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Yeow last won the day on September 7 2015

Yeow had the most liked content!

About Yeow

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    an membre

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    decomissioned comedy club, act III

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  1. Decided to put this here, since this concerns the staff about Sonic Forces. Took a glance at the slate of directors and designers for the past Sonic Team games over the decade, going back as far as Sonic 2006; over at Retro. What I found: Sonic 2006: Director/Game Story/Game Title: Shun Nakamura Chief Game Designers: Shun Nakamura, Atsushi Kanno Game Designers: Hiroshi Miyamoto, Takao Hirabayashi, Masayuki Inoue, Takako Nagase, Makoto Hirata, Daisuke Shimizu Secret Rings: Producer/Director: Yojiro Ogawa Lead Game Designer: Morio Kishimoto Game Designers: Yojiro Ogawa, Shiro Maekawa, Emiko Sunaga, Harumasa Nakajima, Jyunpei Ootsu, Takayuki Okada, Eitaro Toyoda Unleashed: Director/Lead Game Designer: Yoshihisa Hashimoto Day Time Level Designers: Masayuki Inoue, Yoshinobu Uba, Takayuki Ohada Night Time Level Designers: Takao Hirabayashi, Natsuha Matsubara, Hideo Ohtsika Lead Planner: Takao Hirabayashi Boss Game Designer: Eitaro Toyoda Combat System Designer: Takao Hirabayashi Black Knight: Producer/Director - Tetsu Katano Lead Game Designer - Morio Kishimoto Game Designers - Harumasa Nakajima, Shintaro Kai, Takahiro Ono, Midori Iwabuchi, Kanano Yamaguchi Colors: Director and Lead Game Designer - Morio Kishimoto Lead Planner - Harumasa Nakajima Planners - Shintaro Kai, Takeshi Yamazaki, Jyunpei Ootsu, Mitsuru Osakada, Kiyoteru Mizuhara Lead Level Designer - Takayuki Okada Level Designers - Natsuha Matsubara, Takahiro Ono, Katsuyuki Shigihara, Kanano Yamaguchi, Midori Iwabachi Generations: Director - Hiroshi Miyamoto Lead Game Designer - Yoshinobu Uba Game Designers - Daisuke Shimizu, Katsuyuki Shigihara, Utako Yoshino, Takamasa Usui, Takayuki Okada, Kanano Yamaguchi, Haruhiko Kashiwazaki Lost World: Director - Morio Kishimoto Level Designers - Natsuha Matsubara, Takayuki Okada, Kanano Yamaguchi, Rei Hata, Yuma Matsunaga, Jyunpei Ootsu, Takahiro Ono Forces (what we know so far): Director - Morio Kishimoto (Sonic Team directors/designers who have worked on three or more games are italicized.) Personal observations. The narrative about Sonic Team being comprised of two different teams is technically true. All of the Nintendo console-exclusive Sonic games (Secret Rings, Black Knight, Colors, and Lost World) have had the same headlining figure (Morio Kishimoto) as a director or lead game designer, and there has been a consistent group of staff responsible for designing behind each game following Secret Rings. However, the multiplatform / HD console Sonic games (2006, Unleashed, and Generations) only share a few recurring designers, and they all have different directors; in contrast to the Nintendo-exclusive Sonic titles, the designer staff for each of the three games aren't consistent. Generations is an interesting case, as most of the designers were done by Sonic Team staff who weren't involved with any of the previous Sonic games, or returned for the subsequent Lost World. An argument could be made that they were a "B-team" staff assembled solely for the purpose of starting work on Generations, while Colors was still undergoing development. (Makes me wonder a bit how Lost World would had turned out, had it been made by these guys instead.) Given how Kishimoto has been named the director of Forces and what we've seen from the game's design so far, I expect Forces' staff of designers to also be populated by his crew who have worked on his past titles. I also consequently wouldn't expect any of the design choices from Generations to be incorporated from it either (we've already heard reports from some about the game's controls feeling different from Generations).
  2. Interesting development: ASRT on Wii U has received a Nintendo Selects re-release. This marks it as the first published third-party Wii U game to make it on Nintendo's budget label. (Lego: City Undercover, developed by WB Games' Tt Games studio, was also re-released under the Nintendo Selects label; but that game was published by Nintendo themselves. The 2017 multiplatform ports --including the Switch version-- were self-published by WB Games themselves, though.)


