Jump to content

andrew2

TSS Member
  • Content Count

    27
  • Joined

  • Last visited

Posts posted by andrew2


  1. 3 hours ago, Skull Leader said:

    I think the idea of spindashing being essential is bollocks. If anything, I feel that the spindash and other similar moves like the drop dash strip the Genesis formula from the challenge of building speed by using the curved layouts to do so. Heck, even rolling does the same as all you do is press down and watch the character go.

    Amy's Advance gameplay brought back said challenge by making speed something you earn rather than something you activate by pressing down + jump, as it id about a more involved and skill demanding process where you need to time your jumps (to which Amy features three with different effects) to build speed. What other character can provide this, given that all of them and their mothers can perform the very same abilities that were supoosed to be Sonic's signature moves?

    The one-button design "philosophy" is something I find people clinging for reasons as shallow as "Yuji Naka said so" rather than for something practical... and even if it is, it only benefits certain characters, much like the speed/flight/power ones from Heroes that only served a very specific group but does not properly represent other characters who see their abilities being limited. The only characters who had an issue with the second button were the ones that didn't need it like Sonic and Tails as their original abilities rendered them redundant. Knuckles IMO already misses abilities that he could gain with a second one since his thing is punching stuff, which would add to better represent his skills. Amy's abilities require two not because of it being a change for the sake of changing, but because it's pretty much the norm for platforming characters that kill enemies with melee attacks instead of jumping over them, and having two buttons instead of mapping everything into one allows for a more precise control.

    Giving Amy the spindash/spin jump is IMO a terrible decision since then, what makes her unique? Not to mention that she would now have Sonic's abilities that are redundant with her very own ones. Further, what is the point of making everyone play exactly like Sonic? I personally don't see much incentive in these type of characters... nor think that their novelty would last that long since at the end, they're essentially Sonic with different sprites and some tweaked way to reach higher ground and why both Mighty and Ray feel so dissapointing, as Tails and Knuckles are already cover the whole "Sonic + extra moves" mold. Really sad that the potential that comes with having new characters is wasted by forcing them to fit this criteria that is enforced by the unsubstantiated paranoia of it turning like the Adventure games if a character dares to play different like Amy did.

    You're neglecting that in Sonic Adventure Amy had her own unique levels, as did all the characters. In the classics all the characters need to be able to progress through more or less the same stage. Getting this balance right is difficult. This is part of reason I loved Mirage Saloon 1 as Knuckles so much. After trudging through all these levels designed mainly for Sonic, I finally get a level specifically tailored for Knuckles, and everything just feels so much tighter and... better. More unique paths / stages are the way to go if you want to differentiate the play-styles. I for one am curious to see how / if a potential Mania sequel would address this. I imagine a sequel would have more resources to work with so we may see some experimentation in this regard hopefully. I just hope we don't see things devolve to what Heroes did where each character has like three abilities and you are forced to use all nine of them multiple times to progress, plus the abilities are copy / paste for each character type. I might also want to add that elemental shields feel a little useless when not playing as Sonic. That may be something they wish to address as well.


  2. Let's be real here: the unused animation does look a bit weird, and the new animation looks 10x better. The unused animation didn't make it in because it wasn't up to scratch - simple as that. Now you can be all antagonistic to SEGA, but the fact is there simply was not enough development time to polish everything to the standard the team wanted, and so things got cut. This is normal. This happens all the time. Please stop bashing SEGA; without them we wouldn't have Sonic Mania in the first place! SEGA even let the team delay the game, so cut them some slack. Now, there are other reasons you may wish to beat SEGA up (*cough* everything else *cough*), but doing it because some content got cut from Mania due to time constraints and then improved upon and re-added in a free update to the game really isn't fair at all.


  3. On 4/10/2018 at 5:58 PM, Jack the Maniac said:

    Yeah, I've known him since he was making fangames a long time ago, but I don't really care, I did not like his reply, sorry.

    With all due respect, Jack, the way you worded your reply did not imply that the connection was made. When replying to somebody directly using a quote you'd normally use second person when referring to that person. Not third person. Of course, this is probably just some poor wording, but words matter.


