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Mad Convoy

TSS Member
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About Mad Convoy

  • Rank
    G.U.N. Truck
  • Birthday 02/28/98

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  • Interests
    Sonic (duh), computer, internet, Nintendo, origami, Kirby, animals (especially dogs and cats), TV animation, Vocaloid
  • Gender
    Female
  • Country
    United States
  • Location
    Wherever you imagine me to be

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  1. The State of Sonic Team

    Let me see if I can better understand the negative side of the argument. Please tell me if I got anything wrong along the way. So you have the people who are angry. To them, Sonic Forces IS a personal slight. They wanted a game to be good and it didn't please them in the areas they were most excited for or had a direction they didn't like at all. That really really sucks. Again, you have every right to criticize Forces and any of Sonic Team and Sega's decisions. That's not the problem. Its just well, nothing to take so personally and its certainly nothing that reflects poorly on you or your decision-making. Which I suspect is the underlying emotion of much the anger against Sonic Team and Sega-- people feel like they're stupid for creating an image of Forces that wasn't reality. Even though that doesn't make them stupid at all, only human. Its okay to be wrong about stuff. Its mature to admit it and I encourage it. Its not okay to feel like you have to compensate somehow for your prior wrongness, whether by acting like you think you're supposed to or otherwise trying to show how awful Sonic Team/Sega are for, at least implicitly, making you feel that way. That's plain obnoxious and reflects worse on you than if you didn't try to compensate for being wrong. And I question if this conversation is really about Sonic Team's output as a whole and what it means for now and for the future, as I'll again point out that Puyo Puyo Tetris is really good and proves that Sonic Team is perfectly capable of making a good game and not imploding, and yet I'm the only person who's brought it up. Hell, maybe only a handful of people have brought up the idea that Sega has other franchises and even less have commented on it. Or if its about people's anger at Sonic Team and Sega's treatment of the franchise and what they want to happen to Sonic Team as opposed to what realistically is happening or will happen. The former makes for a great discussion, but the latter is a toxic echo chamber that will just end with everybody leaving it feeling more angry and vitriolic and long term create false expectations regarding Sonic Team that will only make the toxic negativity worse. Or in other words, negativity is fine and valid, criticism is good, but there's a thin line between harsh constructive criticism and obnoxious destructive criticism and I know I'm not alone in not wanting to see that line get crossed.
  2. The State of Sonic Team

