Jump to content

Gregzilla

TSS Member
  • Content Count

    16,925
  • Joined

  • Last visited

  • Days Won

    4

Reputation Activity

  1. Thumbs Up
    Gregzilla got a reaction from Blacklightning in Bad things about Good Sonic games   
    As much as I adore the Classic games, there's one huge problem that shows up in varying intensity in all of them: running into obstacles you couldn't see coming.  Since it's an old 2D series where Sonic takes up a fairly significant portion of screen space, the high speed gameplay makes it inevitable that you'll run into shit unless you've memorized the level.  It also doesn't help that Sonic doesn't have a ton of lead room.  For the majority of the time he'll be smack dab in the middle of the screen, or sometimes even a bit to the side of the screen he's running towards if he's moving fast enough.  Considering how fast he moves, it would have been beneficial for the camera to pan over so that there's more room in the direction he's facing, though with the small resolution of these games it would still probably not solve the problem entirely.  The Sonic CD remake's widescreen resolution certainly helped a bit, and shows how much the extra visibility can improve these games.
    Were they to make a new Classic-style Sonic game nowadays, they'd have much higher resolutions to work with, so all they'd have to do would be to zoom the camera out a fair bit.  Generations Classic Sonic did this to an extent, and it makes some of the levels feel a lot more comprehensible as a result.  Unfortunately his top speeds in Generations are kind of ridiculous, especially his spin dash, meaning they sorta brought back the problem even though they almost fixed it.  Still, it was a good effort.
  2. Thumbs Up
    Gregzilla got a reaction from LoseR in Bad things about Good Sonic games   
    As much as I adore the Classic games, there's one huge problem that shows up in varying intensity in all of them: running into obstacles you couldn't see coming.  Since it's an old 2D series where Sonic takes up a fairly significant portion of screen space, the high speed gameplay makes it inevitable that you'll run into shit unless you've memorized the level.  It also doesn't help that Sonic doesn't have a ton of lead room.  For the majority of the time he'll be smack dab in the middle of the screen, or sometimes even a bit to the side of the screen he's running towards if he's moving fast enough.  Considering how fast he moves, it would have been beneficial for the camera to pan over so that there's more room in the direction he's facing, though with the small resolution of these games it would still probably not solve the problem entirely.  The Sonic CD remake's widescreen resolution certainly helped a bit, and shows how much the extra visibility can improve these games.
    Were they to make a new Classic-style Sonic game nowadays, they'd have much higher resolutions to work with, so all they'd have to do would be to zoom the camera out a fair bit.  Generations Classic Sonic did this to an extent, and it makes some of the levels feel a lot more comprehensible as a result.  Unfortunately his top speeds in Generations are kind of ridiculous, especially his spin dash, meaning they sorta brought back the problem even though they almost fixed it.  Still, it was a good effort.
  3. Thumbs Up
    Gregzilla got a reaction from Adamabba in Bad things about Good Sonic games   
    As much as I adore the Classic games, there's one huge problem that shows up in varying intensity in all of them: running into obstacles you couldn't see coming.  Since it's an old 2D series where Sonic takes up a fairly significant portion of screen space, the high speed gameplay makes it inevitable that you'll run into shit unless you've memorized the level.  It also doesn't help that Sonic doesn't have a ton of lead room.  For the majority of the time he'll be smack dab in the middle of the screen, or sometimes even a bit to the side of the screen he's running towards if he's moving fast enough.  Considering how fast he moves, it would have been beneficial for the camera to pan over so that there's more room in the direction he's facing, though with the small resolution of these games it would still probably not solve the problem entirely.  The Sonic CD remake's widescreen resolution certainly helped a bit, and shows how much the extra visibility can improve these games.
    Were they to make a new Classic-style Sonic game nowadays, they'd have much higher resolutions to work with, so all they'd have to do would be to zoom the camera out a fair bit.  Generations Classic Sonic did this to an extent, and it makes some of the levels feel a lot more comprehensible as a result.  Unfortunately his top speeds in Generations are kind of ridiculous, especially his spin dash, meaning they sorta brought back the problem even though they almost fixed it.  Still, it was a good effort.
  4. Thumbs Up
    Gregzilla got a reaction from Monkey Destruction Switch in Bad things about Good Sonic games   
    As much as I adore the Classic games, there's one huge problem that shows up in varying intensity in all of them: running into obstacles you couldn't see coming.  Since it's an old 2D series where Sonic takes up a fairly significant portion of screen space, the high speed gameplay makes it inevitable that you'll run into shit unless you've memorized the level.  It also doesn't help that Sonic doesn't have a ton of lead room.  For the majority of the time he'll be smack dab in the middle of the screen, or sometimes even a bit to the side of the screen he's running towards if he's moving fast enough.  Considering how fast he moves, it would have been beneficial for the camera to pan over so that there's more room in the direction he's facing, though with the small resolution of these games it would still probably not solve the problem entirely.  The Sonic CD remake's widescreen resolution certainly helped a bit, and shows how much the extra visibility can improve these games.
    Were they to make a new Classic-style Sonic game nowadays, they'd have much higher resolutions to work with, so all they'd have to do would be to zoom the camera out a fair bit.  Generations Classic Sonic did this to an extent, and it makes some of the levels feel a lot more comprehensible as a result.  Unfortunately his top speeds in Generations are kind of ridiculous, especially his spin dash, meaning they sorta brought back the problem even though they almost fixed it.  Still, it was a good effort.
  5. Thumbs Up
    Gregzilla reacted to Wraith in Sonic games look so fucking good   
    I was reading a thread on Neogaf about Parallax scrolling and which games were the best at it. Sonic kept coming up as a contender, and it made me realize just how much detail went into the backgrounds of the stage, even back then. The backgrounds would respond to your movement perfectly, from how much higher or lower you were in the level to how far you progressed and what was going on in the story.
     
