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Faseeh

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Faseeh last won the day on December 30 2012

Faseeh had the most liked content!

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About Faseeh

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    Member
  • Birthday 03/02/1999

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  • Gender
    Male
  • Country
    Singapore
  • Location
    Adabat

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    Faseeh
  • Twitter
    @gottagofas
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    https://www.youtube.com/user/GottaGoFas

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  1. please take care everyone. :( 

    1. Zaysho

      Zaysho

      You too.

  2. In Generations, Sonic reacts to terrain in an VERY exaggerated manner when he's drifting. I assume that's because he's in ball form. If you're going down a slope, you go faster if you slide than if you boost... Honestly, if they found a way to balance those mechanics, and made the level design use it, we'd have something really good... but alas. 

     

    1. Faseeh

      Faseeh

      The slope drift is a pretty common speedrun technique because of this. For the slide, you can just go to Dragon Road and at the downhill slope at the start, you are faster if you slide through that slope than if you boost. 

    2. Blue Blood

      Blue Blood

      I assume these mechanics are so unbalanced because they're unintentional. Physics in Sonic games these days play second fiddle to the level design. and spectacle.

    3. The Deleter

      The Deleter

      Well the drift on the slope technique works because it cancels the script used to dampen/neuter the momentum of Sonic, since the level design wants Sonic to reach a specific height every time rather than flying off into space like that. Pretty much all of these exploits work like that; breaking the code that keeps Sonic chained to a specific speed that the devs wanted to set for the character rather than exponentially increasing it, like mechanics such as a boosting force or gravity would have without them.

      So the problem is they already have "it", they just purposefully avoid it to make the game as simple/manageable to design around as possible. Unlimited speed or momentum isn't exactly a compelling idea to a level designer at the end of the day.

  3. just played SA2 with the HedgePanel, Action Remap and Reduce Spindash Delay mods... kinda like the game now lol

    1. Faseeh

      Faseeh

      actually still not a big fan of it but these mods genuinely did make the experience much better

    2. Blue Blood

      Blue Blood

      Action remap is the sort of thing that needs to be built into any SA2 re-release. It's essential.
       

      Just looked at Hedge Panel and it sounds good, artist from the Modern Style Grinding. SA2 remains the best game in the series for grinding. Its only problem was switching rails. Grinding in anything from ShTH onwards, but particularly Unleashed onwards for it to be truly modern, it's rubbish. Dunno why you'd want to change it.

    3. Faseeh

      Faseeh

      I actually hold the opposite opinion with grinding. I feel it got in the way a lot of every other part of the game in SA2 and that balancing never really felt fun? That said, I would rather grind rails just didn't exist prominently in Sonic games. If I remember correctly, Generations and Colors didn't have them much other than small level transition moments or quick segments and I'd rather it be that way. (didn't mind the Lost World grinding level tho - one of the less annoying parts of that game) 

      That said, you can switch on/off every single part of HedgePanel manually so you can just have the original SA2 grinding mechanics back.

      (also Blue, I sent you something on Discord hahaha)

    4. The Deleter

      The Deleter

      If the balancing itself was a lot more streamlined, I'd say SA2 would be perfect, but there's way too many instances where the mechanic just adds to the game jank. Maintaining a fine balance in such an action-packed game with as many twists and turns as the rails have can be impossible, and segments like the L rails in final rush really show the problems with the jump/switch/dismount system that relies on the tilting. If they only made the tilt situational when the momentum demanded it, or refined the balance mechanics to be more a general reaction to a direction than the fine balance, that'd fix a lot of the issues.

      What makes them so great compared to rails in the later games though is their emphasis on physics and momentum, though. They weren't just a setpiece to get the player from place to place in a twisty-turny manner, they either added to your speed downhill, took away from it uphill, and affected the routes you could access depending on those speeds you could achieve on them with the balancing mechanic. They're the closest thing to actual physics ala the classics in the Adventure games, just in a very directed manner.

       

      ... There was supposed to be a gif of someone using the L rails to reach hidden paths the same way jumping off slopes in the classics worked, but I seem to have misplaced it. Oh well, here's a speedrunner using it to wallrun tho

      ybPdMWc.gif

       

       

  4. I feel like SA2 was a bit too strict actually, but I do agree that it was cool that it made you have to go through certain obstacles to earn the rank. That said, I actually do prefer when the ranking system is tied to the time, but I'm just that kind of a person when it comes to Sonic games where I'm trying to take just every shortcut and get to the goal as fast as I can (most of the time, at least), and I also feel that idea of tying the rank to the time does also feel like a reward for playing like Sonic. I feel the recent games like Generations kinda got really lenient with it but I liked how the Unleashed Project mod handled it. Really tight time requirements but it was a fun grind haha I do understand the rationale for making it lenient though, Sonic's for everyone including kids and it's possible that kids would feel discouraged if they're constantly getting Ds or Es. Maybe ranks don't appear when you play the main game, but pop up after that? That might be a solution.
  5. Unleashed Jungle Joyride Remix! 