    (Image courtesy of @Hero of Legend)

    1. Tails spin

      Tails spin

      What's more surprising is that the Wii U still is releasing things

    2. Chili Dawg

      Chili Dawg

      how delightfully random

  3. *A Forces topic about its E10 rating topic was locked*


    1. Ratcicle King

      Ratcicle King

      It quickly devolved into a messy argument about tone, how Sonic fans are horrible, and how Classic fans can't be ever satisfied.

      So just your run of the mill Forces discussion :U

    2. Strickerx5


      Don't worry, we got a good couple of months coming up. you wont miss a thing

      if a rating did that, just wait until we get a trailer or something

    3. Kuzu the Boloedge

      Kuzu the Boloedge

      Yadda yadda bitching

  4. the secret to a successful Sonic game is making a great Sonic game who would've friggin' guessed

    1. Yeow


      (I've been on a trip with my folks over the past week and only used my phone, for those wondering about my absence.)

    2. Kiah


      Thought you were away to avoid spoilers tbh. Hope you had a nice trip 🙂

  5. Really not happy with this news, especially with this bombshell being reported just a few days before the game's release. The only reason I got the PC version is because it's literally the only version of the game I could/can actually support and had access to. Most of the time, I play games on consoles, I didn't even have a Steam account prior to June; but because I don't have a PS4, Xbox One, or Switch, getting the game on Steam was and still is my only option. And now the only version of the game I can play is the only one that gets pushed back. I also share bewilderment with others about the reason for the PC versions' delay being "optimization issues". This is a 2D pixel-sprite game emulating Saturn-level graphics, running on Taxman's Retro Engine. Mania could literally run on a toaster. For there to be optimization issues with a title like this, indicates to me that someone somewhere along the line made a colossal mistake was made during the process of getting the game to Steam.
  6. Super disappointed about the PC version of Mania being delayed.

  7. I guess they decided to post the opening animation a few days early due to Mania's street date breaking.

    Which is fine with me because it's phenomenal. =D

  8. For those who missed it, my fourth non-Dedede Smash Bros. montage.


  9. Some more non-Dedede Smash Bros. stuff.


  10. (2:10) On a scale of one-ten, how inescapable was this trap?


  11. Super happy to see Competition Mode is back. One of the best things about Sonic 2 that wasn't replicated as good in later Sonic games w/ multiplayer. (SA2:B came the closest.) Hopefully we have online races in addition to local, even Sonic 2 Remastered on mobile devices had that. Not a fan of the game replicating Sonic 2's flattened aspect ratio, though. skullomania on NeoGAF posted an image edit that shrunk the screens to a more natural aspect ration, like in Sonic 3's Competition Mode (or if you're going for a more obscure example, the multiplayer display option in the emulated Sonic 2 release in the Sega Smash Pack 2 compilation). Hopefully this or something similar is in the game as an alternate display method option. At least the multiplayer won't chug in framerate like Sonic 2 did, at least. Only one week away...!
  12. (2:14) Had I not got him with 1% damage earlier this would literally be a zero - death


  13. (0:59) The poor souls who chase Dedede offstage...


    1. MegasonicZX


      That username is starting to fit you more and more xD

  14. (1:22 - 1:30) This is what us Dedede players call "The Good ShitTM"


    1. Jovahexeon Ace Joranvexeon

      Jovahexeon Ace Joranvexeon

      Well the result is what us Cloud players come to expect all the same. :P

    2. Dejimon11


      I just realized that this is Gabe......