  4. Next game should be fully 3D. Boost formula needs to die - its had its time in the sun. 3D Sonic desperately needs innovation. Develop a new control scheme which delivers momentum, speed, platforming, and exploration. Playable Sonic, Tails and Knuckles. If you wanted, you could call it Sonic Adventure 3 ahahahaha.


  5. Honestly I don't care what direction the modern series takes, as long as we get quality titles. If the adventure formula is revisited -great! If the boost formula is continued - great! If a new formula in the vein of Sonic Utopia is developed - great!

    The key is that the resulting games are quality. This is what I want from SEGA. I don't care who develops it for what form it takes, as long as it's quality.

    Sonic '06 had many things the fans wanted but wasn't quality. What you should want from a game is for it to be good, not for it to follow a specific idea. Because when SEGA eventually 'listens to what the fans want' and follows that idea (Sonic 4) it turns out rubbish because they really don't understand what you truly want because they are trying to realise your dream instead of their own dream. Similar thing with 2D sections in Colors and Avatar in Forces. All successful Sonic games developed by Sonic Team have been ideas from the dev team. If you want them to follow fans' ideas they will not really 'get it' and screw the whole thing up. With Mania this wasn't a problem because the team were actually pursuing their own ideas which happened to overlap with what the fans want. In this case a 'Mania' for the Adventure series would be nice, as long as it gets a AAA budget and Sonic Team stay clear of the whole thing - unless its something they really want to do and are putting a real effort behind designing and researching what made SA1 great (I don't care much for SA2 - kill me).


  6. SA1 and SA2 are VERY different games. The level design and mechanics of SA1 felt like a logical evolution of the classics, which is probably why it's the only 3D Sonic game I truly love. The visuals I also thought were a downgrade in SA2. While the art is more detailed and the models are higher poly, geometry and assets are reused throughout stages a lot more, making the levels feel very repetitive and bland - particularly the shooting levels. SA1 doesn't have this problem at all, with unique art all over the place (see: Twinkle Park, Sky Deck, Speed Highway, Lost World). Lastly, while the story of SA2 was more complex and felt more 'epic', it just wasn't executed anywhere near as well as SA1's story. In SA1 you felt like you were Sonic going through an 'Adventure'. The story slowly built upon itself to reach a satisfying climax and all the characters felt important in their own way (yes, even Big). SA2 story was a mess - on paper it sounds nice, but the way it was integrated into the gameplay and paced was really all over the place.

     

    On a side note: I wonder what people want when they ask for SA3. A sequel to SA1, or a sequel to SA2? If you want an SA2 sequel, you have Sonic Heroes which is honestly a straight ripoff of SA2 in many aspects (Rail Canyon - > Sky Rail, Green Forest -> Frog Forest, character cast).


  7. The most disappointing thing for me is that it really looked like Sonic Team were starting to 'get it' with Sonic Generations. That game is genuinely very well-designed. Seaside Hill in particular had amazing level design in both acts. Act 1 had a nice branching path structure and Act 2 was mostly well-designed 3D with only a couple 2D sections that flowed well with the rest of the stage. Why can't they just design the levels in Forces the same way they designed those levels just a few years ago? Clearly Sonic Team have good designers in their ranks. Did they all just get sacked or something? Same thing visually. Generations (and Unleashed) looked AMAZING back in 2011, so clearly they know how to make nice looking games. I have a feeling Forces had a much smaller budget than Gens (since they seem to be obsessed with reusing assets from that game) and that the wrong lessons were learnt from Lost World, namely that they can cut cost on visuals without people minding. Level design is the biggest confusion though. How can you go from amazing level design  to garbage level design with the same studio so quickly is beyond me. I can only hope that the later levels are better designed, but that hope is not very high. :(

     

    "2D games are easier to get into"

    I think this may explain some of the linear level design decisions for the 3D parts as well. They are trying to emulate this attribute of 2D while completely missing the point. Cuphead is 2D, well-received, and not 'easy to get into'.