    As with a lot of things, I think a sense of balance is in order. It is okay to feel sympathetic for Sonic Team staff or think that Sonic Team isn't soulless. I mean, I'll echo @Jar Jar Analysis 1138 in saying that Japanese video game development cycles are brutal on a level that makes American video game development cycles look relaxing by comparison. I'll also point out that generally speaking, nobody sets out to make a bad game. Even if the end product is poor quality, its still often the result of a lot of hard work and long hours spent dedicated to thinking about and making the game. People who completely lack passion, or "soul" as OP calls it, generally don't do that effectively. When I think of a passionless game, I generally think more of stuff like Sonic Drift or Sonic Schoolhouse, with their bland and oversimplified gameplay that makes Forces look like SA1 by comparison, than anything recent. I also find it annoying when people just assume that any bad (or even less than desired game, but let's just stick to bad for simplicity's sake) game that comes out was the result of lack of effort. Because its then often revealed that there's a whole lot more to the story and effort was barely a contributing factor to the game's failings. It happened with Sonic 06, it happened with Sonic Unleashed, it happened with Sonic Xtreme, it happened with Rise of Lyric, it happened with Fire and Ice, and it'll probably happen with Forces too. A telling sign that effort had nothing to do with the failings of a game is that there's tons of concept art that's really really good but the majority of the best concepts don't end up in the final product. This almost always happens because there wasn't any time for most of the best stuff to be fully implemented or because the game went through development hell or ill-advised executive meddling in some way. Lazy people generally don't come up with tons of concept art that's really, really good-- they lack the effort to be creative which is necessary for good concepts to happen on a large scale and especially after criticism. The only exception I know of in the franchise is Sonic 4, as its concept art is okayish and very in line with the final product. So hey, I'll concede that one, Sonic Team probably didn't care a whole lot about Sonic 4. With every other game, especially those I listed sans Forces, this rule hasn't steered me wrong, and so I have reason to believe that Forces is going to follow it too. And that's not even getting into how we're defining "soul." That is such a vague statement and has so many meanings to so many people that its hard to come to any sort of consensus as to where or when a development team has it. I use the "overall effort" definition but even then others might think of it differently than me. I would be curious as to how others are defining it. However, that doesn't mean that you can't criticize the end product. However, the best and most useful criticisms are usually from people who understand the complexities of video game development and are able to understand that no, the developers aren't always setting out for cash when their games underperform. This allows them to give advice and insights that are realistic and applicable. No praise or endless bashing on its own will change the course of Sonic Team, but who said it had to be that black and white? You can point out the positives and the negatives of game, which creates a foundation of respect and understanding that might inspire a tiny shift in Sonic Team's direction that makes a big difference. As for the state of Sonic Team, its probably not as bad as people think. Some folks have moved on, some guys stuck around as they have for years, and some guys are newbies who have yet to be properly vetted by the fans. I'm also going to point out that Lost World and Forces aren't the only games Sonic Team has released in the last few years. We also have Puyo Puyo Tetris, which is very good and proves that Sega can assemble a Sonic Team that can knock it out of the park as well as the fact that its not completely impossible for Sonic Team to make something simultaneously surprising and high quality. Was Forces Speed Battle made by Sonic Team or Hardlight? Can't remember. Anyway, I think the point is clear. Sonic Team's not exactly in the best state at the moment, but its also not nearly as dead, dying, and hopeless as it would seem just looking on here and at Forces.
  3. Nope. Especially given the track record of the OP in regards to not citing sources or not citing good sources. TSSZ, while not a bad place to go, also has a track record of stating rumors as fact or giving an innocuous statement a twist that makes it controversial or exciting for publicity. The linked example was the best I could find on the matter-- it comes from an incident on NeoGaf where TSSZ spread a rumor that there would be a new Sonic game announced in a stream-- it never materialized nor did Sega really do much to hint at it materializing. Apparently Sonic fans were not happy. If you're still off Neogaf, as I imagine many are, be reassured that this links to a cached snapshot of Neogaf and so clicking it will not log any views on NeoGaf itself. In short, if something TSSZ is claiming has barely any sources; what sources are cited are either difficult to track down, don't contain any direct confirmation, and/or are extremely vague; and/or is highly speculative, its best to be treated as fan speculation or something taken out of context until more reliable sources confirm it. I looked up the NHK world interview for Shun Nakamura, and the best I could find was a brief from Sonic JP News saying that there is a stream planned for discussion Sonic Forces on November 28 from 00:30 - 00:58 (UTC), or 9:30PM to 9:58PM in Japan time. It looks like it has already passed and I cannot find any recordings of the stream to confirm anything. Should be noted though that 30 minutes isn't a very long time to discuss the detailed intricacies of Sonic Forces's design philosophy, although that is not surprising given that Sonic didn't catch nearly as much as it did in the West in Japan. According to the TSSZ source, the interviewers were really bad at Forces too, so the "you just boost" line could have been him at a loss at how to explain something that's so obvious to him (though again, need confirmation of that too). Kind of like how I eventually gave up on my parents understanding the structure of Sonic Colors after several minutes of them just not getting basics like that when you touch something that makes you lose rings, do not continually walk into it, and if you go left and hit some kind of wall, do not keep going left. So I just told them "Boost and jump when you see a hole and you win." That's actually a terrible strategy for Colors but at least my parents got further in the level doing that (though they somehow still could not beat the first level). Anybody else see the stream and know Japanese, or have an archive that we can check out?
  4. where will sonic team go from here