    Hope you like it, let me know what you think!

  6. hey Kiah! Hope you're doing well :)

  7. holy fuck Skyth optimised Sonic Generations' DirectX9 and made the game run almost two times better. I can't believe I can play Jungle Joyride at 60fps 

  8. Titanic Monarch is probably the best final level in any Sonic game.

    1. neezTHEhuman

      neezTHEhuman

      i like the verticality but a little too many 'watch Sonic go fast' segments and crush hazards also not a fan of act 2's layout. 

    2. TheOcelot

      TheOcelot

      No chance. It's too automated and there are way too many springs. The colour scheme looks poor, the vertically isn't an original idea and therefore is not as impressive; was already done in Chemical Plant act2 & Mirage Saloon act1 (for Knuckles act1 in Mania Mode & act1 of Encode mode). Even the music isn't that impressive for a final zone. Some of the level design is good though.

      S3&K Death Egg zone is the best 2d final zone without a doubt, no content. Best final 3D Sonic stage is probably; Final Egg from SA1 (Sonic's story) or Eggmanland in Unleashed.

    3. LukA8

      LukA8

      I adore the atmosphere of the level, in fact it beats the 3&K Death Egg for me in that regard, but I feel it's missing a payoff. Why tease this huge robot overlord in the background when it ends up completely unrelated to the final boss?

    4. JosepHenry

      JosepHenry

      I don't agree... I like some level design but the stage kinda feels... disjointed. The music is not really fun for a final zone either, there is just a sense of suspense but none of the fun and speed sense like here:

      And Titanic Monarch had "cathedral" vibes, so why not a castlevania style music? ORGAN AND GUITAR? Missed opportunity imo. (Climbing in Act 1 did feel a bit like climbing a clock tower...)

    5. Sean

      Sean

      I think so too.

    6. Thigolf

      Thigolf

      @TheOcelot You act like being vertical is the only gimmick it has.

    7. Strickerx5

      Strickerx5

      Eh, personally speaking I think it's one of the worst final stages and is the flat out worst level in the game. It's too long for a game that insist on a time limit. There are too many gimmicks thrown at you in that time-span. Plus, crush hazards galore. Not to mention it being a general representation of a lot of other classic gameplay trappings that I've long been weary of.

      Add in that, imo, it's just a visually dull level (especially compared to literally every other zone that came before it), and I just can't really enjoy it. Especially in a series where there are so many other better options in that category.

    8. TheOcelot

      TheOcelot

      @Thigolf

      I like the sphere gimmick and the "riding with the Egg-robo's is neat.

    9. Faseeh

      Faseeh

      wow didn't expect this 😮

      @TheOcelot I actually love the music. It's not what I expected at all from the final stage of Mania, but it surprised me, in a good way. I actually don't like S3&K Death Egg, especially with its kinda annoying boss and unnecessarily disorienting gravity gimmick. I like the grandness of Eggmanland but it feels like a chore, and I felt Final Egg was disconnected, but I do like it.

      @LukA8 Isn't Heavy King kinda the Overlord... or am I missing something?

      @JosepHenry Funny you say that. I do love the music of Final Egg and Eggmanland, but sounds similar to Castlevania's were kinda the first thing I associated with Titanic Monarch's music. The music is baroque influenced, with its church bells, and harpsichord riffs. I do like that it also added an electronic touch, because, I mean, look at the stage haha

      @Strickerx5 I see. Well, thanks for explaining your view! :)

    10. Sean

      Sean

      My three favorite final levels are probably Titanic Monarch, Launch Base, and Pirates Island. I like Death Egg and Eggmanland too but the former is annoying on repeat playthroughs and I don't consider the latter to be remotely fair (and even if you want to argue that it is, having werehog segments was dumb and broke the pace too much). Titanic Monarch struck a nice balance between difficult, fair, and having good flow with few low points imo. The verticality was also interesting and not something you see often in Sonic.

    11. JosepHenry

      JosepHenry

      I mean, Titanic Monarch music is good, but is not memorable to me. Which is kinda weird cuz all of the new music was fantastic, then there is this spooky mechanical slower final level music. Kinda jarring. In a game like Mania I was expecting some crazy final level music. There is always a future Mania 2 tho.

    12. Wrapped in Black

      Wrapped in Black

      It's probaby my favorite of the final classic levels. Challenging in all the right ways without feeling too cheap or bloated.

    13. Faseeh

      Faseeh

      @Sean Definitely agree. Pirates Island does have a few bottomless pits but I can excuse it since it really is the final stage. I think Launch Base, Titanic Monarch are the ones that balance the challenge well with the fun and and creativity in the level. Death Egg's kinda annoying to me too. Final Egg doesn't feel very unique to me.