     
     
     
      
    The attention to detail is honestly insane in Sonic 3 and CD in particular. It's just jampacked with shit to look at even though they know the player's going to be breezing buy and younger ones probably won't even be paying attention. It's jam packed with shit to look at.
    This philosophy of making everything nice and detailed and colorful extended to the 3D games, but I feel like the hardware was holding them back a fair bit until heroes, who's environments still hold up pretty well.

    Grand Metropolis is a favorite of mine. A huge, bustling futuristic city with lots of moving parts like flying cars and machines and signs and shit.

     
     
    But then the boost era is where Sega really started going all out and making some of the best looking games around again. Unleashed, of course, holds the fuck up wonderfully even now. 

     
    Sonic Colors may be on the Wii but it's no slouch either. It has the best looking level in the series imo with Planet Wisp:
     

    The nature/technology clash pretty much captures the spirit of the older Sonic games without really being a rehash or anything like that. It's awesome. The rest of the enviroments are also really creative and detailed to the point where I kind of wish the game was on an HD console. 
     
    Then Sonic Generations came along and combined the more wacky settings of Colors with the detail and fidelity of Unleashed to create what is the best looking Sonic game imo. It relies pretty heavily on reusing locations but a lot of these places practically feel new with how much detail they added.
         
     
    But yeah, those are just some of my favorites. I didn't touch on a lot of things. Talk about which levels and games  in the series look best to you and why. Should be fun
     
     
  6. Thumbs Up
    Gregzilla reacted to Felix in SSMB Movie Nights | CURRENT FILM: Akira (Every Friday @ 6 PM EST)   
    Guess what's back, back again... 
    MOVIE NIGHTS ARE BACK, TELL A FRIEND!
    You all have no idea how good it feels to say that after so long.
    So yes, after quite a long hiatus, SSMB Movie Nights, a long time weekly staple here in the community, are finally back in business! A time where members can come together on an average Friday night, hang out, and watch a film of our choice all while having a great experience. Time for a simple Q&A to get you all up to speed as to how these will work, in case you haven't attended one. Besides that, I will have to introduce some new measures.
    ---------------
    Q: When will these be occurring?
    Every Friday at 7:00 PM EST/11:00 PM GMT. Around an hour or half an hour before that time, we'll most likely be watching random videos and such in prelude to our movie night. Sometimes, shorts will be played before certain films. *wink wink*
    Q: Where do I go to attend Movie Night?
    Here over at MOTOBUG! It's already been used for many SSMB streaming events in the past, and now I'm partnering up with @The Deleter to host this weekly event!
    Q: How will the movies we watch each week be chosen?
    Each week, there is a theme of movies that lead up to the penultimate Friday where we finally watch our film. You have to choose out of the batch of films which one you want to see most for Movie Night. (ex. Comic book movies - Batman, Watchmen, Deadpool, Spider-Man, etc.). The website we will use for voting is Strawpoll.
    Q: Can we watch lewds?
    No.
    Q: Am I able to suggest movies or movie themes?
    Anytime, anywhere. Though leaving a comment on my profile would be the best way to get my attention.
    ---------------
    With all that said, I think I've covered everything. Hope that this is able to work well and get off the ground once more! Thank you for reading.
  7. Thumbs Up
    Gregzilla reacted to Faseeh in [SHORT/ANIMATION] Sonic's 25th: Storm Before the Calm   
    Hey guys. Sonic's 25th anniversary has just begun and I'm personally really eager to see what this year has in store for us. I mean, the Sonic Twitter is delivering some great goods right now even. Here's an animation ChrisRWS made and I made music for - personally something out of my comfort zone, but hey! Chris really put his soul into it.
    Sonic's had some rough times, but I certainly hope and believe things will turn out great again. Hope you all enjoy this video! 
  8. Thumbs Up
    Gregzilla reacted to TheRandomGain in ANIMATION: Sonic 25th Anniversary   
    Hi, everyone. Over the last 6 months or so, I've been making an animation for Sonic's 25th Birthday/Anniversary and I would love to share it with you all. You can check it out here. Please feel free to give your feedback and thanks for taking the time to look at it.
    -Alexis
     