    Woah dude. I know that you're upset with what happened with Forces and all, but this comes off as excessively bitter and harsh. For one, what do you have to back that this would be entirely Sonic Team's decision-making, given how involved Sega often is in the development of Sonic games? For one, what do you have to back up that everybody at Sonic Team is lying about passion? I find it incredibly irritating when people immediately jump to saying that the developers were passionless/lazy/etc. when the real development situation is usually a heck of a lot more complicated than that. Take Sonic 06 for example. It was initially assumed to be the product of laziness and lack of passion. The leak from that former Sega guy (jpeg, I think it was?) saying basically just that only fortified it. But all the while, the problems were revealed to really be a ridiculously short development time, short-staffing, overambition, and a confused direction. All that lack of passion people talked up as so damaging and fundamental to Sonic 06's failure didn't actually come along until near the end of its development as a result of the aforementioned issues, and was far from the largest problem the game's development had. Given how ambitious Forces is with stuff like the Avatar and breaking the status quo in terms of letting Eggman actually take over the world, I get the impression that the influential problems with Forces's development wasn't a lack of passion (at least not at the start or the middle). Furthermore, how do you know that Sonic Team will just make more simplistic Sonic games if they do decide to make another try at Boost? It also comes off as you saying that Sonic Team would do this deliberately or as the product of some kind of arrogance/spite (e.g. "resting their laurels even harder", "proving that whatever new Legacy Sonic they had in mind was only really meant to stick around for one game before everyone told them it sucked")-- again, citation seriously needed because that is a really big claim with a vast array of implications and questions surrounding it. Immediately what comes to mind is "how long has Sonic Team done this or thought like this?", "so Sonic Team planned for Forces to be condemned from the start?", "so Sonic Team planned for Boost to be condemned from the start?", "so how did Generations happen if Sonic Team never wanted boost to succeed in the first place, wouldn't it be easier to just make Sonic Unleashed but worse in every possible way?", "does this mean that Sonic Team has never wanted a Sonic game or 3D Sonic game to succeed and has always been planning to have the constant switches in direction?", and "what exactly does Sonic Team have to feel arrogant enough about to rest its laurels on when this implies that it hates itself and most of what it creates and does?"? Again with story and Tails and the implication that its deliberate. You make it sound like Sonic Team has Dakari-King Mykan's philosophy on character development and characterization cemented to their office wall or something-- namely that character development is bad and cannot be allowed to slip past the radar in any of their works, and that characters can only be one shallow archetype or another. Do you have evidence to back that up? As it stands, it seems like Sonic Team isn't being active or malicious in making terrible Sonic stories. Sonic Team writers are just either just not very good at writing (hi Takashi Iizuka, you're a producer not a writer why did you sign up for writing for Shadow the Hedgehog?) or not given enough creative control and/or resources to be as competent as they should (hi Sonic Generations, still mourning the loss of all the awesome ideas Sonic Team had for you but didn't have the time to implement). Again, how do you know that the new villain will just disappear and Eggman will always be the final boss? And how much would this affect your enjoyment of the game? I love the Wisps. SLW and Forces didn't execute the concept of Wisps as well as I would have liked, but I like the idea of using them as the modern day equivalent of the item boxes from the Classic games with either them being some kind of Wisp-like tech or Wisps that moved to Mobius after Colors and have decided to keep helping Sonic as a way of thanking him. Plus Colors did a good job with them-- drill makes water control really good, laser isn't overused and is really tricky in the right way, etc. So what is your reasoning that Wisps are inherently bad? Why do you think the decision to implement Wisps in the next Sonic game would be deliberately, specifically because Sonic Team wants to force everybody to love Wisps? You also seem to imply that a concept in a Sonic game is bad if not everybody likes it-- which I can demolish pretty quickly, because I have zero interest in the Classic Sonic games and do not enjoy playing them, yet it would be extremely self-centered to claim that they are bad games or that Mania has no right to succeed. Why the spite towards people on Twitter? They don't have much of an effect on what major features are included in Sonic games, Twitter is a terrible place for elaboration and thoughtful explanation, so why are they of such importance to you? Who are these people acting like nothing is wrong out of obligation? Aaron Webber (who is just doing his job, does not make the major decisions, and is actually remarkably lucky enough just to be able to pass on bug reports and criticisms to the higher ups, and thus does not deserve ire)? Fans (who also have no control over official Sonic stuff)? Fans who disagree with you (really petty if that's the case, and they also have no control over official Sonic stuff)? Fans who are excessively positive (who are annoying, I'll give you that, but they can be easily blocked and don't have control over official Sonic stuff)? Sonic Team and Sega employees who tweet about their work (okay, these guys actually do have some control over Sonic games but they're not likely to take much of substance from Twitter and I really don't want to shoot down Sega of Japan letting its employees be more open with fans and customers given how much of a rarity that is for Japanese companies)? Evidence that Sonic's in the exact situation as Mega Man? Also I am not a Mega Fan, so please explain the Mega Man situation and how Sonic Team is similar to Capcom so I can understand where you are coming from. Thank you for reading. I look forward to your response.
  5. What has kept Sonic alive after all this time?

