Carbo

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Carbo last won the day on October 1 2016

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About Carbo

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    ざわ
  • Birthday 06/24/93

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  1. Sonic Forces was already spread so thin that this supremely silly idea is actually the only spark of passion I sense from this project and the only thing that makes me vaguely interested in whatever they're trying to go for.
  2. Sigh they put grappling hooks in Now I have to like the game just on principle
  3. New music from meeeee

    1. blueblur98

      blueblur98

      did you make this?

    2. Carbo
    3. blueblur98

      blueblur98

      it was very good! nice work.

      *shameless plug* i have music on soundcloud too,maybe you should go check it out sometime *shameless plug*

  4. http://www.gameinformer.com/games/sonic_forces/b/playstation4/archive/2017/03/17/sonic-forces-extended-gameplay-reveal-demo.aspx groan
  5. Aesthetically they've got a really good palette going on. It makes the warzone angle they're going for actually make some sense in the context of Sonic. Though the Green Hills in the background look kinda Lost World-y to me, it's not too big of a deal. It looks really good on the color front. One thing I already hate, however, is Sonic's animations. They've somehow managed to make him animate even worse than in Colors, which was understandable there because it was limited in terms of technology, but there is no energy to the run cycle here - Sonic just glides effortlessly and it kind of makes things feel really mundane to me. For having such a good character design I feel like Sonic Team are way too scared to utilize it's potency. Ratchet & Clank proved a year ago how to utilize exaggerated movements, weight, smears and interpolation to make characters look alive and energetic, and there's none of that clever usage here which is a shame. Gameplay-wise it's about what I'd expect. One thing I'm happy about is that the boost has been nerfed back to it's Colors version, the lower speed could enable some smarter level design. I'm sad that homing attack chains are back and that it looks to be as static as ever but that is to be expected and hopefully they won't be too prevalent. Overall it looks average.
  6. Back at Comic Con they made it clear it wasn't going to be Generations 2, which implied a new style of game play, and well... I guess technically they ended up being right. It's not "Generations 2" in that it's not revisiting old levels and it has apparently one more play style - but systematically everything else is based as if it were a follow up, which is where some of the disappointment stems from. As for the topic of them going back to a formula that works, well, that's about the best thing you can say about it - it works. We've had three games with it but I wouldn't say it's a formula that's particularly deep or rewarding to experience. This trailer in particular exhibited some of the formula's worst tendencies of zero-effort boosting corridors. We're likely to see something better tomorrow, but it doesn't particularly fill me with confidence starting off. Another problem with the formula is a fact that's endemic to Sonic which is that there needs to be huge levels to accommodate moving fast. The boost formula enables reductive level design, and they become overly long stretches of detail that the player doesn't get enough time to appreciate, nor do they give them a lot of things to do. But a lot of man hours go into those stages regardless because you're always moving at a fast pace and they need to feel like they're something. It's why they pepper a bunch of distractions like in Sonic Adventure and Generations with set pieces like the orcas, helicopters etc., because there's not something actually interesting to experience through play, so instead they need to be visually interesting. With Generations, presumably Sonic Team worked on it ever since Unleashed - and 2-3 years of development yielded a game that was only about 2 hours long, and that's even accounting for all the filler work. Sonic games these days are more about making the player feel fast rather than allowing them to be fast. It makes them fun for a playthrough but also rather fleeting and ephemeral, which is a shame when Sonic games used to be a lot more.
  7. I mean, that's kinda sorta on Sega themselves. They've cultivated such a huge amount of games that clash in terms of identity that nothing Sonic does is consistent. You have people who like it when it's like the Classics, you have people who like it when it's like the modern, you have people who like the serious tone of Shadow, people who like the Archie comics, people who prefer one sort of game play over the other, etc. Sonic Generations was what happens when a series has a bit of an identity crisis and attempts to please everyone, even though that's the quickest way you fail. Sonic Forces looks to be kind of more of that. Which isn't to say it's a bad game - Generations was a pretty good game all things considered, but this kinda cemented to me that the Sonic series is pretty lost. Sonic Mania is excelling in doing it's thing. There's little reason to assume it's going to be bad. Sonic Forces doesn't even really have the confidence to let one Sonic carry a game; it needs to have two - nay, possibly even three.
  8. Going to need to see the direct feed to judge how it looks but as far as gameplay goes, can't say I'm not disappointed that this basically is Generations 2 despite their postulating last year. But I guess they had to double back down on it after Lost World turned out sub par so shrug.
  9. Sonic should treat all of it's titles like a verb
  10. Nice avatar choice mate.

