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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

  • Rank
    Member
  • Birthday 03/02/1999

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  • Gender
    Male
  • Country
    Singapore
  • Location
    Adabat

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

Recent Profile Visitors

66,552 profile views
  1. man, Ori and the Blind Forest is an amazing game. 

    1. Blueknight V2.0

      Blueknight V2.0

      You can say that again. I just finished it on the Switch myself recently. Everything from the art style& music to the graphics & gameplay were so well done!

    2. Faseeh

      Faseeh

      Yup definitely agree! @Blueknight V2.0

  2. just played Sayonara Wild Hearts. It's awesome. Really reminded me of NiGHTS! The best way to describe it to me feels like an awesome pop concert with lots of neon futuristic colors, done as an interactive video game. It actually did get my feels and is full of charm.

  3. yo, recommend me a game on steam 

    1. Failinhearts

      Failinhearts

      uhh

      danganronpa

    2. Sean

      Sean

      Prey

    3. Blacklightning
  4. just wanna dial back the praise I gave SRB2 - the level/boss design gets really annoying from Castle Eggman Act 2 onwards lol. Honestly thought Castle Eggman was the final level, but... it got bad afterwards. I actually really enjoyed the first 3 zones though so this is a bummer. 

    1. Blacklightning

      Blacklightning

      This reminded me that I haven't actually come back to SRB2 since Castle Eggman, and for the life of me I can't comprehend why their boss design took such a serious and sudden spike like that. What was wrong with the one they had before?

    2. Faseeh

      Faseeh

      I've never played the bosses they had before for that zone but yeah this boss is unnecessarily painful.

  5. Been playing SRB2. Initially, I loved its aesthetics, level design and music but the way Sonic moved just made it really hard for me to like it. However, after playing through with Tails and Knuckles, it's won me over. Probably my most favourite Sonic fangame. It's an impressive technical feat and it's got good ideas.... ALSO, there's a Modern Sonic mod for it which honestly works a lot better than you'd expect. 

    The stomp helps with platforming, the homing attack makes life so much easier, and boost jumps are rewarding to pull off.

    1. Faseeh
    2. Blue Blood

      Blue Blood

      Christ those voice clips are not necessary

    3. Supah Berry

      Supah Berry

      @Blue Blood

      Bet you'll love what this addon can offer-

       

    4. Blue Blood

      Blue Blood

      Oh that's art. Simply sublime

    5. Faseeh

      Faseeh

      oh my god, i don't know what i expected when i clicked but this was... quite a thing.

  6. please take care everyone. :( 

    1. Zaysho

      Zaysho

      You too.

  7. 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.

  8. 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

       

       

  9. 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.
  10. Unleashed Jungle Joyride Remix! 

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

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

  12. 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 

  13. 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. Won't Stop, Just Go

      Won't Stop, Just Go

      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. 

  14. 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.

  15. 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. Won't Stop, Just Go

      Won't Stop, Just Go

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

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