Jump to content


TSS Member
  • Content count

  • Joined

  • Last visited


About FFWF

  • Rank

Profile Information

  • Gender

Recent Profile Visitors

13034 profile views
  1. Sometimes new players to the Boost games don't understand that it's a matter of holding the button, and instead press it as if for a brief burst of speed instead; that might also be a possible reworking, especially under the "instantly take Sonic to max speed" interpretation. But this may be more a matter for a Boost thread specifically. Lost World and the alternative gameplay styles in Forces show that we can't even necessarily anticipate that the next 3D Sonic title will be a Boost game, after all.
  2. You know, I'm quite a fan of the Rush games; have been from the start. But now that I'm pushed to reflect on it, I actually think relatively little of that had to do with the Boost. The games had a lot else to commend themselves; cool new playable character, an actual plot, vibrant graphics, new level tropes, fresh ideas for how to integrate 3D space into 2D boss fights. I've even praised the Trick system for giving you something to do during moments of otherwise "dead time" while flying through the air or grinding on a rail. But the Boost I was often a bit ambivalent about. The Boost is thrilling, and that helps you to overlook a lot. But at its worst really lives up to the criticism that you just hold the button to zip on forwards without variation, and in this regard there's a particularly glaring set-piece at the end of one of the first levels where you're being chased by a giant ball and there's no tension as both moving objects glide along at exactly the same pace. As a 2D game you can't see far ahead of you, so moments where Boosting jets you into an obstacle or a bottomless pit are not unknown; I've always felt, ironically, that it should have worked better in 3D, though the way it ended up it seems the 3D games never had quite as much of a sense of Boost scarcity as the Rush games had if you weren't keeping up with your Tricks. And now that I think about the Rush games and gameplay - we also have to remember that their sense of experimentation also brought us all that weird stuff with the boats in Rush Adventure, groaning along tapping the touch-screen to fire missiles. The jetski worked, and I really enjoyed the map exploration aspect, but the rest wasn't particularly Sonic-adjacent.
  3. I do think that pixel art in general ages better than 3D. Pixel art is already highly abstract in relation to what it's attempting to represent, whereas with 3D there's a more immediate impression of what it's meant to look like, and so the differences are more obvious. I suppose you could call that a kind of pre-Uncanny-Valley. With that said, I do also see the appeal for earlier and more basic 3D in some respects. On the same grounds of abstraction as pixel art, there's much more room in low-poly for the viewer's own interpretation of what things "really" look like; and while it's a long way from Crash Bandicoot, I think that's likely extremely helpful in certain schools of horror games, where what the player imagines a vague lump of polygons to represent might well be more disturbing than a shiny high-definition remake. I've played at least one remake of a (fairly obscure) horror game where I've felt that the primitive original graphics were better at achieving their object.
  4. Looking back at Lost World's cutscenes, the first one has Sonic and Tails discovering the Lost Hex, and the next is them contacting Amy and Knuckles - which does imply that Amy and Knuckles are very definitely somewhere else. On the other hand, if your first impression of the park Amy and Knuckles were in was that it had to be part of Lost Hex because of the art style, then I can see how you would interpret events differently and that would colour your reading of the game going forward; the game doesn't really do anything to establish setting and it feels like Amy and Knuckles were just plonked into a generic location because the writers didn't really care where they were. With that said, Sonic Team changing art styles out of the blue is an entirely safe assumption (and probably the one most people made). It does underline the point that their vision for the franchise as a whole doesn't appear to exist; they can't think beyond, or before, the individual game they're working on at that moment.
  5. I'd go for 4 + 5, I suppose. Humans living in cities, animals and anthros living in the wilds, a few exceptions in either direction, and the whole thing being highly stylised.
  6. FFWF

    Doctor Who

    It's not clear whether the mention of the Stenza is intended to be world-building to make the new era feel more integrated, or part of an ongoing story arc. Probably both, really, considering that the "Timeless Child" looks like obvious set-up for a Bad-Wolf-style set of hints at a series arc. Of course, this series was supposed to be a set of ten completely standalone stories, so I guess that, having said goodbye to the era of "Moffat lies," we're now entering the era of "Chibnall lies"... and I have absolutely no problem with that. The new TARDIS is very reminiscent of the Ninth and Tenth Doctors' post-reboot TARDIS; warm, cosy, and distinctly alien as opposed to the more technological look adopted by the later Eleventh and Twelfth Doctors. Fits squarely with the overall approach they're taking with the new series, I think.
  7. FFWF