  8. 14 hours ago, Jovahexeon Cala Maria said:

    In a concept art card? Show me the actual game footage and then we'll talk. 

    Besides the face isn't even the same. 

     Not to mention,  being able to go inside would negate Jango's claim even further. 

    Jango's claim is that the asset seen in the shot is reused.

    That claim is correct. Sure, they changed the smile a little bit, but that doesn't change the fact that the 3D model has been reused, or do you think Death Egg model from Sonic 4 Episode II is also not reused because they recoloured and deleted some parts?

    The onus of proof is on you to show that the model in that shot - or anywhere else - is created specifically for this game and not reused from work on a previous title and then we'll talk.


  9. 1 hour ago, Jango said:

    It's just a reused asset.

     

    1 hour ago, Jovahexeon Ace Joranvexeon said:

     That's really quite an unfounded and un-equipped bout of conjecture you're running there.

    Either that or its just assumptive bad comedy. Either one being detrimental to the topic at hand,  unless you have evidence. 

    It's literally the exact same model you can see in the background of Generations' Sky Sanctuary - come on now.


  10. On 01/10/2017 at 8:03 PM, Blue Blood said:

    No, it's not...

    (a) Yes, it is...

    (b) He is credited under 'Previous Staff', just like the artists who drew EHZ.

    I really don't get what's so hard to understand.


  11. 4 hours ago, Chaos Control Freak said:

    Aaaaah! That makes sense.

    I don't think it's secretly him, though. Lol

    The Act 2 music isn't bad, by any stretch. But, it's definitely not up to Tee Lopes's standard, in my opinion.

    Toni Leys did CPZ2, HTZ2, Boss, Drown, Options. The rest are by Lopes (including EHZ2, which he made before leaving the team to work on Mania).


  12. 13 hours ago, Pawn said:

    Acts 1 and 2 for each zone could possibly be combined into one song, just as the Sonic '06 albums did with the different parts to Crisis City and Kingdom Valley.

    What purpose would that serve? The reason the tracks are limited is due to the small storage capacity of vinyl. Plus, we know that Studiopolis Act 1 is a standalone track.


  13. Don't think this has been pointed out, but we may have just got a big hint of the number of zones in Mania. The LP will have "16 new tracks by composer Tee Lopes"! If we subtract miniboss, boss, hard-boiled heavy, title screen, menu, invincibiliy, final boss and credits, we get 8 new zone tracks, which would indicate either 8 or 4 new zones. Of course, how 'new' is interpreted changes everything. For example, new could mean an unheard track. We can also safely rule out there being only 16 tracks on the album, since that just doesn't make sense mathematically.

     

    EDIT: Turns out this has been spotted in other threads. Man, I wish we could just go back to the megathread system...


  14. 1 hour ago, Psychicmoose103 said:

    Taxman said we have not seen Sonic Mania special stages I'm pretty sure. All demos have not had the special rings filled in. And Taxman did confirm at least 1 stage from 3 and Knuckles, but I'm sure there is probably gonna be 2 from each game.

    'Probably' based on what? If they do that, they would need to have two zones from CD to match the pattern, meaning a whopping 10 reimagined zones. Now that could happen (and I sure hope it does!), but 'probably'? No. Probably not.


  15. 3 minutes ago, Pawn said:

    I'm going to guess 7 returning and 5 new, which is very close to 60/40. This might mean one level each from CD, 3 and S&K and two from 1 (since it uses Green Hill so far and we've all seen that a hundred times) and 2 (as you could argue that 3&K has two if you take the games as one whole). I'd rather an extra be taken from S3&K over 1 though.

    I could easily see them taking one from CD and treating S3K as one 'game' with 2 levels taken.


  16. 7 minutes ago, CleverSonicUsername said:

     

    It very well could be, we just don't know. There's a chance the heavies are only in the new zones, but not all new zones feature heavies (unless this was stated to not be the case, I'm not sure.) I'd rather go with the low estimate so I can avoid disappointment. If I can get myself jazzed up for 9 zones then anything more than that is a very pleasant surprise.

