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Carbo

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Everything posted by Carbo

  1. I'm guessing Metal Sonic could make a debut in this movie. Sonic 2 (and Sonic CD which was originally made with the intention of being Sonic 2) were the movies that introduced the concept in the first place, so it'd be appropriate to let him have his movie debut. Robotnik's still got that Sonic quill and other than powering up his machinery (as well as possibly serving as a basis of experimenting on other animals?), it could end up being a framework for his design. Gotta bring heavier artillery for the next round after all. Metal and Robotnik as an adversary would be appropriate if we're not getting Knuckles for a bit.
  2. who let this Sum41 sounding music out of 2005
  3. I'd be pretty let down if Junkie XL is only in it with his orchestral film score style of composing. He has a storied history in electronic and big beat music, much of what would be a pretty great fit for Sonic, so I hope there's more of that than anything. Filming and producing in Georgia is entirely a matter of cost efficiency and convenience due to state tax credits. My guess is they're setting up shop there to utilize Pinewood Studios. It's pretty likely they'll be shooting on location but if there's any area they'd film in precisely because of sets and green screens, Atlanta would be it, so it isn't something I'd read too hard into.
  4. DMC4's problem was that it lacked flow. Having Dante's levels be backtracking the entire game without giving him unique levels and boss encounters was a waste. It's a game that was blatantly unfinished and is all the more frustrating for it's wear in the Special Edition where now there's even more characters to play. It's become an overstuffed turkey of a game, which is a shame because it has by far the best combat mechanics in the series. Anynway, Bayonetta 3. The guns she has in the trailer are called the Whittingham Fair. What's interesting about that is unlike Love Is Blue, the namesake it draws from isn't an entirely different song reference, rather it is a variation of the original Scarborough Fair ballad, which is what Bayonetta's original guns were named after. To not only regress to Bayonetta's original design but giving her guns with a naming convention that's blatantly derivative is already a telling implication in and of itself - which is emboldened by the fact that, when slowing down the trailer, you can notice that Bayonetta lacks her iconic beauty mark. It might be considered a goof on the modeler's part but Kamiya has gone on record in the past saying that an Umbran Witch gains their beauty mark once they've gone through a life-affecting experience. So there's a few possibilities - one is that this isn't the "real" Bayonetta. The derivative naming convention of her weapons in the trailer could very well imply that it's a Bayonetta from an alternate dimension, one where she instead received Whittingham Fair as her guns of choice, highlighting her essentially being a facsimile of the real thing. The games have gone deep into time travel, so having Bayonetta 3 include alternate dimensions isn't a hard thing to swallow. That said it's equally likely, or perhaps more likely, that what we're looking at is an alternate timeline. With the lack of a beauty mark on Bayonetta, this looks like it had to have taken place some time between her reawakening at the lake and the beginning of the first game, possibly Rodin had made the Whittingham Fair at that point as a prototype. Nonetheless the teaser sets the stage and I don't think this Bayonetta is the one we're going to play as. For one thing the developers have mentioned in the past that Bayonetta is the kind of character that changes styles and they'd miss a huge opportunity by going back to an older (and more inferior than Bayo 2 anyway) design rather than conjuring up a new one. But there's also the fact that the antagonist clearly looks like some omnipresent time wielder. He doesn't counter the bullets, he stops their momentum entirely and disassembles them. What I speculate is going on here is that this guy is like a combination of the Terminator and those Time Wraiths from season 2 of The Flash - the guy is out to kill Bayonetta, likely for having fucked with the timeline on too many occasions. If it's more of an alternate dimension thing then I'm expecting it to lean more on the Terminator side of things with the guy basically killing every Bayonetta across multiple dimensions to completely wipe her out of existence itself. What I'm guessing then is that the story of this game will be some Back to the Future shit where Bayo has to race across time and space to save her own existence.
  5. My new album is out. Heavy/dreamy electronic with cover art by Koyoriin. https://plumegeist.bandcamp.com/album/yoake-no-fuwa

    1. MightyRay

      MightyRay

      Cool! I bought a copy and I'll give it a listen later on. Hope you have a good day!

  6. Sonic Unleashed's problems were not the same problems Forces had to deal with - mainly because Forces' biggest problem is the festering inability to iterate on an eight-year old formula which this time around couldn't be more blatantly complacent if they tried.
  7. I haven't been following this game's development/impressions actively but the realization that modern Sonic doesn't have a drift (even if it was apparently known for a while) makes it dawn on me how much the game suffers from a simple mechanic removal, even in this demo. The lack of drift kneecaps the game's level design, there'll be no way for them to actually make wider levels without compromising on the control of the game. It implies to me that most modern Sonic levels aren't going to get better and that we're looking at linear corridor level design. Not to mention, the lack of drift makes the boost formula more binary than it ever has been. I'm not the biggest fan of the formula, but I can at least attest that the previous games had a high skill ceiling when it came to momentum because of the drift itself applying more velocity. That is all but seemingly gone now. In terms of the boost formula game this seems like the most inherently limiting of the entire quadrology and there are so many missteps in this vertical slice that makes me question whether Sonic Team really understood some of the strengths of the formula, and the reasons why it could be seen as worth revisiting. To say I'm let down would be an understatement since I didn't even expect much out of the game to begin with. Classic Sonic still feels misplaced in here, and while the Avatar could have been decent, the stop-and-go mechanics they've thrown in here are so jarring and break up the action way too much. More than ever I'm really annoyed by how the homing attack doesn't transfer momentum. I don't think I ever want to use a Wispon that isn't flamethrower either, and freezing mid-air to do grappling attacks is a frustrating pause that adds up the more it happens. This demo and perhaps the game as a whole can be summed up by the beginning of Modern Sonic's level where Sonic runs headlong into a flow-breaking hint bubble that tells you how to "jump" over the raised path, despite the hint bubble being placed in such a way that you'll crash into the wall after exiting the hint - obnoxious, patronizing and really lazy.
  8. ... Drifting isn't in Sonic Forces? That just makes me think even less of the level design going onward. That aside this demo is pretty poor.

    1. Shiguy

      Shiguy

      It isn't manual? Wtf

    2. MegasonicZX

      MegasonicZX

      We've known this for quite some time actually. But yeah, I never liked that in colors and it definitely sucks not to have it here.

  9. This is one of the best fighting games I've played. Capcom knocked it out of the park in the game play department, there's a level of freedom and fluidity to it where MvC3 always felt too restrictive to me due to how OTGs were a luxury for half the cast and how assist-dependent the game play was. In contrast I'm just having a blast screwing around with the active tag mechanic, everyone being able to OTG and making up my own impractical combos but fun combos. Shame that the terrible base roster, presentation and cheap PR has relegated the game to meme-status because there's a goldmine of quality behind the cracks.
  10. His powers, his chohorts and his abilities - he is literally every fucking Sonic OC rolled into one lol
  11. 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
  12. 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.
  13. Sigh they put grappling hooks in Now I have to like the game just on principle
  14. 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*

  15. http://www.gameinformer.com/games/sonic_forces/b/playstation4/archive/2017/03/17/sonic-forces-extended-gameplay-reveal-demo.aspx groan
  16. 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.
  17. 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.
  18. 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.
  19. 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.
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