      I guess Final Fortress, Aquatic Base (apart from its music) are okay to me though, just that I don't find them particularly amazing. I must say I liked Terminal Velocity a lot on my initial playthrough but when played again, it has very little to offer. Final Rush is kinda cool though. Lava Mountain is eh. 

  9. everyone wants a Sonic Adventure remake, I just want an Advance 1-3 remaster/port 

    1. TheOcelot

      TheOcelot

      #WhyNotBoth

      This is the closest we'll ever get to a Adv 1 - 3 remaster/port:

       

    2. Tarnish

      Tarnish

      And here I am wishing for a Sonic Battle remake.

    3. neezTHEhuman

      neezTHEhuman

      There was a Sonic Advance widescreen remake fan game in the works, wonder what happened t it?

    4. Your Vest Friend

      Your Vest Friend

      Japan got a port, but until the copyright bull is sorted with publishing it seems the West won't get it.

    5. BlueSpeedster

      BlueSpeedster

      Quote

      There was a Sonic Advance widescreen remake fan game in the works, wonder what happened t it?

      It is still being worked on, but it would be a long while before you can see it again.

  10. you know, Sonic had such a good 7 years on the handhelds from Advance 1 to Rush Adventure. 

    1. Sean

      Sean

      2004 notwithstanding

    2. Faseeh

      Faseeh

      hey, SA3 is kinda good after Route 99 imo

    3. Sean
    4. Miragnarok

      Miragnarok

      Also include Pocket Adventure.

    5. E-122-Psi

      E-122-Psi

      @Sean :D You mean 2006, right? :P

    6. Wrapped in Black

      Wrapped in Black

      rush adventure is dimps displaying that they learned from basically every mistake from the previous 4 games. its awesome.

  11. I agree with you on a lot of your points, Forces disappoints me too but I believe the reason they started with the Lost World engine is that graphically and in terms of the code, Forces is better optimized and more capable (I believe Generations is a 32bit game on PC and uses DirectX9 which is quite outdated). There's no reason to use the Generations framework, they seem to have just botched up the level design and physics because their goal with Forces was to just "Dash like a maniac". That aside, I too wish we got a game that took what SA1 was trying to do in terms of bringing the classic formula to 3D and build on it, and I do wish that shields were implemented in the games again. That said, I believe Lost World had shields? But honestly, I wasn't a fan of the way it handled items haha.
  12. Hey, this franchise has lasted close to 30 years, so it's got to have a few good ideas that you think could have been even better. What are they? One such missed opportunity to me is not bringing the full mechanics of the boost system in the Rush games in, when they adopted it for console games. Don't get me wrong, I love the play style in Unleashed, Colors and Generations, but Rush and Rush Adventure felt like an evolution of the ideas that came before it The Advance series added in mid-air tricks that could get your higher or push you further, allowing you even more control and freedom. Rush took that idea, and also allowed the tricks to affect the way you play on ground, with you gaining Boost through the trick system. You had to constantly keep doing tricks to keep your meter up. The 3 console boost games mainly focus on gathering your Boost by gathering rings or wisp capsules (hitting enemies can get you Boost in all the games), which means the link between the trick system and the Boost system is cut off. However, the console games do try to replicate the visual flair of doing tricks... in a boring way. Unleashed gives you a QTE that on failure can lead you to a slower route or kill you. It's binary and doesn't let you control your trajectory at all. Colors... just makes you mash the A button. Generations got kind of close... You can make Sonic do different tricks and finish it off (like in Rush Adventure), to get more boost. But at the end of the day, you're on a set path based on whether you were boosting or not boosting when you touched the ramp, for these 3 games. It's also only activated on those rainbow ramps and hoops, whereas as long as you get launched in the air by anything in the Rush games, you could do these tricks. The tricks are visual flair that don't add much to the rest of the gameplay since it's not your main method of gathering Boost, nor do your inputs change your trajectory. The Boost gameplay is one I really like across all the games it is featured in (Forces doesn't exist), but it does have moves that are very situational and don't work together with the rest of the system (quickstep sections, and tricks). I do like the air boost that these games added, but to me, not incorporating the trick system into the Boost gameplay is one of the missed opportunities that bother me the most. (then again, the Rush series also allowed you to roll and the Boost games don't utilize that even though they do have decent slope physics) I'm sure there are more missed opportunities (parkour lol), and I'd love to hear which ones bother you the most.
  13. what is with sonic and having terrible luck at beaches? 

     

  14.  put out two new songs! check it out :)

  15. Sky Road Act 2 (Dragon Dance) is such a good track that it deserves to be in a much better Sonic game 🤔

    1. JosepHenry

      JosepHenry

      I like lost world but yeah, at least something with an aesthetic that fits with it

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