  9. Thumbs Up
    Gregzilla got a reaction from The Tenth Doctor in What are Your Favorite Fight Scenes?   
    There are three things I look for in a good fight scene:
    1.  Characters we care about.  You can have all the special effects and kickass choreography in the world, but if I don't care about WHO is punching each other or WHY they're punching each other, then I don't care HOW they're punching each other. 
    2.  Visuals.  If you've got #1 down, now it's time to make the fight look cool, or at least fitting of the story.  If it's a fun action movie, make it fast-paced and exciting.  Show what the characters are feeling through their movement and facial expressions.  Have a good backdrop with an appropriate color scheme to fit the level of intensity.
    3. Music.  I almost started this section with "not as important as the other two" but to me, music is very important.  Great music can propel a fight scene to new heights, and bad music can ruin one.  And sometimes no music at all is just what a fight needs.  It all depends on what the story has been leading up to, and what tone they want to set.
    And the fight that I think embodies these three attributes best is (AVATAR: THE LAST AIRBENDER SPOILERS)

  10. Thumbs Up
    Gregzilla got a reaction from Pawn in What are Your Favorite Fight Scenes?   
    There are three things I look for in a good fight scene:
    1.  Characters we care about.  You can have all the special effects and kickass choreography in the world, but if I don't care about WHO is punching each other or WHY they're punching each other, then I don't care HOW they're punching each other. 
    2.  Visuals.  If you've got #1 down, now it's time to make the fight look cool, or at least fitting of the story.  If it's a fun action movie, make it fast-paced and exciting.  Show what the characters are feeling through their movement and facial expressions.  Have a good backdrop with an appropriate color scheme to fit the level of intensity.
    3. Music.  I almost started this section with "not as important as the other two" but to me, music is very important.  Great music can propel a fight scene to new heights, and bad music can ruin one.  And sometimes no music at all is just what a fight needs.  It all depends on what the story has been leading up to, and what tone they want to set.
    And the fight that I think embodies these three attributes best is (AVATAR: THE LAST AIRBENDER SPOILERS)

  11. Thumbs Up
    Gregzilla got a reaction from MegasonicZX in Wonder Boy: The Dragon's Trap (PS4/Switch/Xbox One/PC, OUT NOW!)   
    That art style looks right up my alley, I love it.  I'm excited for it based on the art alone, but the gameplay looks fun too.  I'll keep an eye on this one.
    But it also makes me wish we could see art styles like this more often.  Imagine this kind of art style used by a huge company with an enormous budget.  We need more art styles like this and Wario Land Shake It, and this trailer makes it seem like that could happen.
  12. Thumbs Up
    Gregzilla got a reaction from Misty Milo in Wonder Boy: The Dragon's Trap (PS4/Switch/Xbox One/PC, OUT NOW!)   
    That art style looks right up my alley, I love it.  I'm excited for it based on the art alone, but the gameplay looks fun too.  I'll keep an eye on this one.
    But it also makes me wish we could see art styles like this more often.  Imagine this kind of art style used by a huge company with an enormous budget.  We need more art styles like this and Wario Land Shake It, and this trailer makes it seem like that could happen.
  13. Thumbs Up
    Gregzilla got a reaction from Sonictrainer in What are Your Favorite Fight Scenes?   
    There are three things I look for in a good fight scene:
    1.  Characters we care about.  You can have all the special effects and kickass choreography in the world, but if I don't care about WHO is punching each other or WHY they're punching each other, then I don't care HOW they're punching each other. 
    2.  Visuals.  If you've got #1 down, now it's time to make the fight look cool, or at least fitting of the story.  If it's a fun action movie, make it fast-paced and exciting.  Show what the characters are feeling through their movement and facial expressions.  Have a good backdrop with an appropriate color scheme to fit the level of intensity.
    3. Music.  I almost started this section with "not as important as the other two" but to me, music is very important.  Great music can propel a fight scene to new heights, and bad music can ruin one.  And sometimes no music at all is just what a fight needs.  It all depends on what the story has been leading up to, and what tone they want to set.
    And the fight that I think embodies these three attributes best is (AVATAR: THE LAST AIRBENDER SPOILERS)

