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Chaos Walker

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  1. Thumbs Up
    Chaos Walker reacted to Neon in Best/Worst Character Design   
    The worst easily goes to American Classic Sonic.



  2. Thumbs Up
    Chaos Walker got a reaction from Noir in BOOST!   
    I want the excitement. I want the rush. I don't want to boost. Why? Because I want to play the game more than twice before I've seen it all. I wonder if there is a way to have platforming and speed without having the boost.
  3. Thumbs Up
    Chaos Walker got a reaction from Chaos Warp in BOOST!   
    I want the excitement. I want the rush. I don't want to boost. Why? Because I want to play the game more than twice before I've seen it all. I wonder if there is a way to have platforming and speed without having the boost.
  4. Thumbs Up
    Chaos Walker got a reaction from Djawed in BOOST!   
    I disagree. The character Naoto Oshima created only used speed as a means to an end: getting through those loop-de-loops and other physics defying feats. Speed might be Sonic's most flashy attribute, but it's not what comprises how he plays. When Yujia Naka showed Oshima an early build of Sonic 1, he asked Naka to slow it down for the sake of platforming.
  5. Thumbs Up
    Chaos Walker reacted to Noir in Sonic is a boring character   
    That tends to be the case when you design a character to appeal to ~10 year old children.




    At any rate I enjoy him this way. He's fun and makes me smile. That's what I want from a video game about a blue hedgehog and fat man having a go at each other.
  6. Thumbs Up
    Chaos Walker reacted to Nepenthe in Sonic is a boring character   
    You derided Sonic for being an unrealistic shonen hero then listed Naruto as an example he should live up to? =/
  7. Thumbs Up
    Chaos Walker reacted to Soniman in The Little Moves   
    Well that was vertical, the wall jump here is horizontal.
    Speaking of Heroes, I would also like to see the blue tornado make a return in some form
  8. Thumbs Up
    Chaos Walker reacted to Kuzu in A Beautiful Union of Two Very Different Worlds   
    The problem with Unleashed is that its platforming sections are sandwiched between speed sections, so it kind of breaks the flow a lot. I admit that the Genesis games did a better job at mixing the two together, but you simply can't take what was in those games and transfer it over to 3D, not without a lot of trial and error at least.

    Really, its all in the level designs
  9. Thumbs Up
    Chaos Walker reacted to Sixth-Rate Soma in A Beautiful Union of Two Very Different Worlds   
    Well I think that the boost

    I suppose that the most manageable way to execute the tiered level format would be to expand on Unleashed's branching paths. The problem with the Unleashed paths is that they end rather quickly and are only usually good for a medal or somesuch. Therefore, I propose digging up our old friend, the Special Stage, and re-integrating it into modern play.

    Now, given how easy it is to get rings in the newer games, let's say you need 100 rings to satisfy Special Stage conditions. Once you have your rings, passing a checkpoint would give you an option to go into Special Mode (with button prompt, if need be). The game would then distort the world about you, reshaping it into a rather crazy shell of its former self. Special Mode would provide the player with harder platforming challenges, but ultimately greater rewards in the form of rings or medals or whathaveyou.

    If the player manages to make it to the end of the level in Special, they could be rewarded with some shiny bauble that gives them some sort of permanent power-up, in the form of a slight speed upgrade or something of that sort. If the player should fail their quest, however, they'd be dropped back in the game proper, and have to gather up 100 more rings should they wish to make a second attempt.

    It definitely needs fleshing out, but I'm still recovering from my first day back to school.
  10. Thumbs Up
    Chaos Walker got a reaction from Indigo Rush in BOOST!   
    It is very hard to take people seriously when your posts are permeated with words like "ass," and "fuck." Your points will come across 30% better without them as will the posts of others, as once it starts others follow suite. I'm not modding. If anything I am whining.

