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TheOcelot

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Posts posted by TheOcelot


  1. Yeah, it's nice to see some minor differences compared to the final build. Sonic Team definitely made the right decision in removing some of the gimmicks such as the rotating spikes at the start of Spring Yard act1, and changing the amount required to earn an extra life to 100 rings instead of 50 rings, as 50 feels like too easy a target. The only objects I wish they hadn't removed is the UFO's in Marble Garden which looks really cool and the "wrecking ball" from GH act1 which is relatively harmless (doesn't look like it damages Sonic).

    Hopefully one day we'll get to see beta footage from an even earlier build.

    Oh and I couldn't resist doing a very quick video ;)

     


  2. 49747503557_566da5ebc8_3k.jpg

     

    Quote

    We’ve reached an exciting milestone with PlayStation 5, as we’re starting to ship our new controller in its final design to developers who are implementing its unique features into their games. But first, we wanted everyone in the PlayStation community to get a first look at the DualSense™ wireless controller, and hear our vision for how the new controller will captivate more of your senses as you interact with the virtual worlds in PS5 games. The features of DualSense, along with PS5’s Tempest 3D AudioTech, will deliver a new feeling of immersion to players.

    When PS4 launched in 2013, the DualShock 4 wireless controller garnered a lot of positive feedback from gamers and developers for being the best PlayStation controller yet, and for introducing forward-looking features like the Share button. This brought us to the next question – how do we build upon that success?

    After thoughtful consideration, we decided to keep much of what gamers love about DualShock 4 intact, while also adding new functionality and refining the design. Based on our discussions with developers, we concluded that the sense of touch within gameplay, much like audio, hasn’t been a big focus for many games. We had a great opportunity with PS5 to innovate by offering game creators the ability to explore how they can heighten that feeling of immersion through our new controller. This is why we adopted haptic feedback, which adds a variety of powerful sensations you’ll feel when you play, such as the slow grittiness of driving a car through mud. We also incorporated adaptive triggers into the L2 and R2 buttons of DualSense so you can truly feel the tension of your actions, like when drawing a bow to shoot an arrow.

    This provided us with an exciting challenge to design a new controller that builds off of the current generation, while taking into account the new features we were adding. For example, with adaptive triggers, we had to consider how the components would fit into the hardware, without giving it a bulky feeling. Our design team worked closely with our hardware engineers to place the triggers and actuators. The designers were then able to draw the lines of how the exterior of the controller would look and feel, with a challenge of making the controller feel smaller than it really looks. In the end, we changed the angle of the hand triggers and also made some subtle updates to the grip. We also took thoughtful consideration into ways to maintain a strong battery life for DualSense’s rechargeable battery, and to lessen the weight of the controller as much as possible as new features were added.

    For the buttons, you’ll notice there is no longer a “Share” button as we had with DualShock 4. Don’t worry – it’s not going away. In fact, we’ve built upon the success of our industry-first Share button to bring you a new “Create” button feature. With Create, we’re once again pioneering new ways for players to create epic gameplay content to share with the world, or just to enjoy for themselves. We’ll have more details on this feature as we get closer to launch.

    DualSense also adds a built-in microphone array, which will enable players to easily chat with friends without a headset – ideal for jumping into a quick conversation. But of course, if you are planning to chat for a longer period, it’s good to have that headset handy.

    Now, let’s talk about the colors. Traditionally our base controllers have a single color. As you can see, we went a different direction this time around, and decided on a two-toned design. Additionally, we changed the position of the light bar that will give it an extra pop. On DualShock 4, it sat on the top of the controller; now it sits at each side of the touch pad, giving it a slightly larger look and feel.

    In all, we went through several concepts and hundreds of mockups over the last few years before we settled on this final design. DualSense has been tested by a wide range of gamers with a variety of hand sizes, in order for us to achieve the comfort level we wanted, with great ergonomics. Our goal with DualSense is to give gamers the feeling of being transported into the game world as soon as they open the box. We want gamers to feel like the controller is an extension of themselves when they’re playing – so much so that they forget that it’s even in their hands!

    We are thrilled about sharing the final look of the DualSense controller with our fans, and we can’t wait for everyone to get their hands on it! I’d like to close with a message from SIE President & CEO Jim Ryan to the community:

    “DualSense marks a radical departure from our previous controller offerings and captures just how strongly we feel about making a generational leap with PS5. The new controller, along with the many innovative features in PS5, will be transformative for games – continuing our mission at PlayStation to push the boundaries of play, now and in the future. To the PlayStation community, I truly want to thank you for sharing this exciting journey with us as we head toward PS5’s launch in Holiday 2020. We look forward to sharing more information about PS5, including the console design, in the coming months.”

