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StriCNYN3

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About StriCNYN3

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  • Birthday 03/03/1992

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  • Interests
    Sketching, beat making, competitive gaming
  • Gender
    Male
  • Country
    United States
  • Location
    Neptune, NJ

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    StriC-NYN3
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    StriCNYN3
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    LucidTUN3S

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  1. I simply just want Tails to actually show where Sonic rubbed off on him again and kick some badnik ass whether it be from a mech he created or from his bare hands. That's all, really. As you see Tails evolve, he went from idling in the sidelines only being able to watch the battles around him, to participating them whether it was his say or not, to actually initiating them whether he failed or succeeded... To now just watching the battles from the sidelines again. Post Colors, they just focus on the wrong shit by trying to make new non befitting character traits like being a know-it-all, a jealous type or emotionally weak to try to make him "interesting and involved" for the game's plot to advance... Which obviously falls flat because the new writers simply can not take the time to assess what things Tails would actually do following up pre Unleashed. They literally don't realize they make him react in the same situations he's already been in past games wildly different in the new games as if they were new. That's what kills me haha. It's like nothing held over and they know this. It doesn't even seem like Sonic acknowledges his growth these days too, which is actually crazy. Even just putting the modern games in a bubble, four games over since Unleashed and he's STILL telling Tails to fall back? What are they even doing with their chemistry anymore? Are they even "big bro, lil bro" anymore, because I don't get that vibe from them either, more like Tails being a language translator to his foreign exchange student friend, Sonic. I would love to see Sonic actually acknowledge him as his lil bro finally molding into his own, but that interaction seems scrapped. I'd also like Tails just interacting with other characters than Sonic (and Eggman) too, because he really is a blank slate everywhere else now if those two aren't around. Forces shows that much especially.
  2. Yup, guys got a point in the vid. I'd just say to use SA2's as the base and tackle the balancing system so it actually feels rewarding doing successful rail grinding. Maybe like a 1 - 1.5 second counter before the game recognizes you're hanging off to the sides for too long and boots you off. Maybe even give more incentive doing "perfect" rail grinding by allowing the player to also spin dash charge on rails only if they're balanced long enough to gain even more speed quicker and also traverse through what would be normally impossible areas like a straight 90 degree vertical railings leading to hidden upper paths...? Just some spitballs here. Anything than what we got these days.
  3. Oh, this is a fun lil thread. I always felt Sonic's general control scheme should be tackled and improved upon instead of staying conventional to the classics for formality's sake. This is with the Xbox One controller in mind: Base Controls L Thumbstick / L3 - Move / "Free Style" Taunts L Trigger - Crouch L Bumper - Team Assist Action R Thumbstick / R3 - Camera / Camera re-centering R Trigger - Jump R Bumper - Jump A - Jump B - Bounce X - Light Speed Dash Y - Shield / Item Attack D-Pad Left / Right / Down - Team Assist Toggle D-Pad Up - Super Transformation Toggle Button Combinations & Sequences L Thumbstick (Foward) + L Trigger - Roll L Trigger (While in Mid-Air if not in ball form) - Spin Dash Curl L Trigger (Hold while in Mid-Air) - Drop Dash L Trigger (Hold) + R Trigger - Spin Dash Charge (tap jump x6 for full charge) R Trigger (Press x2 / press after Spin Dash Curl in Mid-Air activates) - Air Dash R Trigger (Press x2 + hold / press and hold after Spin Dash curl in Mid-Air activates) - Homing Attack Select Button + L Bumper / R Bumper - Quick Restart Stage / Quick Restart From Checkpoint I could go on and on into the nitty and gritty details and deepen what I'd want for these mechanics to do for Sonic and the squad, but that's pretty much the gist of it. Basically tho, with me growing up, I've come to realize that mapping Jump to the back triggers should've been one of the noticeable changes for Sonic going into the 3D space (And 3D platforming in general. I know some first person shooter players who use control pads yet still take their multiplayer modes a lil more serious realize this too. I sure as hell know I do this with Doom Eternal and Overwatch). It just makes more sense ergonomically since with how (good and non gimmicky) controllers are made today. With how a typical person's hand rests on them (Left thumb on left stick, right thumb on right stick, both palms on the sides to balance the controller where your index (and middle) fingers naturally curve to rest on the back triggers.... unless you're one of those insane rare breed "claw" holders, haha) you'd also want to always be readily available to adjust your camera and moving while jumping while you play, too, especially for a game like Sonic where you have to make very fast sharp turns when traveling throw cork screws, loops and tight pathways, and the back triggers being used for jumping easily allows for these 3 mechanics to flow naturally imo. I'd also straight up put in camera sensitivity toggling and button remapping for every Sonic game. I'm still surprised the main games don't do this yet given how fast Sonic is and how people sometimes complain about the "one button scheme", but I guess by the time the boost games were made, camera wasn't that much a concern and some button schemes were thrown around.
  4. Yuji Naka and Naoto Oshima came soooo outta left field. My head's spinning  atm.

