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ChikoLad

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  1. I'm aware of that, but I'm talking about the times where blatant insults were thrown at me, which you seem to be ignoring at this point. This is far from the first internet forum I've been on, FYI. But it's whatever, I think I see how things are around here at this point anyway, and I was warned of it, so I guess I'll take my leave.
  2. You're only proving my point. The issue was never that anyone disagreed with me. The issue was the constant "your opinion is wrong!" attitude I was getting, including from yourself. It's fine if other people feel differently, and I can see the reasons why. But I feel like I have enough reason to feel the way I do, and I know I'm not the only one. That is the nature of opinions, but people didn't seem to comprehend that and got confrontational over the fact I had one that was different than the majority in this thread. Just saying that since it's not even part of the actual discussion I was having earlier. I don't have a victim complex, but when I'm having blatant insults flung at me repeatedly over a difference in opinion and I haven't flung any insults to instigate them, there's a problem there that isn't on me. I couldn't care less about what anyone here has to say about me personally, I'd just rather they not bring it up over a difference in opinion on games about a cartoon hedgehog. I also find it amusing how you only step in now, when I say something you personally have a problem with, yet ignored that shit flinging I was receiving. Seems just a tad biased, if you ask me.
  3. No, but that analogy doesn't even work for these two moves. Boost and Spin Dash are more comparable to the difference between sprinting with full force and control, and a relaxed, loose jog, respectively. You're free to feel differently about the matter but you don't have to be condescending and act like I'm an exhibition over the fact I feel differently than you.
  4. But the games beyond the Classics still have those same fundamentals I mentioned from the Classics (speed, exploration, and platforming, in that case I mentioned), they just execute them in different ways. It's fine if you don't like how they are utilised in later games, but those fundamentals are utilised in those later games. But they both still gave you an instant burst of speed (you don't HAVE to charge a Spin Dash, it just makes it more powerful, like how holding where you want to go when you boost makes it accelerate a bit quicker). Same fundamental idea, executed differently. It's fine if you prefer one over the other, that's why they are different, but don't use that to deny any similarity they have when the similarities are clear. For all intents and purposes, the Boost is just an overpowered Spin Dash.
  5. It's issues aren't only technical. Big's gameplay was poorly designed and out of place contextually. So was Amy's. It wasn't always clearly conveyed where you had to go next or what you had to do, in the Adventure Fields. Tikal can help sometimes, but frankly, if your objectives were always clear, you wouldn't need her, so her telling you where to go feels like a last minute crutch. The game suffers from repetition/padding with you having to play levels multiple times with the different characters to get to the final boss. And you also end up with repeated cut scenes because if that too. The story itself is also fairly jumbled up. That's just a few things, but it's hardly a perfect game.
  6. Being a veteran of the site has nothing to do with game preferences. I also grew up on Sonic Adventure, but I still think Unleashed and Generations are better games, even though Generations is lacking when it comes to story. Also, Sonic Adventure definitely wasn't almost perfect. It has way too many technical issues to be called that.
  7. I've lost my investment in this discussion because people seem to repeatedly misread my posts as I will demonstrate, and that makes this hard to want to bother discussing. But I just want to point out that at no point was I saying "they should keep the gameplay style from Unleashed to Generations". If you go back and read my initial post, my very first sentence regarding Project 2017 was that I feel the game just needs to be fun and polished, whether it's an old style or a new style of gameplay. I was also making the point that I feel all of the three core "styles" of Sonic aren't as different as people make them out to be, because they all carry the core fundamentals of what makes a Sonic game, a Sonic game. I noted how even a lot of the new moves like Boost and Slide, are simply evolutions or deviations of the moves from past games like Spin Dash and Rolling, because they serve the same core roles, they just handle it a bit differently (and how useful or useless you feel the Slide may be, is irrelevant to the point that it's still based off the same general idea as the rolling - rolling itself wasn't necessary to completing the Classic games most of the time, appropriately enough). Most of this argument has come from you and others repeatedly warping what I'm saying into "Unleashed to Generations gameplay is the best" (an assumption that contradicts my previous statement of liking SA1 more than Colours), or assuming I'm saying "this move from the old games is exactly the same as this move from the new games". I argued some of the points made on the newer moves only because they were completely disregarding any similarities, because they were intent on proving me wrong on a statement I never even made to begin with. I actually didn't ever say that the Boost was the same move as the Spin Dash, only that it's an evolution of the same concept. Both the Spin Dash and the Boost are different moves but they serve more or less the same core purpose in their respective games (i.e giving you a sudden burst of speed). The differences are only in animation and in some of the properties of the moves (e.g Spin Dash will decelerate after the initial burst, while Boost can continue accelerating indefinitely), giving them a different feel to one another. But the core use behind them remains the same. TL;DR people need to stop misinterpreting what I'm saying and arguing against points I wasn't even making.