  11. I've never been the biggest fan of Zelda, even though I love Wind Waker (in spite of it's flaws) and believe that Zelda 1, conceptually, embodies more of what I like about Zelda, rather than Ocarina of Time's endlessly rehashed formula that tricks the player into feeling smart and empowered. And even with all that having said I think I can say with confidence that Breath of the Wild is going to go down as required reading for game design. The game is fucking incredible, it has the telltale signs of being a classic in the making and is such a breath of fresh air. At the interest of saving myself time, I'm just going to copy something I already wrote elsewhere. The game does a fantastic job in mitigating downtime and building curiosity within the player, from the way it handles enemies, secrets and even traversal. The opening area is a prime example from this. When you walk out into the Great Plateau, the only pathway you're allowed to take sees a castle in the distance. It's far enough to the point that you will reach wider ground level and be able to forge your own path from that point on, but the fact that it's the most distinct structure in eyeshot creates a mental picture in the player and piques innate curiosity. We're sort of "conditioned" to believe that it's something worth exploring, even though it presently isn't. Once we make our way down we meet the Old Man who suggests where exactly it is you ought to go, but for many players they're still likely going to want to look through that structure that they found on their own accord, not only cause it's closer but also because they want to reward themselves with their own discovery. But it doesn't stop there - on the way down the path to the castle you find a lake where, if you're particularly receptive, you see a sword sticking out of a rock that's in the middle of the lake. Lacking in decent weaponry you probably think to do a quick detour so you can have something to fend yourself with, so you jump in and recover it. Now that you have the sword, you gotta get out of the lake, and the only clear way out is a small cliff next to the shoreline... but if you notice, there's a distinct rock slide that's next to the cliff. Something that doesn't look particularly sturdy and could probably come falling down with enough force from, maybe, an explosion? But we don't have anything like that on our hands as of present - so we move back toward the path we had set for ourselves but not before we make a mental note that there's most likely something hidden behind that rock slide, and we'll have to come back to it at a later time when we have the right tools. And to me that's the moment when it clicked - that was the first time in a long time a game has crept up on me without realizing that I had been caught in a loop of curiosity. Not only did the game anticipate that I was likely to not immediately go down the recommended path, but it also rewarded the fact that I didn't. It gave me a predetermined goal while I set myself for a goal of my own - but on the way to me reaching my own goal I found something else on the way that I couldn't obtain yet, meaning I set a "future" goal to myself. This might be a complete segue but stick with me, there's a point to this - when I was in high school I had an English speaking exam when me and another student sat together in a room and we had to conduct a conversation regarding a certain topic. It was a calculated exercise, we both only went in knowing that it was in service of a specific goal. Me and the student are in a big empty room while our teacher is sitting across the table, and despite the initially awkward atmosphere we start talking. Things start as you'd expect them to at first, but then we continue to talk. We realize we're actually really interested in the subjects we're talking about, and we just hit it off. Everything goes naturally until our teacher tells us to stop, which is when we realize we completely forgot we were only here for the sake of our grades. We enjoyed the conversation so much that we continued talking after the exam - we even became friends shortly after. What does that have to do with Breath of the Wild? I always posit that games are a way for a designer and player to hold a two-way conversation. A game embodies the subject while the design of the game is the designer's way of expressing. You don't want a designer to lead the conversation too much, or else the player won't have the ability to express themselves. Likewise, if a player is leading it too much it feels like you're not getting enough reason or purpose - it's the equivalent of playing a game with nothing to do in it. And if we're to hold to that analogy, then to me, Breath of the Wild, is the equivalent of that high school conversation I had - where I forget that I came in for a very specific reason, and that I'm just having this continuous conversation that I'm enjoying so immensely, because it responds in kind to everything I have to express, and I enthusiastically do the same. Usually I dislike open world games like Skyrim pretty heavily for not having much to do, being aimless and filling worlds with distractions but I never get this impression from Breath of the Wild. It puts open world games to shame with how mechanically engaging it is and how meticulous everything is about it's design. I've ended up just turning off the HUD and letting the world guide me.
  12. Think it's about time everyone takes a step back, chill, get back on topic and stop assuming a bunch of things out of people.