  5. Sonic 2, Sonic CD, Sonic Adventure and Sonic Advance 2 usually battle for my runner up best endings, but Sonic Adventure 2's gotta be my absolute favorite. Mainly because of this piano theme that plays at the end, too: Everything in the last story that leads up to this song makes the song all the more powerful, too.
  6. I remember this game specifically being the first game I ever sold back to EB games back when I was 13, two days after the game was released. I made sure I got all A ranks and got everything for 2p mode before sending it off though (I wanted to at least make my parent's money worth it), and it was specifically because of the controls that I just couldn't stand the game and had to get rid of it. For me personally, a game can have all sorts of bells and whistles attached to it whether it's content rich or has the slickest art direction, but if it controls horribly, then it's an immediate turn off for me. I've even recently played StH with my younger bro just around two months ago (we were going on a Sonic nostalgia trip). He still enjoys it. Enough so that he even got around to the last levels of the game on his own time. I played for about 5 seconds however and immediately remembered why I didn't like the game. My lil bro even tried to coax me into playing 2p again with my response being a resounding "Hellllll no" in G minor haha. So yea, I'll have to hard disagree with you on how the game feels. To me, it feels significantly worse than Heroes. Heroes might be a lil slippery at times, but at least when controlling the characters, they are tight enough that you can move your thumb stick in a full 360 and your characters will follow suit immediately. StH is not like that at all. He feels so massively restricted when trying to simply turn around. He has to make these long winding swoops to turn when going at even moderate speeds too. It's just so awful and ridiculous to me. He's supposed to be nimble and acrobatic like Sonic and is 3ft ffs, so why does he feel more so that I'm trying to turn a large tank at a 4 way? lol. The gunplay never excited me all that much, too. You don't ever look through any scopes, recoil is non existent, which is expected in a game like this, but you're left with pretty much every gunplay all fulfilling the same purpose with them just meagerly hitting it's target (sometimes) with little to no impact. I have more fun doing Chaos Blasts and control, though. I wish they focused more on making up chaos powers instead now that I think about it. I'm trying to recall if this game had some type of Billy Hatcher gun where you trap people in eggs... I vaguely remember something like that but I wish there were more gun types that actually did different things as well. They should've gotten crazy with the gun types since they chose this route.
  7. Wow! So Super Smash Bros Melee has Rollback netcode now.... this is a very interesting day for me

    Edit: Brooo you can just hop right into the game and play matchmaking!

    1. I Have Berry!

      I Have Berry!

      And the master race Smash game remains un-dethroned.