    Team Sonic Racing - Upcoming Sonic Racing Game

    Word on the street is that Sonic Rush Adventure did, in fact, crash in sales, especially in Japan. It's always difficult to get the exact numbers on these things, though Sonic Retro's sales data for Rush and Rush Adventure respectively suggest waning enthusiasm; if you're willing to roll the dice on VGChartz (Rush, Rush Adventure), the result is similar.
  8. FFWF

    Luigi's Mansion (3DS Remake)

    It's also a matter of running down 3DS hardware stock, I'd imagine, and continuing to draw sales from consumers who own a 3DS but have yet to move onto the Switch. The vast majority of third parties have jumped ship now, but Nintendo's winding down pretty gradually. I'd imagine that next year they'll release a Switch hardware revision which they can present as a 3DS successor (handheld-only and at a cheaper price point, for instance), and at that point things will pivot.
  9. FFWF

    Luigi's Mansion (3DS Remake)

  10. Right. That's the problem with establishing a recurring ensemble cast; people start to expect to see them in every game. It's all or nothing. (Although with that said, I don't think other fandoms are quite so different.)
  11. It's a shame that Silver doesn't really have the clout to serve as a major character to structure a game around, even if not playable. I think some kind of Sonic & Silver time-travel adventure, visiting past and future versions of Iconic Sonic Locations, would be a pretty cool theme.
  12. I'm interested in the next 3D Sonic game in the sense that I have absolutely no idea what it could possibly be. Gameplay, narrative, aesthetics - Sonic Team's output is just completely unpredictable, with no consistency whatsoever except possibly in terms of (lack of) quality control.
  13. It would probably require them to make a game focussed on Silver. I can't see them being pushed into making a decision otherwise.
  14. I don't know, I think it's more that both took the obvious and logical steps necessary when as a matter of form you don't have good gameplay to lean on and have to manufacture a new source of appeal and relatability beyond surface-level nostalgia. The predominant element in that is the introduction of humans as major characters, the same step taken in Adventure 2 and '06 when the developers seemed to become ashamed of their origins and medium and were trying desperately to be taken seriously in the same way as a Hollywood movie; only Unleashed really approached the idea with a modicum of self-awareness, though it was never the element which drew much attention. With that in mind, consider: - The logical step to take if your easily relatable setting is Earth, our Earth, with humans as the main characters and Sonic as a novel outsider; - The logical implication of the previous step, but more importantly it's a standard underdog trope which ties into the presentation of Sonic as a character with "attitude," a born rebel, while evoking the game origins as a character battling against technologically-equipped human forces; -Also ties into the rebel aspect, but the laziness is more significant in that it makes it easier to establish a status quo setting, a standing location with which viewers can become familiar and develop a level of attachment to; you might draw a contrast to the status quo of the early comics and cartoons, where the early western canon of Robotnik ruling the world was both an extension of his presentation in the games and created a suitable long-term goal for an episodic narrative - although here there's a shared element with Robotnik apparently being an element of the government. (The irony of the fastest thing alive standing still and waiting in one place while the villain who spends most of his time sitting down is the one doing the pursuing, an inversion of the games, is of course brushed under the carpet.) If you've accepted a premise where Sonic isn't an adventurer and are writing your story around that, then making him lazy not only allows you to achieve that stasis but also ties in with the previously-presented aspects of his characterisation; -Again, the logical step to take if you've introduced Earth and humans as we know them; it'd be overcomplicated and redundant to suggest that there are other humans on another Earth when that's not the point of the conflict. The thing you have to bear in mind is that the people making this movie don't actually like Sonic, and are trying their hardest to construct a vision which has nothing to do with the games.
  15. FFWF

    Doctor Who

    Well, that was different. It's hard to put my finger on exactly what it was, but something about the episode and its cinematography felt very fresh, slicker than previous series; maybe it was the lighting, or maybe it was just the budget from the two lost episodes being spread around. The writing and direction just felt like they were coming from a different place, a different angle. I think I liked it; it feels like the new start I was looking for. Jodie I think overeggs her performance a bit during the more technobabbly, sci-fi bits; but it's only Episode 1, and the rest of the time I didn't notice a problem. It's an interesting start to a new era; I'm feeling fairly optimistic about it.

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.