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Scritch the Cat

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About Scritch the Cat

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  1. Childhood Misconceptions of Sonic

    I figured Knuckles was a dog. Bare in mind my family never owned Sonic the Hedgehog 3 or Sonic & Knuckles, so while we certainly knew of the character, we didn't have access to the info on him being an echidna. I think the first time I actually learned he was an echidna was when I thumbed through a Disney Adventures magazine profiling the game's characters. (Note: I don't think those magazines exist anymore, so to people who don't remember them, they were indeed put out by Disney but also hyped up a lot of media that wasn't by Disney.)
  2. This presumes that Cartoon Network isn't run by extreme morons. The real reason just about every cartoon ever isn't on that channel anymore is because someone inexplicably decided to make Teen Titans Go 60% of the schedule. I'm not going to pass judgement on whether that show's good or not, and I actually haven't seen too much of it to form a concrete opinion, but I can't see any way that dedicating that much time to any show, let alone one that a sizable amount of people despise, is a good idea from a business perspective. Even dedicated haters of TTG probably wouldn't boycott CN for it, but if there's not also shows they like, they've got no reason to watch. So even proving that Sonic Boom can be a profitable show won't convince network executives that dumb.
  3. I don't exactly expect more trailers, but announcements clarifying trailers are always a possibility.
  4. I'm asking because it seems to get quite a lot of talk here and here. Certainly, Sonic Generations introduced the idea of them being officially distinct entities, and in the case of Classic Sonic, he's pretty clearly Sonic from before the redesign he got for the Adventure series. Going still more retro, present day depictions of Classic Sonic seem to favor more of Naoto Oshima's original vision for the character than the sort of adjustments the late Greg Martin made to him in America, while a lot of the things Martin introduced, like darker blue fur and more prominent facial bones, have carried on more in Modern Sonic. On that note, though, what's Modern Sonic, exactly? It isn't exactly convenient to say Modern Sonic is Sonic since his redesign, because...which redesign? There have been several since the first on the Dreamcast. So if "Modern Sonic" refers to anything other than "The design used for him roughly from Sonic Generations onward", then what, exactly is it? Is there a definitive gameplay trope that defines Modern Sonic?
  5. When did you first make fan art/fiction of Sonic?

    Fanart: Shortly after Sonic and Knuckles released. It was of a fancharacter I have taken my name from. Fanfiction: Shortly after Sonic Battle released. Let's say no more on this.
  6. But...wouldn't doing that just
  7. I'd say it's fairly possible, actually. It's not at all out of the question to place platforms so only Tails can fly to them, or have walls that only knuckles can break through, or have ramps that only Sonic is fast enough to speed off and sail the full length to the other side.
  8. Which obscure species would make a great character?

    I'm not sure they did, actually. According to what I've read--on Sonic Retro, I think--hedgehogs were obscure in America but not Japan, and the reason they chose a hedgehog is because curling into a ball and attacking with spines fit with their desire to make a game with jumping attacking the same move. Echidnas probably were obscure just about everywhere that isn't Australia, but they probably made an echidna character because they wanted an animal kind of like a hedgehog but not quite. Aside from those two, just about every species they've made into a character has been well-known, up until Storm the Albatross...and after him, as well. As for my pick, while it's not obscure, I'd like an octopus character, because they've got so many awesome abilities: Color-changing, ink squirting, high-intelligence and ability to squeeze into any space so long as their beaks (the only hard part of their body) can fit through. Also, in a relief to Sonic players everywhere, they can't drown!
  9. Sonic 25th Anniversary Questionnaire Event-THE END!

    Aw, fuck! I should have answered this earlier and linked my vitriolic rants from my thread, so I could get a badge. Thing is, I'm getting the feeling that neither Modern or Classic Sonic appeal much to me in terms of which games they mean. The height of my fandom was the era that began with true 3D Sonic and lasted until the introduction of built-in boost. To be fair, I haven't played any of the 3D boost games yet; I did buy Sonic Colors, though, so we'll see. But whenever I watch videos of those games, they look like a bore.
  10. Am I a failure if I don't finish the Genesis classics?