  8. Hmm... It's gonna take some time for me to get used to the redesigns, but that has me wondering. With that kind of "polygonal" and smoothed out style in the screen shot Crash and Coco are in, does that have to do with the whole they're in that's warping their designs like that for that particular level / world, or is that just the typical Toy's for Bob's artstyle. I can't tell since I'm trying to compare that shot with Crash but it's a little low quality... but I wanna say its kiiiiinda different? Maybe I'm just going crazy. I like them colors and environments tho. Looking real fresh.
  9. Before seeing that Sonic Runners in-universe explanation, I was gonna say just let Tails build some type of temporary defense system around the emerald shrine or some shit. Hell, make the Tornado 3 and make that thing run on auto if the squad really needed Knuckles's help, since not only are they clearly cool enough by now that they're able to fully trust each other with favors, Tails and Sonic are probably the only ones who can even consistently travel up to Angel Island anyway given they're the only ones with a plane. Also, this makes it so that you don't have to worry about a cast member sitting out on the adventure (not to say that they can't chime in ever if they were stuck on duty, because it's definitely possible to entertain that with, say, a less intense / maybe lighthearted side quest to see how the emerald was protected after the main game gets completed if the devs really wanted to have fun with that). It's not like Knuckles can go the other way around and knock on people's doors asking to baby sit unless everyone down under are ready to get their boards and surf up in yet another tsunami attack if the Master Emerald needs to be around Knuckles at all times. _________________________________________________________________________________________________________________________________________ On the topic regarding Knuckles's portrayal, I've seen him as a lil goofy, you know, a lil awkward at times even. He can sometimes be easily fooled due to his overly trusting nature and is overly committed to his guardian duty, but he always meant well and was always the right man for the duty put on him because he's so stern and filled with determination. I never saw him as an incapable clown no one took seriously. I don't think the rapidly diminishing echidna race would leave such an important task like protecting literal infinite power and a floating piece of land to an actual idiot lol. Clearly Knuckles was meant to be taken more seriously considering the fact his ancestor did. Him bringing comedic value even at his expense to balance his brave hearted nature doesn't (well, shouldn't have changed) that. I don't blame Knuckles getting tricked in S3&K. What does Knuckles know about Eggman at that point? Eggman may be infamous where he's around but that infamy couldn't have possibly reached to the skies where Angel Island is set. And even then, Knuckles was clearly calculative in-game, always managing to be a step ahead Sonic and Tails with his traps even if the two over came them. I mean, the dude canceled out Super Sonic! Eggman, a literal genius has trouble dealing with base Sonic. Gotta give the echidna credit where it's due. I don't even blame Knuckles in Sonic Adventure. Sure, Sonic calls him a smooth brained individual when they both got finessed by Eggman, but that's Sonic's perspective in his story. He doesn't know all the details. All he knows is that Knuckles came outta nowhere and fucked everything up. But in Knuckles's perspective, he's almost fully justified in his actions. Eggman may have left some seeds in, saying Sonic is looking for the Master Emerald, but even then, it's not like Knuckles straight up took in and believed him there outright. He questioned if Sonic would even do that, and even then he had to go and find him anyways because he was at a rut at the point. Not only that, Knuckles saw a green emerald which Sonic happened to have when he finally found him. Being the then socially awkward loner that takes his job very seriously, Knuckles rushed in fists first instead of asking Sonic what the deal was. That was his one mistake right there, but that doesn't make him an idiot. He was just so duty driven and all the cards circumstantially fell into Eggman's hands. In Sonic Adventure 2, he's never played as an idiot and doesn't ever get finessed. There's comedic moments at his expense, sure, but that doesn't make him an idiot for being the butt of them. Amy rag dolling him by the teeth to move him out of Tails driving space says more about Amy having no type of chill haha. With the space shuttle scene, well, Knuckles literally just gathered all of the shards just for Tails to steer near and collide with an asteroid. It's not his fault for that. Knuckles panicked since those shards were sure enough going to drift into deep space if he didn't act quick. He may have made the shuttle spiral, but it wasn't without reason... and let's not forget that Tails was the one not