     

    You don't say. My point is there's one more than not, so they wouldn't say "50/50" because that's emphasizing it's dead even. 5/4 is ROUGHLY a 60/40 split. They've also been very clear that only Sonic 1, 2, CD, 3, and Knuckles will get representation. No 8-bit or Chaotix zones. Nods within zones on other hand...

    Perhaps I didn't make a clear enough. The original 'more re-imagined zones' comment probably wouldn't have taken place if there was just one more zone. They would have said 'roughly 50/50'.


  17. 2 minutes ago, CleverSonicUsername said:

    My guess is still 5/4. One from each game, four new. While also not a perfect 60/40 split mathematically speaking, I could see them using that as a quick way to define the ratio. i.e. there is one more than the other, so 60/40 total.

    Absolute bare minimum, that is what we'll surely get.

    (a) That's closer to 50/50 - the would have said 50/50 if this was the split and more reimagined zones would not have been mentioned.

    (b) The game's longer than generations. i.e. 10 zones bare minimum.

    (c) The correct quote is 'roughly a 60/40 split' Hence the split won't be exact i.e. we won't get 6/4

    (d) Therefore there must either be multiple zones for at least one game, or we are getting zones reimaged from Chaotix or an 8-bit title or something.


  18. 28 minutes ago, expansivelovestories said:

    You are correct, there has been no specific number information about the reimagined zones.  ^_^

    The debris in Flying Battery does include additional badniks from Sonic 1**; which doesn't confirm anything, but it is good for some speculation!  It can be said, if that can be taken as a hint that there may indeed be two from each game, with Sonic CD possibly? not being included in the main game rather as one of the settings for 2P competition, but that is pure speculation, as is the following, that Sonic 3K may include more than two zones if it is being considered one big game and especially if Sonic CD is not in the main game giving it a bit more breathing room.

    **( It's hard to tell what zone it represents but it could be Labyrinth. There is however also a green Caterkiller, and possibly a different Orbinaut,

    Clever SonicUsername indicated to me yesterday that the yellow/gold badnik in there appears to be Orbinaut in the new design seen in Studiopolis, so I wonder whether it would also appear in this design in a reimagined Labyrinth. Again it may not be attached to the ground whatsoever, but there is a strange sprite next to some instances of it that may belong to it.  I would not mind for example a badnik with a starpost based design, that has an Orbinaut on top and blocks the way somehow, but is attached to the ground or underwater, rather than being mobile.

    As I mentioned earlier. The green Caterkiller is from Mirage Saloon. Just had an idea. There could be 8 remained zones. Two from each game. 'But that makes 10 zones!' you say. No. S3K can be considered as one game. One zone from S3 one zone from SK. Each half is represented, as per Taxman comments, but it is still considered as one 'game'. In that case I can kiss goodbye to Lava Reef :( ...

    Combine this possibility with 5 original zones based on the HBH image and we end up with 13 zones. This also fits the 60/40 ratio perfectly (not in a mathematical sense, but who cares?)


  19. 30 minutes ago, Meta77 said:

    Very disappointment in the game being delayed honestly, This game better be huge if they are delaying it to summer now. I'm talking more than 7 stages. Also I kind of wish they would add more to the collectors edition. Besides the statue its meh I guess? I'm still getting it but Id love an edition that includes the soundtrack.

    Umm. You do realize we already know 7 stages. Green Hill, Sonic 2 stage, Sonic 3 stage, Flying Battery, Sonic CD stage, Studiopolis, Mirage Saloon.

    Plus, there are at least 2 more new zones we don't know about (since the plural was used when they spoke about the new zones we don't know about yet).

    So that takes us to 9 as a bare minimum. I'm personally expecting 15 give or take a couple in light of Christian Whitehead's 'big game' comments.

    Also, that green badnik in the dumpster looks like it's from Mirage Saloon. If the badniks in the dumpster are all from zones in Sonic Mania, then that would mean Labyrinth Zone confirmed? I will concede, the bat from Marble Zone did show up in Green Hill, so you never know where that drill guy from Labyrinth might show up, but at this point I'd say it's more likely than not that Labyrinth will show up... :( I wanted Star Light...  

×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.