    Honestly, it probably mostly the concept. Even with execution issues, its hard to deny that "blue hedgehog goes fast, beats the crap out of evil scientist's robots" is a highly effective formula for attracting and engaging an audience, judging by how Sonic caught on like wildfire when his first games came out, especially in, though not limited to, regions that were ordinarily too poor to afford Nintendo consoles. Its quite a malleable formula as well-- if it exists, Sonic has probably got it officially for you to play and if the franchise doesn't have it then the fandom will happily provide it for you. Its also quite evident that Sonic as a mascot and a character is brilliant-- cocky and full of attitude, but caring and friendly enough that he doesn't come off as a complete jerk. There's a reason that of the video game characters spawned from the fad Sonic started of sassy anthro animal protagonist mascots, only he and Crash are really around in any significant sense. Both of them, while obviously not without character flaws and quirks, are clearly caring and value much more than just themselves and being cool, which rounds them out and prevents them from being relegated to obnoxious relics of the 90s. Even in the worst written Sonic games-- may it be Sonic 06 or Sonic Lost World-- I never get the impression that Sonic is completely selfish or just a series of memes and catchphrases. Compare to Awesome Possum, whose personality is 90s "radicool" catchphrases. Or Bubsy, who comes off as very rude, annoying, and selfish as the games do little to suggest that he really cares about more than just himself. Given how a lot of platformers tend to derive a lot of influence from Super Mario Bros. or Super Mario 64, it can also be refreshing to see a different take on the platformers, one that's more about maintaining your flow and getting top speeds than precision platforming. There's not a lot of franchises like it either that are still going strong after the collapse of the Sonic clone fad, which makes Sonic all the better as an option. I find that this tends to be most pronounced with the racing spinoffs-- all of the Sonic Riders games as well as Sonic and Sega All Stars Transformed take strides not to be Mario Kart clones, and that can make them interesting and refreshing to play even if they have some problems. But other Sonic games, such as Sonic Rush, are aided by this as well. And there's usually something to tide fans over when they're faced with stuff they don't like. Comics, animated television shows, merchandising, fangames, and buying something different from Sonic's very, very long line of games/comics/animations/merch/etc. usually does the trick. All of which, through being something many fans enjoy, continually remind fans that Sonic is not inherently bad, has not always been bad, and is not completely and forever irredeemable.
  6. Nope, because good games don't happen in a vacuum. You have to be doing something right to make good games, whether it be good planning/direction, good management, and/or good concepts. If any game from here on out is good, it'll be because of some combination of those things rather than luck (though knowing Sonic Team I suspect good concepts will be chief among them). It might be safe to say that any good Sonic game from here on out probably had little input from Sega beyond funding. But even then, you can't do much more than speculate until leaks and such start coming out about how the development of the game went down. Remember, it was very easy to assume that the Colors crew did the level design for Forces based on it having a lot of Colors's flaws such as blockiness, but then it turned out it was done by complete newbies. It was also easy to assume that Sega was the only company causing problems with Rise of Lyric, when it later came out that it was a good deal more complicated than that and Big Red Button made mistakes with it too (such as not researching and embracing Sonic and instead aiming for some kind of Ratchet and Clank spiritual successor).
  7. There are times in life when I feel stressed and hopeless. Then I remember that I live in a world where somebody is selling a Metroid-themed custom Gamecube, and all is right again.