watching where he was going in the first place and kick started everything. I don't think he got tricked again until what... Sonic Advance 2...? And they don't even go into detail with that anyway other than Sonic screaming at him for getting caught. I think it was a harmless hearty jab at Knuckles since the stakes in ADV2 weren't that high anyway. At the same time, I believe it was around this era where some character portrayals started being misunderstood and reverted for the main games in general, and where you'd slowly see how they started molding Knuckles more into a cocky clown where he'd call out on doing something better than Sonic before getting ignored and / or beaten up off screen somewhere for the few times they do decide to give him screen presence anyway. He definitely evolved into something else over time.
  10. I'm pretty late to the party, but I actually feel that Sonic Team had in fact always cared about their canon and continuity (at least initially until Sonic Heroes came along), and I feel that the driving force for that was to help them differentiate from other platformers of that era when story telling was a mere after thought.... buuuut leh me ehsplayn myself real quick, shall we? Now first and foremost, I believe we U.S. residing individuals simply fell into a case of poor localization early on, with cases such as seemingly minute but actually important details just getting lost in translation with an extreme case of over simplification on top of Sega of Japan / America wanting to do their own thing in portraying the characters. If you go by the Japanese manuals for Sonic 1 - 3, they are CLEARLY way more in depth in just character bios alone, and especially on the story front. I recall in Sonic 2's Japanese manual, there's actually spoken dialogue between Sonic and Tails before they set off for a mysterious island they flew off to where the whole game takes place (known as West Side Island aka "The Illusionary island", the homeland for the 7 chaos emeralds.... you know, the type of shit the American manuals don't tell you about haha.) Going by this, that cut Hidden Palace Zone in Sonic 2 suddenly makes more sense. ...But that's just on the manual front. On the actual in-game front, I just wanted to address some things, like Sonic 1 and 2's continuity. You note that it doesn't make sense how Sonic lost the Chaos Emeralds starting off in Sonic 2, but it's clearly shown in Sonic 1 that if you get all the them by the end of the game, they're shown to power up South Island with life and greenery before they scatter off Dragon Ball style with Sonic not knowing wtf just happened (and they scatter off to West side island, which is mentioned in Sonic 2). For your case on how Sonic 3 was handled, that's just a case of Sonic Team actually having the necessary power to having their ideas more realized. If Sonic 1 came out in 1994, similar story telling tricks would've been done. As far as the Adventure games goes, particularly for your point about Sonic Adventure 2, I strongly disagree. I think it actually strongly connects with Adventure 1 and even the older games just fine, but it's just not so overtly in your face about it (which I personally feel is a really smart call). You've mentioned the Tails / Station Square point so you saved that one for me, but that's just one of the more direct call backs. Also consider the fact that Tails is much more independent in Adv 2, which ties to his character development from Adv 1 where he's always around Sonic to fight his battles in that game, but not only that, Tails still has the blue Tornado 2 that was adjusted even further which was introduced in the later half of Adv 1. A stronger point I'd add for Adv 2 would be the Biolizard itself along with the Space Colony Ark. That lizard is strongly hinted at being the recreation of Perfect Chaos. You even see and fight beta Chaos subjects throughout the Space Colony ark levels. The fact that the Biolizard is a lizard, immortal and even screams exactly like Chaos, the fact it surrounds itself in water like Chaos does with the realization that the later ark levels become more under water based shows this is a call back to Adv 1's Perfect Chaos. Then there's the Emerald shrine that's in the core that the Biolizard protects at all costs (just like how Chaos did when Tikal was alive in Adv 1) that only Gerald Robotnik could've seen if he went to Angel Island himself, which leads to the fact that because the Biolizard is the way it is, Gerald must've seen the giant Perfect Chaos mural from Sonic Adventure 1's Lost World level where he based his inspirations from. These are some of the more "not so in your face" call backs I'm talking about presented in Adv 2. That's also a case of telling a story through gameplay, and we know they're not reaches because you can tell these were clues the developers wanted the players to figure out in solving what is really going on behind the Space Colony Ark scenes. I don't want to beat you over the head with this since this is already too long haha, but yea, that's just how I feel on the matter. What the team does these days... yea they truly just come up with whatever that gets the ball rolling for the project at hand... with it all being forgotten by the next game. But I strongly believe that before all this came to be for the franchise, Sonic team always had a clearer vision on what Sonic was, with the classic games pretty much being led up to what Sonic Adventure 1 eventually told (which was an origin story for the emeralds and a refocusing on what Sonic and the rests' true character portrayals are), because there was always an underlying story about an island, a group of ancients and them mysteriously vanishing by a god prior to Sonic Adventure 1 if you read the japanese manuals.
