY MONEY, THEY'LL NEVER LISTEN, YOU'LL ONLY LEARN LIKE THIS SEGA!" and then a few months later you got people going "SEGA ISN'T GIVING SONIC ENOUGH SALES, HE NEEDS MORE MONEY, GIVE HIM MORE MONEY SEGA!!!" I know the "drought" making everyone impatient and easy to anger, but like, pick a protest and stick with it, or don't protest at all.

    Are we sure the same people crying about the series needing more money are the same people warning people not to give Sega money for mediocre/bad Sonic games? People aren't a monolith or a hivemind of opinions. With that said, I'm of a more nuanced take that sees value in both arguments.

    I think Sonic has been lacking in some departments as of late (marketing, production values) and I think it could use some renewed support in those areas. Especially the former, I think Sega giving up on promoting Sonic games in mainstream avenues after the 2015 restructure is a big reason as to why sales for recent games have been especially lackluster.

    At the same time, I recognize that added resources can only go so far for Sonic games if the underlying game design is still rancid with no meaningful improvements and there is still no course correction in the developer's design philosophy. So if the end result still stinks despite more money and more time poured into it, I still wouldn't pay for it and advise others to do the same.

  16. Considering how Sega nowadays is doing the complete opposite of churning out Sonic games left and right, I don't think a compilation of most/all of the 3D games (presumably, Adventure 1 through Unleashed, or up to Colors if the Nintendo-exclusive games were allowed to be brought to other consoles) would be the worst thing in the world.

    Having some sort of modern collection of the 3D entries would at least give people something to chew on until the next game is announced (as opposed to the barren wasteland things have been), and I think it would also be worth the effort in terms of contemporary preservation for today's/future consoles. It would be one thing if these games were getting the Sonic 1/2 treatment of getting new ports every one-two years to various consoles, or even ports to Steam like Generations and onwards; but most of the 3D games beyond Adventure 2 haven't received any re-release at all (and only Heroes has received a now long-outdated PC release). And I think for all of the fans who lament that the games could had been noticeably better had they gone back and changed some design decisions or fixed some bugs, I think a compilation project would be the ideal project to do something of that nature.

    But I do think it would have to involve a level of effort and genuine interest that I can't envision the current Sonic Team group even remotely having. At best, I envision them doing a basic port/emulation job that's competent, but nothing more beyond that. At worst, they would invoke the late 2000s Sonic Adventure port and make the games (somehow) even worse than they were on their original release.

  17. Here's a post where I give Mystic Cave Zone some love for a couple of reasons:

    - Both of the tracks it has, for single-player and multi-player, are pretty fire. I really love the "spooky/threatening" music of the former, and the more mystical/ancient feel of the latter (although for some reason, the 2P version also reminds me of sirens from a police car due to some of its droning instruments)

    - It has some of my favorite level design structures/setpieces in the series. I really like how the routes frequently overlap, there's quite a few areas where you could quickly climb your way up towards a higher route or drop down to the lower route, just by utilizing a few springs/collapsing platforms or falling through a hole with careful control. I also really like the red springboards in Act 2 for their unique use and formation, such as the one area where they serve as a sequence of "stairs" and the two "rooms" where you hop around them to grab rings. And it has some areas / routes that are kinda hidden in plain sight, like the checkpoint behind the walls and the platform leading to the five rows of extended spiked platforms. It's level arrangements like those that I feel make Sonic 2 stick out as having more of a "playground" approach to its level design. And it's one of the few Sonic zones in the entire series where due to the different pacing of the level, it does not contain any loops whatsoever.

    I actually think Mystic Cave is one of those stages that, due to its emphasis on slower/more careful platforming with its traps and mechanics; would actually make for a good blueprint for designers figuring out 3D Sonic level design. I'm currently trying to hash out in drawings my own top-down level map based on the zone, but I would definitely be interested in seeing someone with some experience with 3D Sonic engines try adapting the stage towards a 3D environment for themselves.