    I'm very open to new ideas. I see people who want boost to die, people who think it could work if done right, and I'm not entirely certain, but I think there are a few who legitimately like the boost in its raw form. I want to hear from pro-boost fans: why is it good from the standpoint of both experience, and design? Please, explain it to me. I legitimately want to know.
  11. Thumbs Up
    Chaos Walker got a reaction from Milo in BOOST!   
    I disagree. The character Naoto Oshima created only used speed as a means to an end: getting through those loop-de-loops and other physics defying feats. Speed might be Sonic's most flashy attribute, but it's not what comprises how he plays. When Yujia Naka showed Oshima an early build of Sonic 1, he asked Naka to slow it down for the sake of platforming.
  12. Thumbs Up
    Chaos Walker reacted to Noir in BOOST!   
  13. Thumbs Up
    Chaos Walker got a reaction from Invictus Ordo in BOOST!   
    The boost reminds me of those insta-spin dashes I see in speed runs, like the one posted on the last page. It's something for the experts who want to go so fast that they use a move that kind of breaks the game, but would break you if you arn't good enough to handle never stopping.

    Classic speed runs look like more dangerous versions of Sonic Rush levels. Does this insight mean anything? Let's see what you guys think.
  14. Thumbs Up
    Chaos Walker got a reaction from batson in BOOST!   
    I disagree. The character Naoto Oshima created only used speed as a means to an end: getting through those loop-de-loops and other physics defying feats. Speed might be Sonic's most flashy attribute, but it's not what comprises how he plays. When Yujia Naka showed Oshima an early build of Sonic 1, he asked Naka to slow it down for the sake of platforming.
  15. Thumbs Up
    Chaos Walker got a reaction from Spooky Mulder in BOOST!   
    The boost reminds me of those insta-spin dashes I see in speed runs, like the one posted on the last page. It's something for the experts who want to go so fast that they use a move that kind of breaks the game, but would break you if you arn't good enough to handle never stopping.

    Classic speed runs look like more dangerous versions of Sonic Rush levels. Does this insight mean anything? Let's see what you guys think.
  16. Thumbs Up
    Chaos Walker got a reaction from Voyant in BOOST!   
    The boost reminds me of those insta-spin dashes I see in speed runs, like the one posted on the last page. It's something for the experts who want to go so fast that they use a move that kind of breaks the game, but would break you if you arn't good enough to handle never stopping.

    Classic speed runs look like more dangerous versions of Sonic Rush levels. Does this insight mean anything? Let's see what you guys think.
  17. Thumbs Up
    Chaos Walker got a reaction from Goldenlink64 in BOOST!   
    I disagree. The character Naoto Oshima created only used speed as a means to an end: getting through those loop-de-loops and other physics defying feats. Speed might be Sonic's most flashy attribute, but it's not what comprises how he plays. When Yujia Naka showed Oshima an early build of Sonic 1, he asked Naka to slow it down for the sake of platforming.
  18. Thumbs Up
    Chaos Walker reacted to Diogenes in BOOST!   
    Explain this one to me, please?
    The difference being you can't stay rolling indefinitely, as you're at the mercy of the physics/terrain. Unless you're on a downhill stretch there will come a point where it's either necessary or to your advantage to get to your feet, and that's where the enemies come in. The boost on the other hand keeps you at top speed as long as you use it as well as blasting away any enemies. Also the general slower pace of the pre-boost games means you can properly react to, and thus have, more complex enemies rather than just bowling pins.
  19. Thumbs Up
    Chaos Walker got a reaction from Chaos Warp in BOOST!   
  20. Thumbs Up
    Chaos Walker got a reaction from Chaos Warp in BOOST!   
    The boost is never going away now. It's too cool, and too fun the first few times you use it in a level. At this point I think the most we can ask for is that Sonic Team Regulates its' use. I'd rather it was gone, but a compromise is probably the best I can hope for.

