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About 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. Thank you for explaining exactly what I said before - they are the same core principle, handled differently. I even used that exact description earlier in the topic! Anyway, I'm about done with this. It's fine if you guys feel the Classics are worlds apart from later games, but I personally feel all of the main series Sonic games share enough fundamentals for me to always feel a sense of familiarity between all three of the core styles. I don't feel like I have to adapt much between games, because they all feel similar enough to me to where I don't need to adapt much. Generations sort of proved that to me without a shadow of a doubt, because I could jump between Classic and Modern Sonic (and Sonic 1) with no problems. @Nepenthe There is no "ultimate conclusion" here. My initial post was just me stating I personally felt like all three core styles of Sonic are similar enough to where I don't find adaptability to be a problem with Sonic, between styles. And how I feel the changes are less drastic than the changes in Mario's gameplay styles, as an example. And I said that, as long as Project 2017 held the same fundamentals that the three core styles of Sonic had, whether it used one of them or had a new style, and was technically polished too, I would probably enjoy it at the least. It was everyone else that jumped on that statement as if that was a completely wrong opinion to hold. I just defended my opinion. Then again, I should have known SSMB wasn't the best place to have an opinion on. I was warned of that!
  5. 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.
  6. Not necessarily. They all share the same core fundamentals, they just handle them differently or distribute them to different degrees, which even applies to games within the same trilogy. For example, Sonic 1 has way more straight platforming than it's two sequels, Sonic 2 is the most purely speedy experience of the trilogy (which is also why it's the most popular one, since most casual players just care about the sense of speed more than anything), and Sonic 3 & Knuckles has by far more exploration than it's predecessors. While the Classic trilogy shares the same fundamentals, they are used differently and to varying degrees from game to game. Which actually causes some people to like a certain game in the trilogy, and not another. The same applies to every other main title, they share the same fundamental elements as the Classics, they just use those fundamental elements in a different way or distribute them differently. You're gravely over-simplifying what I said though, and applying it to completely different contexts (i.e. whole characters and story ideas). Of course that principle sounds silly when slapped onto other contexts at random, that's because it doesn't apply to those. It does apply to the examples I used in relation to Sonic's moves, though. The Spin Dash and Boost DO serve more or less the same in-game purpose. That's why Classic Sonic doesn't have the boost and vice versa, in Generations. Sure, they could give Sonic a form of Spin Dash instead of the boost, but it would still serve the same overall purpose, because they were both designed for the similar purpose of instantly gaining speed from a stand still, so rather than giving Modern Sonic the same move as Classic Sonic, they give him one that's similar but different at the same time, so it tastes like a different flavour, without being something completely unfamiliar. It's the same framework, two derivatives of a common idea. They're both like ice-cream, just one is strawberry flavoured and the other is chocolate flavoured. Even though they serve the same purpose, not everyone likes one flavour in comparison to the other. And I already mentioned what I consider the core fundamentals of a main series Sonic game to be, but I'll do it again: -Sense of Speed (i.e. not simply going fast, but the game has to make you FEEL like you are moving fast, and make you feel an urge to go fast at points) -Exploration -Platforming -Sonic's speed being used as a super power (i.e. for more than simply just running fast) -Some degree of dynamic physics to how Sonic moves -Progression is either a traditional level-by-level progression or with hub worlds in between levels -It plays in real time (i.e. not Sonic Shuffle) -Sonic doesn't use a vehicle as his primary mode of transportation (since using one would require he have a different moveset) -And most of these elements have to remain consistently present throughout the game All of the core games have all of these. They do them in different ways, and to varying degrees (for example, the boost games still have dynamic physics, but they aren't as essential there as in the Classics. But they are there, and are useful), but they do utilise them. Sonic Runners doesn't have Exploration or a traditional progression system, Sonic Shuffle...pretty much has none of these, except for maybe platforming to a small degree in some mini-games, and Sonic Free Riders doesn't have Platforming and Sonic uses a vehicle as his primary mode of transformation. It should go without saying those are clear spin-offs that put Sonic in a different genre for the whole game. I don't personally mind Amy or Big's gameplay that much, especially since their campaigns are so short. But they don't add anything of real worth to the game and are really counter-intuitive in a Sonic game. And aren't very well programmed to boot. So for many people, they are a stain on the game. I like variety just fine myself (*coughmyavatarcough*), but it's not always essential to a game and sometimes it's best to be modest with the amount of variety.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. I didn't see any sliding in that video. No, you only continuously gain speed and shoot off if you start rolling between the two slopes with enough initial speed. It doesn't work from a slow walk. Again, like the slide. And sliding does not lose speed immediately upon contact with a flat surface, it only does that if you pull back on the control stick, just like a roll.
  14. Sliding speeds you up ridiculously too down a large slope. Just like rolling in the old games. Sometimes it's good to slide down slopes after a boost because boosting speed is capped, while sliding down a slope pushes you beyond it a bit. Also I don't get what you mean by 2. You can still change direction jumping out of a roll if you have enough leg room for it, same as with the slide.
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