    https://www.etsy.com/listing/274956622/metroid-inspired-gamecubes?ga_order=most_relevant&ga_search_type=handmade&ga_view_type=gallery&ga_search_query=&ref=sr_gallery_19

  8. Boost Sonic is the only way to make 3D Sonic.

    This kind of thinking irritates the crap out of me. There is no "only way" to make 3D Sonic. Several 3D Sonic styles have potential to be really good as well as having kinks that need to be ironed out. Doesn't matter if its boost, Adventure, etc.-- there's reasons to want future games to be like 'em and reasons to not want future games to be like 'em. And I don't really see how, with modern technology expanding, it wouldn't be possible make large open worlds for Boost gameplay. To evince this, I will point out that Sonic Lost World has the boost-y spindash that if you google how, you can consistently spindash indefinitely. Its not a sometimes sort of thing, you can do it pretty much wherever Sonic can stand. And yet, it has a lot of content and alternative paths for you to explore (even if you cut out the stupid gimmicks), not to mention it has many incentives beyond just stupid stuff like snowball Sonic to urge the player not to just infinite boost-spindash all the time (some enemies are immune to it, you can't use Parkour when spindashing, etc.). Does quantity equal quality? Well not, I would argue that Lost World has several problems including needless gimmicks, poorly explained controls, etc. But you know, the level design is smart in as many ways as it is stupid. It maintains the impression of you moving forward while in actuality the maps have Sonic moving to platforms to his right, left, etc., which also makes adding background stuff to round out appearances less necessary since the more widely scattered platforms become part of the aesthetic. Would I have done it exactly like Lost World? No, instead of those floating capsules I'd do this with more natural looking hills, rocks, buildings, etc. But I totally think some aspects of Lost World's design philosophy could be successfully applied to the Boost. But again, Boost and Parkour stuff aren't our only options here. We still have SA1 and crew to look over. Ultimately, I feel like these sorts of conversations don't get anywhere or lead to good debates. The only or best options according to people are always the ones they like, and they will use anything and everything to justify it, while the worst or impossible options are always the ones they don't like, and no argument against that impossibility will ever be valid to them. Its got not nearly enough basis in the feasibility aspect or game content because it tends to be about pushing some kind of agenda. Well, I ain't doing that. I have my preferences for Sonic styles, yes, but Sonic Team and Sega are under no obligation to make them happen nor are any fans obligated to share my preferences. The best gameplay style for 3D Sonic is the one that Sonic Team is able to extract the good from and refine, and I will enjoy said game even if it is not precisely tailored to my preferences.
  9. SONIC FORCES SSMB SING-A-LONG - Completed!