    So, this morning I went back to Sonic the Hedgehog 3, maybe because I'm a masochist. I finally ended up beating that fucking asshole with two seconds left on the clock. The ending was terribly underwhelming. After letting the game restart to verify I did, in fact, get the "Cleared" status I earned, and could then choose a level, I exited. Later, I came back, and found that again, for whatever reason my progress had been erased. I was in no immediate mood to go torture myself getting those emeralds, so I wasn't as enraged as I might have been, but still, that's pretty damned shoddy. So on to Sonic & Knuckles. Once again, there's no save; how the fuck did this series regress from that key breakthrough?! The Mushroom Hill Zone music doesn't just get old with repetition, it's about the most blah song I've heard in Classic Sonic to begin with. Finally, that Act 2 boss feels utterly impossible with Knuckles; I burnt through a continue before I just gave up. I'm sure it's doable, but it feels like it's only through pure luck or being able to get a shield to that location. It feels designed for Sonic, and I've beaten it easily with him, but Knuckles is slower so it's like he can only get in a hit and evade getting hit through luck. Then again, maybe I'm just bad at it, but then again, why should I get good when the game just isn't very fun? Because it's not. Maybe I'm just not in the right mindset, but I have no idea how to get into it. I have no idea what the right mindset even is for these games. It's especially unpleasant for me to play these games because every time I find myself annoyed, I can't help but remembering how SEGA promoted them as the better alternative to Super Mario World, which feels increasingly cocky and delusional--and I'm not even that big a fan of Super Mario World!
  11. If Sonic was human, how would his spin attack/dash work?

    Geez; these days Sonic is using power-ups. Mario is rolling into a ball. If this sort of shit keeps up, I wouldn't be surprised to see Donkey Kong get equipped with King K Rool's blunderbuss before teleporting away.
  12. Am I a failure if I don't finish the Genesis classics?