  11. Yea haha. It's a shame he has all this stuff like laser canons and energy balls... but it has no legs. It's just has little fins where his legs should be. Unless he somehow lost them, I can kiiiinda see why he wasn't quite the perfect version of the ultimate life form Gerald was looking for.
  12. @DabigRG Oh yea, when you read the project report it says that the Biolizard can successfully Chaos Control warp due the specially made organs it has (and that's the first thing it does as Sonic and Knuckles tries to reach for the emerald shine in the Ark's core before Shadow steps in). It just sucks at walking and is extremely sensitive to temperature and humidity changes which is why I'd suspect the swelling would start happening to him like when he's in space like in his Finalhazard phase (albeit his life support system was busted at that point too).
  13. @StaticManiaI guess that's where they could've started it all from for the project, but what I'm trying to get at is Shadow the Hedgehog (the game) makes it seem like Black Arms started it all, but the timeline where all the events take place don't seem to suggest that being possible. @DabigRG Yup, that's what the Project Shadow reports imply, that the Biolizard got waaaay too big for it's own good. Well, I should say that it is self sustaining in a sense though, since it did manage to live on it's own for 50 years while completely abandoned in space. It just can't crawl well and out of that yellow solution it sits in before immediately swelling up, but it still can chaos warp to places just fine. There's also a perfect guide book for SA2 (Still trying to find this damn thing for myself online though) where Rouge apparently actually goes into more detail about what happened with the Biolizard, the Ark and everything, explaining how the Biolizard got too out of hand at points of testing on top of the other limitations it had which led Gerald to eventually start making Shadow. In Sa2's last Story, Gerald even says "Based on the original data, I have finally perfected Shadow", telling me that Shadow mostly got everything, like his eternal engine that makes him immortal, his specially made organs that allows him to perform Chaos Control, and even his red and black color scheme, from the Biolizard, not whatever that was going on in Shadow the Hedgehog (the game).
  14. Huh, well I'll be damned. Learned something new today. Interesting how they randomly added that back in for Sonic Riders but then chose to get rid of it again afterwards.
  15. I got another one. Now let's look at our good ol fox friend, Tails. Particularly his classic iteration. Now, what if I told you that from these select images I provided, that there's something.... off? That same something, that was very prevalent and integral to the very core of Tail's design that only the most astute visionaries could catch when seen at the right given angle... was missing? A detail that was so important to the series, and yet was taken away from him (and us) and forever lost in translation, dare I say? Have you caught it yet? Well if not, look no further: His little hair tuft on the back of his head's been quietly yanked out since his modern redesign, and ever since has been forgotten for quite some time now, even for his classic appearances of today. This goes for Sonic Generations and even Sonic Mania. Well, mostly for Mania, anyway. Now oddly enough, even Sonic Mania's sprite animators remembered that Classic Tails is supposed to have that little hair tuft going on. Somehow they were able to remember that while the other animation crew for the Mania shorts and intro weren't. My hunch is that the spriters and cartoon animators either looked at two different references for Tails (because for whatever reason, there's a model sheet of Classic Tails floating around that doesn't include that hair tuft detail where even the "special zone" Tails design on the Genesis games decided to follow despite having that detail everywhere else) or they both forgot, but the spriters just ended up having that detail already at hand anyway since the Mania Tails sprite is already basically Sonic 2/ 3 Tails but with more frames of animation. I'm joking btw before some of you think I'm actually crazy, haha.
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