    49747502797_ba4ef26976_3k.jpg

    Having two separate colours instead of just one all over looks weird. Otherwise it seems okay.

    I like the name "DualSense".


  3. Prior to Mania being announced (back in 2016) I'd predicted we'd get a Sonic 1 remake. So, I was sort of on the right track, I mean we did get a re-imagined Green Hill zone 😂 ...but when it comes to predicting what we'll get for the 30th anniversary, I haven't got a clue.

    What I'd really like is a Sonic 3 Remaster, or Sonic Adventure 3, or Sonic Adventure remake, or a new 3D Sonic game made in the style of the classic games, or hell...I'd even be up for Sonic 4 Episode 3, but we know we're likely never getting any of these. So all I can envisage is yet another game with multiple gameplay styles likely consisting of; modern Sonic boost gameplay and classic Sonic where the physics are nothing like the Mega-Drive/Genesis games. I really want the boost gameplay to be dropped permanently but I just can't see SEGA having the courage to leave it behind, or even if they make a new game without it, I can easily see the boost formula returning in the next game.  

    It could well be another anniversary game, especially as both Gens & Mania were well received. Not that there's been enough good new content over the last 10 years to justify a new anniversary title (probably only Mania/Mania Plus qualifies). There really is no need for another anniversary game. I'd settle for a new 3D Sonic game with a new gameplay style (I would prefer no 2d game gamelay what-so-ever), a larger budget similar to Sonic Unleashed and see what Sonic Team can come up with...and yet even this seems unrealistic.

    I just want a 3D Sonic game which I can enjoy replaying-that I want to go back and replay. I don't expect it to be perfect, but considering the only 3D games I enjoy replaying are Sonic Adventure 1&2 and Colours (which hardly has any good 3D gameplay worth noting) I'm really starved of a good 3D Sonic game. 


  4. 7 hours ago, Tailikku said:

    He was always playable solo since 1992

    Of course he was. I was only referring to whether he will be playable solo in the new SEGA Ages Switch release.

    They've not released one screenshot for the SEGA Ages version showing Tails being playable solo and none of the new modes; including the new Challenge mode which states; "A Sega Ages-original mode where you compete against the time to collect 100 rings to make it to the goal. You can play as either Sonic or Knuckles" indicates Tails being playable solo. If Tails is playable (solo) in Challenge mode then why didn't they just say you can play as either Sonic, Tails or Knuckles". I mean Sonic 2 was Tails debut game for the Mega-Drive so it makes sense to focus on Tails as well as Sonic & Knuckles. Tails is one of the reasons why fans enjoy Sonic 2 so much-remember it so fondly. Why wouldn't they make Tails playable in Challenge mode?

    Hopefully I'm wrong and Tails will be playable solo, but it sounds like they won't even be giving Tails the ability to fly like he could in the Taxman mobile remaster. If they're taking the time to add the drop-dash for Sonic (a requested feature by fans), then surely they'd take the time to give Tails his ability to fly (an even more requested feature by fans for future releases of Sonic 2).

    Surely M2 would want to add Tails flight ability (and would know how to implement it), unless SEGA of Japan don't want them to...

    Anyway, I guess we'll find out Tails fate soon enough.


  5. Been playing CTR online the last few days. I've long since grown bored of the constant grinding structure of the Grand Prix, but I wanted to try and unlock all characters. I've now unlocked everyone (including King Chicken) apart from Koala Kong, Pasadena O'Possum & Ebenezer Vom Clutch. I don't think they'll be available to unlock (for me) until the next grand-prix, which is fine.

    I really like MegaMix Mania, definitely my favourite of the new tracks, which has nothing to do with the fact that I've won this race like half a dozen times already (once I learned how to do the short-cut) ;) It's a really fun, challenging layout. You can make up a lot of ground if you can retain the white boost or red boost thoroughout the tight twisty section and when landing from the high-jump section. Maybe it just suits my style as I normally opt for acceration as my preferred racing style which I find really effective on this track. 

    Wonder how long they'll keep doing new Grand Prix's and making new tracks & characters? This game now has 50 playable characters which is insane.


  6. Wait a minute. Is Tails actually playable solo in this release?

    Yeah, it's says there's two player co-op (which obviously includes Sonic & Tails), but there are no screenshots of just Tails on his own and it doesn't mention he's playable solo. Surely he's playable? If not, then what a fucking stupid decision to omit him being playable solo.

