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A_W

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  1. Thank you so much! I agree that this looks miles better than the stretched mode. Can't wait to see what the 4-player mode with Plus will look like! As for a Knuckles playthrough, I guess it would be cool to see how he handles the new form of Metal, and the changes to the Oil Ocean boss. Thanks again!
  2. @TheOcelot, thank you very much for recording all this footage and showing off the update for us! If you're still taking requests, could you please record some footage of the non-stretched Competition mode? I'm happy to be corrected if I'm wrong, but I don't think it has been caught on video yet.
  3. Are the projectiles in kart racers so small that this is a major issue? I can't say I had issues hitting smaller racers like Shadow and Ryo in the first ASR compared to standard-sized racers like Sonic and Tails. Besides, smaller racers being harder to hit could be balanced by making them suffer worse effects if they do get hit. Fragile speedsters and mighty glaciers show up in plenty of racing games, and I fail to see how expanding on this with an increased diversity of size between racers would be unbalanced. I point once more to the Motorstorm games. While they're not kart racers and don't have power-ups, they're still balanced such that bigger and smaller vehicles both have fair shots at winning; bikes and ATVs have to pay more attention to avoiding obstacles because the riders can get thrown from their vehicles easier than cars can crash, but their manoeuvrability helps them keep up with the bigger, stronger vehicles, which can barrel through stuff (including small obstacles as well as smaller racers like bikes and ATVs!) and maintain their speed without issue. This applies to pretty much all racing games, including Burnout, Mario Kart, Motorstorm and ASRT; Shadow's tank thing in the latter is noticeably bigger than, say, Tails' car, and can't get away with being as close to the edges of the track when drifting. Again, different vehicles have different characteristics - I do not see how having to learn them and taking corners differently by starting to turn sooner or later is a big deal, especially since this is something that already happens in ASRT. In addition, the greater manoeuvrability of smaller vehicles is once again offset by their lower weight/durability in this situation; I've lost count of how many times I've been pushed aside by a heavier vehicle while drifting in the aforementioned games. A smaller vehicle can slip through those cracks, sure, but once again, this strength is offset by the risk of getting crushed between the larger vehicles if one of them notices and turns into you. I hope that my responses above have shown that there are ways to offset the advantages smaller vehicles possess. I haven't played the F1 game you mentioned, so could you please go into more detail about this mechanic? Is it a permanent reduction to your speed when you're damaged, or more like a multiplier on the effects of items, as I suggested in my first point? If it's the former, then that does indeed sound quite pants for a kart racer where you're going to get hit with a lot of items. If it's the latter, then I understand the reasoning behind this decision, though naturally, being hit once completely ruining your chances would be too hardcore for a kart racer. It might work if it was combined with catch-up mechanics like getting better items or having increased speed, though. That was why I offered solutions to the problems they identified. Were those size advantages really the reasons? I thought it was more to do with visuals, and making it look believable that a small vehicle like a bike could transform into all these different forms. I'd appreciate a link if you have one handy, because this sounds like interesting reading. Regarding the wheelie boosts, Mario Kart went through a similar situation - bikes were overpowered in Wii because of their ability to boost whenever, so they were taken out completely in 7. They then returned in 8, without the ability to get boosts in this way. I'd be totally fine with this happening in the upcoming Sonic racer - I'd rather have nerfed bikes than no bikes at all. Regarding size advantages, again, I hope that my responses have shown that it is possible to make smaller vehicles balanced. If you have a PS3, I would also encourage you to download and play the demo of Motorstorm: Pacific Rift, so you can see for yourself how multiple vehicles can share the same track in a balanced way.
  4. Regarding the argument about Sonic being on foot or not, I don't see much of an issue with one character having a much smaller size than the others - so long as they also include other, similar on-foot racers, like maybe Blaze. I find the idea of a disparity between different classes of 'vehicles' on the same track very interesting in racing games, which is why I'm fond of the MX vs ATV and Motorstorm series. I remember MX vs ATV Unleashed went even crazier with the concept by also allowing helicopters and planes to participate in races with the various kinds of land vehicles, complete with their own unique controls and flight models! Motorstorm instead focused much more on the interactions between land vehicles, and how (for example) tearing up the dirt with a monster truck would alter the terrain for smaller vehicles like ATVs and bikes. The first developer diary for S&SASR described how the first prototype for the game had Sonic on foot, and with vehicles of wildly differing sizes. I think this new game would be an excellent opportunity to revisit the concept and try to get it working again. The 'hovercraft' fliers were a good solution to dealing with extreme wing width, so they could do the same thing in this game. On-foot character drifting hasn't been an issue since Unleashed, and games like NieR, NieR: Automata and Final Fantasy XV all had living mounts capable of drifting, so that wouldn't be an issue any more, either. Then again, I can't recall any Sonic characters who have mounts like that, so it wouldn't be an issue for this game, anyway.
  5. A_W