    Oh man; it hurts. It hurts so hard, but I've just got to get this off my chest. Swearing ahead. But first, to provide some context, I want to amend something I said earlier: I said that my reward for beating a video game is getting to play another video game, so the sooner I get there, the better. Well, I realized weeks ago that this could easily be construed as me stating I would pay $50 for a game that is pitifully short. Well, in some rare cases where that game is really, really really fun, I might, but again, those cases are rare. So here's my actual opinion: What I find rewarding is getting to play new content. And that new content will be contained within the same game, if it is a well-made game, most of the time. Which means that no, I absolutely don't understand how the fuck there's any reward in finally beating a game that punishes me excessively for failing. The only rewards I care about are tangible, so if I only earn them briefly before the game yanks them away again, then fuck that game, I say. To be sure, games do need some challenge to make all their content fun (How much challenge they should have varies; more on that later), but that content should stay unlocked, permanently, once earned, because again, tangible reward. A tangible reward doesn't become better because it can be yanked away; that only makes me mad at a game i might otherwise have loved. Which brings us to the final, most damning thing about these old-school, excessively difficult, sometimes artificially difficult sorts of games: Their ending. So here's the sitch; if you fail to beat the super hard final boss or whatever the fuck it is at the end, the punishment is the game's over and you go back to the start. But wait; let's say you actually succeed! What's your reward for this? It's...the game's over and you go back the start. You might see another cutscene and credits, but other than that, your reward for beating the final part of the game is the same as the punishment for losing any other part. What the fuck?! I mean, I know I'm splitting hairs about shit that's existed for decades now and it sounds unfair, but what the fuck is the point?! What the fuck is this reward I keep hearing about?! The person here who told me there's some internal reward or some placebo thing like that said the problem was I hadn't resolved to set aside six hours to beat Sonic The Hedgehog 2 . I can't imagine saying such things with a straight face. I sure feel sorry for whatever 1990s kids actually spent that long in one sitting learning and beating Sonic the Hedgehog 2, and somehow thought it was worth bragging about to kids who spent more of their time doing their homework or lifting their weights or working their jobs or some combination of those, or some other things that offered tangible rewards. So as you've probably garnered from the precedeing rant, I several weeks ago said a big fat "Fuck you" to Sonic the Hedgehog 2, as well as the special stages of Sonic the Hedgehog 1; at least until I could buy versions that included save features, and I skipped on up to Sonic the Hedgehog 3, which has a save feature. A save feature, which by the way, seems to glitch out and erase progress a bit in the Sonic Mega Collection version if you do things outside of the game, like reading the manual for Dr. Robotnik's Mean Bean Machine, but not too bad, so I just went back and made the progress again. So I said before, that contrary to what one person suggested, Classic Sonic actually is my cup of tea; the only thing I hate is lack of save feature and limited continues. Well, having gotten the chance to play one of two Classic Sonic games that had a save feature in their original version, and spent I don't know how many times trying and failing to beat the final boss (which, by the way, seems to have a glitch where rings randomly fall through the floor), I unfortunately must recant on that: I really don't think Classic Sonic is my cup of tea afterall. It's fun, sure; sometimes it's even really fun...it's just not nearly fun enough to justify the time I'm sinking into it. To put it bluntly, the word that comes to mind for these games is monotonous. I say this, because having busted my head on this shit while thinking about why I'm not having fun anymore, and which games I'd rather be playing, and why, I realized that this isn't just about how difficult a game is. It's not just about how excessive the punishment is for failing. Rather, it ties back into the tangible rewards of a new experience. You know what game series is known for being quite difficult? Mega Man. The difference, though, is those games are rewarding--not just on some subjective psychological level; objectively in-game. Beat a Mega Man boss, and you get a cool new weapon--well okay; some are lame, but a new weapon anyway. From there, you actually have to use specific weapons for some things, but you can also switch weapons at will and fool around with them, adding much-needed variety. The Classic Sonic games, while they can be made more tolerable and more doable at one's own pace when they're given a save feature that removes excessive punishment for failure, hardly do jack shit to reward success compared to the way Mega Man games do. You get to play new levels , sure but you're doing so with the same few one-button moves over and over again--and in line with my earlier stated, and very-much intact opinion about how far too much of this series' level design consists of throwing shit at players they can't see coming, they're just not fun enough to compensate for the players' inadequacies. Mega Man in a single game has more abilities than Sonic, Tails, and Knuckles combined; making it even worse, in the Classic Sonic games you're stuck using just one of those characters per-file; a whole playthrough stuck as one character when you have three. Also, I really must restress the issue with that music. It's good! It's catchy, it's danceable, it's worthy of its classic status, and it often fits the levels...but it simply isn't good enough to remain enjoyable, in that limited form, for the amount of time I'll be hearing it ad-nauseum. So where's that leave me? I don't really know. But to say the least, my intentions to purchase Sonic Mania have dissipated as of now; at least until its price is cut...and once again, that's sad, because in so many idealistic ways it seems like such a perfect way to send a message of what I want from the Sonic series and how I think more companies should treat fangame developers, but I simply don't have the time or the money to spend on stuff I don't think I'll enjoy enough. I don't want to get my self into a situation wherein I come to hate the Studiopolis music, and holy shit; is that possibility looming if I have to play it as fucking much as I have to play these other Classic Levels! (Something to note while I'm there: Having been introduced to Tee Lopes via Sonic Mania, I'm of the opinion that the game's soundtrack isn't the height of his musical achievements. Sure; the instrumentation is great, and more advanced than the Genesis could do, and composition is as catchy as ever, but it's still just about as damn short to loop as the Genesis soundtrack. It pales compared to Tee's extended reimaginings of Classic Sonic