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Carbo last won the day on October 1 2016

Carbo had the most liked content!

About Carbo

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  • Birthday 06/24/93

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  1. New Sonic Forces - "Enter Infinite" Trailer

    His powers, his chohorts and his abilities - he is literally every fucking Sonic OC rolled into one lol
  2. I'm glad Sonic Team finally put out another track that's going to be used in every Let's Play intro, combo video, AMV and "hype" video ever
  3. Archie Sonic Hiatus Discussion

    It's over.
  4. Happy birthday, Carbo!


  6. Sonic Mania page on Steam is up and the trailer shows this date
  7. 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.
  8. Sigh they put grappling hooks in Now I have to like the game just on principle
  9. New music from meeeee

    1. blueblur98


      did you make this?

    2. Carbo
    3. 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*

  10. http://www.gameinformer.com/games/sonic_forces/b/playstation4/archive/2017/03/17/sonic-forces-extended-gameplay-reveal-demo.aspx groan
  11. 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.
  12. 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.
  13. 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.