    Sonic Forces SPOILER Thread

    That button's been in every 3D game since Unleashed. In Colours, Eggman reaches for it in the Nega Wisp Armour fight when you Homing Attack your way up to its head, but I forget what it actually does. I don't think it's used at all in Generations, but it is there. Same for Lost World.
  6. A_W

    Sonic Forces Impressions Thread

    Oh, I see. Apologies for misinterpreting your comment.
  7. A_W

    Sonic Forces Impressions Thread

    This sounds awfully close to "don't like it, don't play it". It's perfectly reasonable to point out and criticise the fact that a certain aspect of a game is worse or more tedious than its predecessors; nobody likes seeing the things they enjoy get worse. However, I might be biased here because I already witnessed my other favourite series fall victim to an absolutely terrible degree of artificial gameplay extension, and so have little patience for padding in general.
  8. A_W

    Sonic Forces Ranking Topic

    I don't have the game so won't be competing with any of you, but I thought it was worth sharing that the Drill Wispon seems to be very effective in boss fights and certain platforming situations. DSS grabbed the #1 position on Avatar's Infinite fight and one of the Extra Stages with a Drill. Have fun!
  9. A_W

    Sonic Forces Reviews Thread

    Look for a button prompt on the right side of the screen. That should slide out a list-style stage select.
  10. A_W

    Sonic Forces SPOILER Thread

    Hmm... Maybe they were inflating that number with the Special and EX Stages? Does anyone have a list of those Stages, or remember how many Modern Sonic ones there were?
  11. A_W

    Sonic Forces SPOILER Thread

    Woun just played Egg Gate, but didn't get an option to switch between Sonic and Shadow, like what appeared for Modern Sonic's City, Green Hill, Metropolis, Chemical Plant and Eggman Empire Fortress levels. I guess this means you can only play as Shadow in levels that don't have any QTEs in them. Only rules out Death Egg and Jungle Zone I Forgot The Name Of, but it still sucks. Do you have the ability to drag the playhead to the start of the stream? I do, but maybe that's only because I've been watching from the start.
  12. A_W

    Sonic Forces SPOILER Thread

    Not yet; just an "intelligence division". This might be a Resistance thing, but according to the white-on-black text before this dialogue, this is a month before Eggman took over the world, so I'm not sure what's happening.
  13. A_W

    Sonic Forces SPOILER Thread

    Woun is now streaming Episode Shadow! From the first dialogue scene. When did Rouge turn into Sonic?
  14. A_W

    Sonic Forces SPOILER Thread

    The patch only "added support for additional content: Transformation into Super Sonic". The "added support" part is the exact same phrasing as the stuff we know to be DLC (i.e. Episode Shadow and costumes). I'm sure someone would have shown Super Sonic off by now if the patch actually included Super Sonic, rather than just making the game compatible with DLC related to him.
  15. A_W

    Sonic Forces SPOILER Thread

    There's some new stuff courtesy of the Steam version manual: Hard Mode still has a ring cap, but it's 999 rings. It is possible to get a Time Over at 60 minutes, which will boot you back to the World Map. Dying is still referred to as "losing a life", even though there's no lives. Also, the wall jump is not listed as an action in the manual, probably because it only appears in a single level.
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