  8. We resorting to butt kissing now? While I haven't made a fan-game from scratch myself, I have heavily messed around with Sonic GDK and it's physics engine, and even made a college project using it. Furthermore, this discussion is not solely about the Classics, but also about Modern games like Unleashed (which GDK can ALSO replicate the feel of). And if we are gonna talk "qualifications", I have all of the achievements in Unleashed on Xbox 360, and am currently playing through the PS3 version with the aim of getting all the trophies and then some, recently wrote an in-depth article about Unleashed that was initially going to be a short blurb but I was asked to make a full article out of it because the owner of the site was so impressed with it, and said article has been seen and liked by someone at SEGA (though I won't say who). So I figure I also know what I'm talking about. That being said, it's pretty low to attempt to invalidate someone else's thoughts by saying "he knows better than you" when you can't think of legitimate response. People weren't lying when they said SSMB wasn't a welcoming place...all the better I don't post much, then.
  9. If you fall from the top of the half pipe then of course you get loads of speed, but not if you walk from a stand still from the middle. If you do that and try to roll as soon as you hit the slope, you don't climb up because the middle is generally too wide to pick up enough speed from such a tiny roll. You DO need a bit of a running start. And while the Generations slide is a bit more rigid than the Unleashed one, Unleashed is where the move debuted and it functioned more like the roll there. And if we are gonna use modder comments here, the creators of the Unleashed Project have mentioned they feel their mod does not replace the real Unleashed because of the difference in physics between the two games, with Unleashed having more free-flowing physics, while Generations has more rigid and tight control. Also, at no point did I say the boost is the same as the spin dash, I said it was an evolution of the same concept (i.e a move that allows instant gratification of speed from a stand still). This was part of the larger point I initially made, where I don't feel that Sonic games have changed as drastically as people like to claim. Even throughout all of these different flavours of Sonic, all of the same nuts and bolts are still there, they are just put together differently.
  10. This is literally impossible without the stomp. The game has MULTIPLE moments like this, where you are expected to stomp after being launched, so you can land somewhere. Usually with a trail of rings. There's also many moments where you have to launch somewhere and stomp onto a rail to get a shortcut or secret, like this: I seriously am doubting you have clear memory of how Unleashed's mechanics work or how they were utilised. Classic Sonic's roll and Modern Sonic's slide DON'T work the same in Generations. The two characters have completely different physics variables on everything. The slide is actually more potent on slopes than Classic Sonic's roll in Generations. And the slide in Generations isn't even the same as in Unleashed and Colours either, which also have uniquely programmed physics. Just like with the Classics and how the roll is a bit different between games. Also, I was talking about standing in between a halfpipe. You need a bit of speed to go from the bottom of one, to the top, using just rolls. You can't do it from near stand-still. Sliding is extremely useful on slopes, especially in Unleashed, because Boost speed is capped to 1000 SPD. You can go beyond that with sliding down a slope at the right time, and even more so if you stomp onto a slope and into a slide.