    I like your idea, but I would regulate it even further. I would require that players need to fill up a gauge by defeating enemies. The gauge would only provide one boost per fill. Basically, a massively neutered version of the current boost.
  21. Thumbs Up
    Chaos Walker reacted to Nitwit_Speed in BOOST!   
    For some reason, i see boost and think LEVEL DESIGN, When it comes to games, for some reason, i look at level design as almost more important than the gameplay engine itself. Let's look at Colors for a second. The game has pretty solid additions to the boost gameplay engine that with coupled by awesome level design could've been pretty darn close to Adventure 2, heck Adventure style platforming. However, because of the level roster, i see Sonic Colors as a crippled console Rush game with rare, boring 3D segments. Let's reassess that for a second- i said that the BOOST ENGINE, with level design as the only factor to deviate it from Colors, was capable of Adventure-style gameplay. The key? Ignore the boost in the level design. People oftentimes forget that the level design in SA and SA2 requires skill to use the spamdash, not just in using the mechanic itself but also in avoiding obstacles and stopping at the right time et cetera. The level design in SA and SA2 is designed to be played on foot, and if you want to spindash, you're on your own, but the rewards in terms of speed are immense. In Unleashed and Colors, you had segments specifically for boost, which makes it a lot less exhilarating. Sure, at first it is, but if you're going at the same speeds because you know you're enough of a pro to do it, it doesn't get old. And if you're not good? Groovy, just stay on foot as far as Adventures go. You'll still have a blast. Unleased and Colors? Not so much, because as mentioned before, if you can't boost, you an't play and you won't have fun. And if you can boost? You can play, and there are plenty of people who still won't have fun.

    In short: Make the boost a skill of Sonic and the player, and don't punish me for not being skilled with it. And don't punish me FOR being skilled with it either with linear level design. AND CHANGE THE ANIMATION TO THE SPINDASH, YOU KNOW YOU WANT TO.
  22. Thumbs Up
    Chaos Walker reacted to Tornado in BOOST!   
    Phos put it best on Retro: The cancer that is killing Sonic.


    [/dons flamesuit]
  23. Thumbs Up
    Chaos Walker reacted to Legendary Emerald in Epiphany: Why the characters need to return.   
    Okay, to be honest, I'm all for having a large cast of characters in the games. As Eggman says, "the more the merrier". However, just because we have a lot of characters, doesn't mean the characters will become any more interesting. Example would be Sonic Heroes; 12 playable characters, and I'd be surprised if a single solitary person ever gave a shit about Espio outside of the "omg they brought back a Chaotix character squeee" group*.

    The games don't NEED a big cast, which is perfectly shown by Sonic Colors. But on the other hand, games like Sonic Adventure 1 and 2 show that it can work with a bunch of characters. It all depends on the storytelling and writing ability. Characters can't be simply shoehorned in to make things better; they have to be written well, and interact with other characters in a meaningful way. Not just "Hey look, the Chaotix are up in space shutting down a lazer! Ha ha, what wacky hi-jinks will they get into next?" Every member of the cast doesn't need to make an appearance in every game, in other words. The extended cast should be taken into consideration when writing the games, though, instead of coping out and saying "Nah, it'll be easier to make a game with just Sonic and Tails again. We'll give them a pet hampster companion this time. Kids'll love it."

    * To be fair, they added a lot to Espio's personality in Rivals 2. But before that, there was nothing to work with besides "silent type" and "ninja". Sorry if that doesn't thrill me.
  24. Thumbs Up
    Chaos Walker got a reaction from Yong in Should Tikal return?   
    Tikal was the Chip/ Yakker/ Merlina/ whoever else there was of that game. Just better by 100 times.


    Personaly, I liked Tikal enough to want to see her come back for at least a small reference. Re-inserting her into the modern day plot sounds iffy unless someobody can come up with something really good.
  25. Thumbs Up
    Chaos Walker got a reaction from Sixth-Rate Soma in Should Tikal return?   
    Tikal was the Chip/ Yakker/ Merlina/ whoever else there was of that game. Just better by 100 times.


    Personaly, I liked Tikal enough to want to see her come back for at least a small reference. Re-inserting her into the modern day plot sounds iffy unless someobody can come up with something really good.
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