    Seems fun. And hey I used to do chorus for school so why not see how rusty my voice has gotten over the years eh?
  10. What do you have to back up this claim? We know that Forces sold $17K in Japan, but since Japan's not really into Sonic its actually something of an improvement over Gen's $7K sales. And supposedly Forces was outselling Super Mario Odyssey in the UK at some point. Granted I don't think Forces was a smash hit or anything but I think it'll do decent if nothing else. And when I think low critical reception I usually think of Rise of Lyric's red-zone critical bomb as opposed to Forces lukewarm (at least comparatively) reception, so it would do good explain what qualifies as low critical reception. Can you attribute the less than ideal results to the 4 years though, or to development hell? Yes, the game took 4 years, but evidence points to most of that time period being spent on the engine with the game being rushed out to accompany it in what was likely an executive mandate from Sega. Its frankly hard to tell if Forces's problems are mostly on Sonic Team or Sega, but given that the source of problems has generally been somewhere on Sega's end almost every time a game under its wing has had development hell (Sonic 06, Sonic Boom Rise of Lyric, Nights Journey Into Dreams Remake, Sonic Xtreme, etc. Really for the most part the only exceptions to this were when they were working on games with companies that were outright malicious and/or vulturous as opposed to Sega's usual style of just being run in a very stupid manner, for example Gearbox.), I'm going to guess it had more to do with Sega than Sonic Team. And Sonic Mania shows that people can accept outsourced Sonic games so long as they are competently made. Part of Rise of Lyric's problems was that Big Red Button were clearly trying to make some kind of spiritual successor to Ratchet and Clank after making a bunch of concepts that violated several mandates, showing a lack of understanding of how Sonic operates and unwillingness to learn (you can contrast this with the Sonic Boom television show, where the writers started off not being Sonic fans but became Sonic fans and wrote a pretty good TV show in part because of their willingness to learn about and embrace Sonic). The common denominator between Forces and Rise of Lyric is the publisher, as Sega was heavily involved with both titles and fucked both up with rushing and inconsistent employment. Mania on the other hand was distant from Sega with little help from the publisher, and while I wouldn't call it perfect, it really shows in the final product and even in the development cycle. Dimps for that matter used to be a big name in outsourced Sonic games until Sonic 4, and people were plenty happy with the Advance series and later Rush. Its just a matter of making sure that the developers don't go off on a detrimental tangent, are willing to learn the ins and outs of Sonic, and are savvy enough to stay away from Sega beyond what's required for publication. Its not so much staff and money that makes a reboot a bad idea as it is timing. People would go ballistic if Sonic got a reboot and not in a good way, especially since Forces is not that bad of a game. The first step to a successful reboot is an audience that is willing to discard old continuity and approach the new canon with a blank slate. The Sonic fandom is nowhere near that stage as there's too much attachment to what the reboot would make old continuity. Really it seems the general gaming community would not take kindly to the Golden Classic [Quadri-/Tri-]logy, Mania, or Generations suddenly being tossed to the side like they're nothing, which a reboot could very easily come off as doing regardless of intent. Usually this only comes with time. Not usually 4 years, I'm talking more 7-10 years at a minimum without any new Sonic games whatsoever before a reboot becomes a viable option. (The exception is usually when a franchise starts out low quality but is quickly improved in future iterations with the bad parts retconned out of sight, but that doesn't apply to a long-running franchise like Sonic.) I don't really expect the fans to know what to do at this point because most fans know little about AAA video game development and lack deep insider access to the inner workings of Sonic Team and Sega. As for Sonic Team, who knows? It could be what cobanermani proposed, where Forces was just to show off Sonic Team's fancy new engine and the next Sonic game from Sonic Team is supposed to be the big one. It could be a confused "WTF are we doing anymore" kind of game. It could be something that Sonic Team is convinced people who weren't impressed with Forces would enjoy. It'll probably build off the professional reviews in some way which is actually not bad this time around. But I don't know, and frankly I have no expectations that I should know. All I know is that I like the current direction of Sonic even if Forces isn't ideal and I know my dream of a properly implemented Parkour-based game is never going to happen officially. What do you think giving Sonic Team to a new team would accomplish? (Especially if the problem is more on Sega than Sonic Team.) How big should this team be? What should be their background. Its not a simple rolling the dice, 50/50, sort of thing to gut a whole team and find replacements. Its expensive, its time-consuming, you're going to have people mad at you for firing them, and there's an extremely high risk completely backfire and not work out (which in turn might spike the turnover rate if they try it again-- a high turnover rate is really bad and makes people not want to work for you as well as lowering morale overall). There's a reason companies usually only gut and replace employees when things are really, really bad, because most companies don't want to throw away underutilized talent or potentially breed ill will between it and its employees unless there's no better options.
  11. Yes and no. I like the potential of using it to add fair difficulty to the quick time sections, which twitch gameplay seems to be the perfect fit for. If you don't get the timing right for the quick time sections, you either get death or bumped onto the lower path. Colors actually did this once in a 3D Section of Planet Wisp, where if you didn't get a very tricky set of quick-steps followed by a jump at the end perfect or close to perfect, you missed out on a red star ring and also had to take a slower path to the next section with a low-positioned bounce pad. Colors should have done more of this, and I am also baffled that Gens didn't adapt that section with the same level of difficulty for its take on Planet Wisp. At the same, Sonic Unleashed went too far with it. Sonic can go blazing fast, which is great up until you actually need to see where you're going in an unfamiliar or late game section, in which case welcome to trial and error hell. And Unleashed does so love to drop sudden precise jumps or enemies near tall hills. It doesn't help that they made the boost visual effect filter too opaque, again making visibility and anticipation using the one of the game's signature features very difficult if not outright impossible in some of the late game stages. All of this combined with the twitch gameplay can make Unleashed frustrating and imposing for a player unfamiliar with Sonic or the boost formula, and even some who are familiar with those things. So in short I think its a good idea for sections like the quick step dash to have some twitch elements. And no, they don't have to be corridors-- this could be adapted for some more Lost World-y 3D open-er sections. However, I don't want it executed exactly like Unleashed because I think Unleashed made it excessively annoying to learn how to beat the levels because of making Sonic too fast and making it hard to see when boosting, and thanks to the excessive twitch gameplay, knowing how to beat the levels is a pre-requisite to enjoying them. I'd rather have something that one cool section in Planet Wisp from Colors mixed with the more open sections from Lost World with the design theming and cohesiveness of Unleashed's twitch sections.
  12. Weirdest crossovers you can think of? I'll list a couple:

    Samba de Evangelion (Samba de Amigo x Neon Genesis Evangelion)

    Mortal Tetris (Mortal Kombat x Tetris)

    1. Depression Kong

      Depression Kong

      Mario and Rayman Raving Rabbids.

      Oh, wait.

    2. Alex2Beta

      Alex2Beta

      Metal Gear Solid and Ape Escape -- I mean, Star Wars and Kirby.

    3. Lord Basil (Ogilvie)

      Lord Basil (Ogilvie)

      FNAF and Metal Gear Rising

      The Puppet is Armstrong

    4. A 3 KINGS Heavy engine

      A 3 KINGS Heavy engine

      Mario and sonic. What's a plumber doing, who fights a spiked turtle, being friends with a 5 ft blue spiked hedgehog?

  13. I just had a little thought: Games tend to look and get received better or worse when they first come out, only to mellow out later on. A few reasons why:

    --- Recency bias. Games that are newer tend to be better remembered, and so treated better or worse than it would have been if people played/watched the game in a vacuum. What helps is that games are usually judged by their platform-- you wouldn't expect a PS1 game to match a PS4 game in terms of technical output, after all. As time goes on its easier to dismiss flaws as products of the time.
    --- Playtime. This usually applies more for bad games, but I find that people who haven't played a game in awhile tend to have a rosier view on it than somebody who has recently played it. In particular, poor controls and level design problems tend to get handwaved as not bad or not as bad as [insert newer game played more recently here]. Conversely, however, the longer they played the game before putting it down for awhile, the rosier their views are. This effect usually gets shattered upon picking the game up again, but coupling that with the recency bias, revisitors tend to be less acerbic towards the game.
    --- More thought getting put into the game. Also known as getting some perspective. When a consensus on a game is good or bad, emotions tend to run high. Nothing inherently wrong with that, but most aren't cautious enough to not let their emotion cloud better judgement and cause a bandwagon effect. As years go by, though, emotional responses tend towards the middle. There's this acceptance of the game's existence that allows people to break up bandwagons and analyze it with more clarity.

    What do you guys think?

  14. Dammit, this pic is gonna make me cry. It makes me think of so many memories-- Boom TV helped me grow and mature as a Sonic fan and discover who my real friends were, and while it wasn't always easy, I am extremely grateful for it.

    [tweet]

    1. RedFox99
    2. Kiah

      Kiah

      That pic is adorbs!