  14. Thumbs Up
    Gregzilla got a reaction from Writer's Blah in What scares you?   
    Teletubbies is genuinely scary.
    Four abominations in this empty-ass green field with nothing in it and nobody else around except the occasional eldritch horror.  It literally feels like what purgatory would be.  An endless cycle of nonsense and no one to help you.
    tubby custard
  15. Thumbs Up
    Gregzilla reacted to Nepenthe in "The First Level of Every Sonic Game"; Analysis From Super BunnyHop   
    In light of my baiting in the statuses earlier, our boys at TSS having given this video the spotlight on the front page, and of ShayMay's absolutely perfect ending to his "Sonic Spitball" series (which I loved, btw; and you know a game is a good idea when the lack of story doesn't bother ol' Penth), we have another YouTuber stepping up to the plate to give their thoughts on the Sonic franchise. This time, the gimmick is that said YouTuber, formerly known as Super Bunnyhop, will be trying to argue that the franchise's state over the years can be gleaned to an extent by critiquing at the first stage of each major Sonic release. However you feel about this approach to critiquing Sonic, put a pin in it and give the video a watch. Note that it's 40 minutes, not as long as ShayMay's videos but definitely enough that you might need a sandwich:
    I'll put my thoughts- edited from YouTube- in spoilers below as I'd rather a cleaner OP than what my ranting will allow. But in general, what do you think of this overall approach to franchise criticsm? What do you think about his thoughts on different eras and gameplay styles? What do you think about his insight into the more controversial games? Watch and respond!
    As for me: 
     
  16. Thumbs Up
    Gregzilla got a reaction from Monkey Destruction Switch in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  17. Thumbs Up
    Gregzilla reacted to Dee Dude in The Ape Escape Thread   
    I should have made this thread a while ago.
     

    Ape Escape is a video game series made by Sony Computer Entertainment in which started the franchise in 1999. 
    The gameplay in general of this series is that you must use your set of gadgets to capture mischievous trouble making monkeys that are loose. There are currently 3 main games set in the main story and core gameplay. I'm ignoring all the spin-off games for now.

    The first Ape Escape game was developed by SCEI Japan Studio. This game was known for being the first PlayStation game to support the use of the Dual Analog Controller which features 2 analog sticks required for the gameplay. A remake for the PSP was made in 2005.
    Ape Escape's gameplay was very different and unique from usual platformers, the left stick moves the character while the right stick uses whatever gadget the player is currently possessing. Rather than pressing X to jump, you must use both the R1 and R2 buttons to do it. The shape buttons are used for selecting your gadget.            
    Let's move on to the story!

    The whole thing started when a white circus monkey named Specter puts on a experimental Pipo helmet which increases his intelligence but unfortunately also turns him evil which causes him to free all of the monkeys at an amusement park thus causing a rampage for world domination.

    Our main hero Spike along with his best friend Jake arrive to the laboratory to check out the new Time Machine created by the Professor and his granddaughter Natalie only to find them captured by Specter and the monkeys sending Spike back time. Spike is assigned by the Professor with his gadgets to capture all the monkeys, save his friends and stop Specter!
    The game was a big hit and was on par with Super Mario 64.