  18. End-of-summer bump. Something Sonic-related [Junio Julio Agosto Sonic]:


    And some non-Sonic stuff. Some character expression sketches with Accel and Courtney:



    And very LTTP posting it here, but an anniversary encore piece of my Hexology pieces from last year--A Different Profession of Magic? (Besides the original four witch/sorcerer OCs --Elixy by @Ferno, Jessica by @Spin Attaxx, Liz by kyto, and Elixy by myself-- in different outfits, I also added TornadoMario347's Smugsy and @JezMM's Venus characters as well!)


  19. After seeing how great the Dragon's Trap remake and the new Monster Boy looked, this game's graphics feels like a bad case of whiplash. Can't decide between "2010 smartphone game commissioned in the wake of NSMBW's success" and "forgotten PS2 3D sidescroller from 2000" to describe how the game looks. I'm baffled they even did a comparison shot between the old game and the remake because the 1994 game's art direction looks bolder and more cohesive.

    If the game's graphics looked more like the 2D artwork for the characters then they probably would had something decent on their hands. But what they have here honestly looks a bit pants, and outdated pants at that.

  20. Rail grinding has unfortunately become one of those many, many mechanics added to Sonic's repertoire over the years that are there largely for spectacle and not much else, yet are obsessively baked into nearly every level in every modern Sonic game in spite of that. If rails as they currently stand were pulled from future Sonic games, I don't think we would be missing anything at all. Which sucks because it doesn't have to be that way.

    Going back to Adventure 2 where they did increase your momentum if you were good at balancing on them would definitely be a good start, but there's definitely more that could be done. Rails greatly suffer from a lack of novelty in their implementation, where they are not only in every world/location (regardless of pacing and theme), but also function the same and visually look identical across the board. This also applies in terms of level design, where they're practically never used beyond setpiece bridges from one platforming section to another above bottomless pits. Addressing all of these elements would go a long way towards making them much better for Sonic games.

  21. This game being a Bakugan game wouldn't had been so bad if it didn't look like a student group project's first 3D game in late development. I don't mean to be harsh....but....yeah. The environments and assets were pretty basic, and both of the two "battle system" showcases were largely just the kids running around to pick up orbs on the ground and throwing them at their monsters in a closed environment. Eventually each monster can get powered up enough to fire a flashy attack in a cutscene...and then you rinse and repeat until one monster finally falls. The simplistic and repetitive gameplay is exemplified by the dramatic score playing during those fights as well too, which is very unfitting for what's actually happening.

    I really do imagine that had this been a 2D game or 2.5D game, a lot more would had been done with this. WFT still makes some solid 2D games, either licensed tie-in games (like The Mummy Demastered from a few years back), games based on other IP (River City Girls), or based on their own properties (the recent Shantae game, Seven Sirens). But this feels like the studio's very first 3D project and it's the only reason I can imagine them signing on to make a project like this; to start a foundation for 3D development and use it for making more 3D games in the future.

    Maybe I'm wrong, WayForward has made a fully 3D game before; but based on this game it doesn't look like they have. That, or this is one of those "B-Team" projects done by newer or less experienced staff in the company; done specifically to feed the meter. Either way-- attaching this to the Treehouse and promoting it as a surprise reveal wasn't the best move with regards to expectations. I know they probably needed to attract some publicity for a game that normally had been immediately dismissed as a shovelware game not worth covering, but the result is now you have to deal with backlash instead of what normally would had been apathy.

  22. Might want to brace yourselves a bit.


    The Ultimate Lazeform

    "It all starts with this...a food satisfying the ultimate hunger..."

    (The character crossover I'm sure forty-two people in total have asked for! Demands for apologies are not accepted.)

    Anyway, some other stuff...


    Where the Wind Flows

    Someone needs a serious hair trimming....


    Deu on Wood

    Remember that elf character I posted a year back (if these posts are both on the same page, just scroll up a bit)? Yeah, this is her (and the one in my avatar right now). Her backstory is that she's a fish that's...not out of water, but in an quite different pond. She's from the North Pole and more specialized in building toys and wrapping packages, but you wouldn't know it from her current residence (an elf village located in a fantasy forest).

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