  11. Except short hopping does still slow you down a bit in the Unleashed trilogy, just not as much as a full jump. Just like past games. There's obviously slight differences between the slide and roll by virtue of differing physics engines, but the slide still has all of the same functions as the roll - it speeds you up quite a bit on a slope (useful for if you don't have boost energy, which can happen quite a bit in early Unleashed depending on how you play the game), you go under tight spaces (which does happen automatically in Colours and Generations, albeit slowed down), and you can attack enemies with it. It's an evolution of the same concept, which was the term we were using from the beginning here. No, the stomp being utilitsed for precise jumps is not a speed-running tactic only (and even if it was, I don't see how that would change the point - rolling is mainly a speed-running trick in the Classics, you can beat Sonic 1 without ever rolling). There are even occasions in entrance stages in Unleashed where you are expected to use the stomp to land on something after being launched. The bounce was used for reaching higher platforms, but that was a secondary function of the move. The stomp is very clearly of the same blood. You asked for something game breaking and I gave it to you. And you can still do the latter anyway, as I said before. Define "non-existant". I find whenever I slide between two big slopes from a small run forward, I go up and down until I eventually stop, just like rolling in the Classics.
  12. Which is exactly how it works in all games prior. Go play any classic Sonic game, rack up tons of speed (hitting a red spring on a wall is an easy way of doing it), and then do a full jump, and watch Sonic return to his "default" top speed by the time he lands. Same goes for the Adventure games, just Spin Dash and do a full jump and watch your speed go away in less than two seconds. Now do the same thing in both cases, but only briefly tap the jump button, and you lose much less speed. So yes, it's an animation change. Generations was simply the first time they explained the mechanic in detail, but it's been there since Sonic 1.
  13. Making contradictory statements for the sake of it doesn't make a point, especially when you back it up with nothing. Spin Dash was designed to give players an easy way to gain speed from a standstill, to keep the flow of speed going. The boost does this too, just on a bigger scale. Boost also existed in Sonic Rush before Unleashed, and even prior to that, we had "Boost Mode" in Sonic Advance 2 & 3. Evolution of the same concept. Short hopping wasn't even a new move, it was just an extra animation added to something you could already do in past games (tapping the button as opposed to holding it for shorter jumps). That's literally just attention to detail from an animation standpoint and doesn't effect gameplay in any way. It's an evolution in animation, but in terms of gameplay, they literally didn't change anything. Slide, as previously stated, holds ALL of the same functions as rolling in past games, and nothing more, nothing less. Once again, it's a different coat of paint for the same move, literally. Stomping is similar to Jump Cancel from SA1, and Bound from SA2/SAdv2. They are slightly different to one another, but ultimately all serve the exact same purpose - making more precise landings, and in the case of both Bound and Stomp, a downward attack. Evolution of the same concept. The only truly new moves that weren't based on concepts Sonic has had for a long time that Unleashed brought were the drift (though it technically existed in Sonic R too), and the quick step. As for your comment on the level design, saying all levels in the Unleashed trilogy are linear and reaction based is just saying you didn't play them enough to have an opinion, especially since some of the most open-ended levels and crazy platforming challenges (the extra and DLC acts in Unleashed, not to mention Eggmanland) exist in these games.
  14. Sonic's fault comes from the more experimental stuff, yes. Mario also does the same thing, but Mario has explicit sub-franchises for more experimental stuff (like Paper Mario and Mario Party) with maybe one or two gimmick stages in a main game, while Sonic tries to experiment in his main games a bit much. Though I think context is important. With Sonic Adventure, it made sense and was executed decently well. It wasn't so bad here because you could experience almost every stage as just Sonic and that was most of the game right there. The other characters didn't have a whole game's worth to play through either and felt more like mini-games (and then Tails and Knuckles were not huge deviations from Sonic anyway). It's when you are forced to experience it to play more of Sonic's levels, like was the case in Sonic Adventure 2 and Unleashed (even though I really like the Werehog myself) that it becomes a bit of an issue. And I think Project 2017 will be fine as a game as a long as it remembers that.
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