songs...which naturally also make the original versions actually in the games sound even worse by comparison.) So now having come to such realizations, I wholeheartedly understand where Dr. Detective Mike is coming from when he says he enjoyed Sonic Adventure 2 so much more than any of the classics...so did I, I think; save for sins against gamers like Security Hall. It's a flawed game, but it's got variety to it. The characters all have more moves, you're alternating between them, you're getting story between them, and to sweeten the deal, all of them even have their own musical style. It really is an awful shame, I think, that so many gamers and game critics and even Sonic Team themselves have turned against this sort of variety in their games; certainly, there was room for improvement in all of those styles, and sometimes they dipped into outright shit. But while I certainly don't want my enjoyment of a good gameplay style disrupted to dip me into shit like Fishing or Security Hall; nor do I want to be so over-exposed to something fairly fun that it ends up feeling like shit, too. Moreover, looking back on it now, I think I can put my finger on why I loved Sonic so much in those days, compared to how it felt during SEGA's "glory days". When the Sonic series centered mostly around Sonic himself and his paint-by-numbers early-1990s cool-dude persona, coupled with SEGA's mendacious, Nintendo-bashing ad strategies, it felt like a daunting "cool kids' club" I knew dorks like me would never quite fit in...that, and I'd committed SEGA's original sin by daring to conclude that, yes; I liked Nintendo better. All that changed, though, when SEGA exited the console race, started making games for lots of consoles--including plenty on Nintendo's then-current Gamecube and Game Boy Advance--and it was around the time when Sonic Heroes and Sonic Battle were the new games that it really hit home how much things had changed: Having taken on such a large cast of playable characters with diverse peronalities, the Sonic series now felt like it was for everyone, because it had a character for everyone. So some old Cranky Kongs felt like they were a deadweight, and I get that, but I personally loved that big cast. Sonic's and SEGA's image in the 1990s felt very "macho" and pretentious, but in that moment of the early 2000s, quite a lot of the Sonic fans I met and spoke to were female--and a lot of the male fans were the sorts of males who weren't ashamed to use avatars of anime girls or Pokemon or cats or other cutesy stuff. Yeah; the games themselves had problems; some even had a lot of problems, and critics were turning against them, but Sonic fandom felt very warm back then. Then SEGA made Shadow the Hedgehog , for whatever reason; maybe to try to regain the edgy image their series once allegedly had, and history wasn't kind to it. I don't hate the game, personally, and in fact, having had those recent fits of rage with the Classic, "good" Sonic games from the Genesis era, I often wish Sonic himself could momentarily be a little more like that and follow up his climatic battles with Eggman by saying "You're going straight to Hell!" and punching the fat fuck right the fuck out...but yeah; Shadow was a shameless pose that deserved to be called out as such. SEGA didn't go those places again, but looking back, that was the beginning of the end of the period when Sonic felt like a series with something for everyone...and it still isn't. It's not restrictively edgy, and Sonic himself is far more likable these days than I found him in the 1990s, but the two gameplay styles they seem to like focusing on, Boost Sonic and Classic Sonic, are not my favorite Sonic. My favorite types of Sonic games really were the ones that, as Dr. Mike put it, they seem to think "everyone hates". That, and the expanded cast I grew to love still isn't back...well okay; I guess they are in Runners, but to be frank, I have little use for endless scrolling games.
  13. I must say, something I don't like about this game, particularly bad with modern Sonic, is how artificial and prescribed his fights against enemies are. This bit with lining up and executing homing attack combos on a bunch of enemies has always been a problem with modern games, but up until maybe Sonic 2006 I remember enemies being lined up for your convenience only when they were needed to cross a gap. But here, that arrangement is everywhere, and it breaks what little narrative this game has even further. To clarify, if these Eggman's robots are oppressing and attacking and restricting people, as the plot says they are, then why are so damn many of them spoonfeeding themselves to me so I can smash a lot of them in a hurry and rack up points, without even having to deviate from my course? What the fuck ever happened to Sonic level design that encouraged people to go off the beaten path and explore? What happened to making the challenge of getting higher scores require such exploration? Is this the standard shit we get from the hailed and newfangled boost formula that's somehow the best-received Sonic mechanic ever? That's pathetic! This isn't Sonic; this isn't the exciting story of a superpowered rodent following his dreams of traveling everywhere and fighting evildoers, this is fucking bowling! This sort of gameplay might be acceptable in the sorts of dis-serious games they've done for the past few years, albeit still a slap in the face to the mystique Sonic once had, but for the record, this is purported to be the long-awaited return of the serious, high-stakes scenario of "Dr. Robotnik conquers world, freedom-fighters included Sonic take it back", but it has this and all those other things sucking the credibility and adventure right out of that plot. If these robots acted any more like willing chumps to Sonic, they'd probably offer to suck his dick! This is the latest on my growing list of reasons that I wish the boost would just go away. It seems some people here do, in fact, like it, but can they argue there's some sort of compromise wherein it's kept but this coddling, linear level design and enemy placement made for the boost is thrown out?
  14. Sonic Forces Impressions

    I must say, that new (hopefully tentative) ring mechanic looks super-problematic; at least in boss fights. Looking at the levels, one almost gets the feeling they didn't quite manage to program in the sort of ring behavior that exists in almost every other Sonic game, and so to compensate they just threw in absurd amounts of extra rings--but in the boss fight there's still just amounts of rings that are fairly standard in Sonic games. Not liking it. Either they fix this thing so you can actually recover some dropped rings, or longtime gamers will be forced to forget muscle memory that says it's usually best to grab more when you can; as in the game's current state it's more opportune just snag them one at a time just in case they get hit.
  15. I was also referring to his titular game. It took itself seriously, but fans didn't. Oh man, though; maybe in retrospect that game's sheer audacity in pushing the limits of what was acceptable in an E10 rating was a blessing we didn't recognize until a few years after it was gone.
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