    I guess the challenge mode sounds kinda interesting. Hmm. 


  7. On my youtube channel I mainly upload playthroughs of the classic Sonic games and because I stated my videos as "made for kids" (don't think I could get away with saying made for adults without being fined), all my comments are now turned-off. One of the cool things about uploading videos is reading and replying to comments, but I won't be able to do that anymore. All my exisiting comments will be deleted in 30 days. So my channel is now pretty useless.

    Fuck COPPA and fuck the idiots who made it happen. 


  8. The most significant low-point in this decade which finished with an amazing high-point started with Sonic 4 and finished with Mania.

    I'm not a fan of Sonic 4 (which I've made perfectly clear countless times on this forum), but I am grateful it exists, because I'm firmly in the belief we never would have gotten Sonic Mania (with the amazing amount of love, care & attention and it's deserved success) if it wasn't for Sonic 4 and the massive backlash which ensude.

    Whilst Sonic 4 Ep1 was everything I didn't want in a hyperthetical sequel to the classics, if it wasn't for SEGA deciding to bring back Metal Sonic-teasing his return at the end of ep1, we never would have gotten a new release of Sonic CD (as SEGA wanted to link Sonic CD to Sonic 4's backstory). What was originally gonna be a crappy emulation/port gave Taxman (Christian Whitehead) the chance to show-off his Sonic CD mobile proof of concept, which led to the release of the definitive version of this game (improved physics, 16:9 widescreen, unlockable Tails). Then we got Sonic 4 Ep2 which was an improvement over ep1 but still flawed. Taxman who obviously made a good impression with SEGA for his work on the CD remaster then teamed up with Stealth to make the mobile remasters of Sonic 1 (with unlockable Tails & Knuckles) & Sonic 2 (Boss Rush mode & Hidden Palace reimagined etc). Then submitted the 3K proof of concept which was not taken up by SEGA and then they got the chance to make Sonic Mania in 2017. Thanks to Mania's success they then got the chance in 2018 to add missing/scrapped content with a new release along with a gorgeous physical release, and the brillaint Sonic Mania Adventures created to help promote Sonic Mania Plus and the three or four Mania Adventures extended remixes done by Tee & Jun.

    So for me as a classic fan, the decade started with a terrible low point (classic Sonic's gameplay in Gens not being much better than Sonic 4's didn't help either), and ended on such a high with Mania's success.

    Whilst classic Sonic ended the decade on a high, Modern Sonic has gone in the opposite direction. What started well with Colour & Gens (which is considered a decent game even though I'm not it's biggest fan), went down-hill with SLW, Rise of Lyric (which could have been a decent game if SEGA hadn't fucked over Big Red Button who developed it) and Sonic Forces which was meh at best. Team Sonic Racing was at least decent and I like the Overdrive animated shorts. 

     

     


  9. Is this about the so called 4 chan leak?

    Quote

    >Sonic Rift
    >Return to the Adventure format of several gameplay styles.
    >NO CHAO GARDEN IN-GAME. It's a companion mobile app.
    >Sonic voiced by Ben Schwartz. Roger wants to retire from acting as some of you may know.
    >Sonic, Tails, Knuckles, Shadow and Silver are playable.
    >Sonic has boost gameplay again. Much better than Forces but sadly not quite Unleashed/Generations tier. No 2D sections that I could see.
    >Tails in a mech. Much closer to how Gamma controlled than in SA2.
    >Knuckles treasure hunting, although with more of a combat focus. Similar to the Werehog gameplay. Can only assume this is because of the recent undeserved praise Sonic Unleashed has been getting.
    >Silver is more or less how he played in 06 but he's a lot faster and controls better. Not really saying much, of course.
    >Shadow is basically identical to Sonic, shocker.
    >Game takes place in the future mostly. Eggman reasons he can take over the world in a future time and waits for Sonic to die, cryogenically freezes himself.
    >Forgets about Orbot and Cubot. They inform Sonic of his plan out of sheer boredom.
    >Sonic rounds up Shadow and they try to chaos control to the future but it doesn't work due to insufficient power or some shit.
    >Characterization isn't too bad for once.
    >They go visit Knuckles on Angel Island. Yes you read that right, he's guarding the fucking master emerald. This is how they get to the future.
    >Island doesn't crash.
    >Atleast they tried.jpg
    >They meet up with Silver and they try to stop Eggman's plans. Yadda yadda yadda.
    >Adventure remake rumors are bullshit.
    >Game comes out in 2021 like Iizuka said.

     

    Pffft

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