    Ape Escape 2 was made in 2001 in Japan and 2003 in Europe and America. Obviously being the sequel to the first game, nothing has changed much gameplay wise aside from a new gadgets.
    A few years after the first game, the Professor goes on vacation assigning his granddaughter and Spike's cousin Jimmy to watch the laboratory and deliver a pack of pants for the monkeys at the park. Unfortunately, Jimmy accidentally also sends Pipo helmets to the park causing the monkeys to wear them and Specter becoming evil again to once again take over the world.

    This is our new protagonist Jimmy who happens to the previous hero Spike's cousin. After his mistake, he must stop Specter ruling the world once more! He also has a cute lil monkey partner named Pipochi.

    The game also introduces a Quirky Miniboss Squad of monkeys called the Freaky Monkey Five who are all more stronger and intelligent than the average monkey.
    Last but not least...

    Ape Escape 3 is the third installment in the franchise released in 2005 in Japan and 2006 in America and Europe.
    The gameplay has added quite a few new features. Instead of playing as just one character, you can play as two characters and to make up for fewer gadgets. The game introduces transformations which are limited but can make fighting bosses and catching monkeys a breeze.
    The story this time is that Specter has once again returned but has also hired a human scientist named Dr. Tomoki because.....sure why not? Anyway the monkeys are back but this time their plan is to broadcast their tv shows worldwide to hypnotize everyone including the Professor and the previous protagonists leaving our new heroes siblings Kei and Yumi assisted by their aunt Aki to stop Specter and Tomoki and save the world once more.

    Kei (right) and Yumi (left) are a brother-sister duo who are the new main protagonists of Ape Escape 3 who were the only ones capable of stopping Specter since Spike and Jimmy were affected by the broadcasts. Yumi has a slight advantage, she is a rather popular pop star in training so some monkeys will be stunned by amazement if they see her.
    Fun Fact: A Metal Gear Solid parody mini game called Mesal Gear Solid appears in the game after beating it and Snake and Colonel guest star in it.
    Again, I have no interest in discussing the party and spin off games, maybe next time.
    What are my thoughts on the games? Being honest I never played the 1st or 2nd game but the 3rd I used to own and I LOVED it! It was so fun and addicting, not to mention the music was great, very anime feel to it. 
    So yeah, I really want Sony to revive this franchise, It was really popular in Japan but even then they didn't have any new games either. This series has lot of potential to be popular in other countries too and I would really love an Ape Escape 4 for the PS4 to see if the series can leave an impact not only in Japan but in the U.S. and countries as well to give the popularity it deserves!
    So what are your thoughts?
  18. Thumbs Up
    Gregzilla got a reaction from isCasted in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  19. Thumbs Up
    Gregzilla got a reaction from Haalyle in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  20. Thumbs Up
    Gregzilla got a reaction from MightyRay in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  21. Thumbs Up
    Gregzilla got a reaction from Adamabba in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  22. Thumbs Up
    Gregzilla got a reaction from Blacklightning in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  23. Thumbs Up
    Gregzilla got a reaction from Misty Milo in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  24. Thumbs Up
    Gregzilla got a reaction from Sean in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
  25. Thumbs Up
    Gregzilla got a reaction from azoo in Homing attack - wear it or spare it?   
    For 3D Sonic, I think the homing attack is pretty much a necessity.  Since Sonic is (or at least should) be faster and more momentum-based than Mario and the like, not having it would make jumping on enemies a much more difficult task.  However, I don't think any of the 3D games do a great job of making it an interesting mechanic.  It solves the issue of precision platforming on enemies in 3D, but it doesn't make for an interesting mechanic in and of itself.
    I think a good way to fix this would be to make it more flexible.  There aren't a whole lot of options once you've decided to home in on an enemy.  You lock on, you press A, and the game pretty much just enters automatic mode.  When there's a bunch of enemies in a chain that require several homing attacks, it basically just asks you to mash A a bunch.  There isn't really any skill-based gameplay there.
    But what if it was more of a way to build up speed?  Perhaps Sonic could gain MORE momentum from a homing attack rather than lose it and hop upward after the attack.  I've said this many times, but I'd like the homing attack to behave on all enemies like it does on balloons in Colors and Generations, allowing Sonic to maintain his speed and keep going.  And if the levels were more open-ended, this could make for some really fun situations - it could be a decision of what angle to approach the enemy from, and whether or not doing a homing attack from that angle would give you an advantage in progressing through the stage faster.  I think Sega just needs to ask more questions about what the homing attack really adds to the core gameplay, and how they can make it something players really WANT to use rather than just have to.
×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.