      If Sonic Boom comes to an end it didn’t happen before some fine memories came from it. Notably with my family as the cartoon was a source of fun and bonding for us 🙂

  15. That was awesome. The animation was significantly improved-- I daresay it was on par with the best looking parts of Sonic Generations. I loved the action scene. Shadow kicking everybody's butts was awesome even if I'm still not too keen on his characterization in Boom. I also liked Sonic's retort of "VOLCANO UNDERPANTS!" followed by a spindash when Shadow asked him if he had any last words-- I mean, that is so Sonic right there. He's put in a situation where death is imminent, so he makes the stupidest remark he can think of as a distraction and quickly counterattacks while Shadow's caught off guard. Its perfect. I liked the idea of Eggman making his own video game. Though I don''t know why he needed Shadow specifically-- he could have just put new skins/models over his footage of Sonic and crew. I mean, maybe he would have some issues with the models stretching like a badly made Super Smash Bros moveswap mod to try to fit the animations, but even that could be solved by editing them (a genius like Eggman could pull it off). Maybe he just wanted to see Shadow again? Speaking of characterization, I have a fan theory that Shadow is actually a pretty complicated guy (with emotional issues, hobbies, etc.) in the Boom universe, but he hides it to create an edgy, intimidating facade that he hopes prompts people to leave him alone and not upset him. He began with a strong desire to avenge somebody (maybe Maria, or this being Boom, somebody else connected to the ancients) he lost a long time ago, but he can't take it out on the people who killed that somebody because they passed away a long time ago and their legacy has long since faded away. He's a loner because he's afraid to trust others but he won't admit it, claiming that he's better off alone. So he became something of a rebel without a cause, engaging in fights with others as they presented the opportunity to but never really feeling satisfied afterwards (hence why he tends to end confrontations with "I will fight you again, this time on my terms," thus implying that the battle went out of his control or otherwise didn't leave him satisfied). And Lyric unknowingly presented the opportunity by strapping a mind control device on him, angering him deeply and causing him to attack Lyric the moment the device came off. Though these days its usually Eggman who presents the opportunity for a fight, whether Shadow wants to hear it or not. With that in mind, when it became clear that Team Sonic was not only beating him and Metal Sonic badly but utterly demolishing his excuse of being better off alone with excellent teamwork that made him feel inadequate and insecure, he needed a distraction. The two Eggmen were more than happy to provide, and so he tied them up in his house, presented it like it was his plan all along, while making sure that the two Eggman weren't too difficult to free and return to their proper dimension. [One could also interpret it as some kind of impulse suicide attempt, as Shadow suddenly realizes thanks to Team Sonic how much he's denied himself because of his quest for revenge against people who can't even hurt others anymore. But he's kept up the facade of being a tough, stoic loner for so long that he's actually forgotten who he was underneath the facade, and gets so upset at the resulting emptiness that he comes up with the quickest thing he can think of to end it all while still maintaining that facade (in that case, the Eggmen). But that's awfully dark for Sonic Boom.] As for hobbies, I like to imagine that he secretly enjoys surfing but only does it in the dark of night because he thinks it would kill his tough guy image. Knuckles sees him sometimes from his bench on the beach but doesn't really care enough about it to report it. For whatever reason, I'm also imagining that Beth the Shrew somehow makes her way into Shadow's heart and winds up becoming really close with the guy. Of course Shadow would never admit it-- again, image-- and Beth keeps it a secret knowing that her parents wouldn't want her hanging out with Shadow, but they have fun doing science stuff, baking, and Shadow even shows Beth how to do some of his fighting moves sometimes. Amongst other secrets, he does want to talk about his feelings, but again, not good for image. Beth would listen but not really be able to offer good advice, given that she's a child and all. Amy would be really willing to listen and talk if only she knew he wanted to, and even offer some good advice. But she would take it as a cue to start talking about her feelings too, and I doubt he'd have much of value to say (or really want to converse) about anger management, talking a close friend out of the idea that Tails is secretly a robot alien double agent, or love confessions.
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