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  1. Are you trying to say that quality control and taking risks ARE mutually exclusive ideas? I'm a tad confused by your wording. I'm suggesting is that they are strongly interrelated in the game development business, particularly in this franchise. And the very simple reason why, is because of brand management. You made a statement about preferring when the company "took risks" with the brand and released all sorts of Sonic games of varying ideas and quality. I feel the opposite of that, I prefer consistency. You seem not to understand that a very basic idea of brand management, especially in regard to quality, is consistency, and there is no possible way you can separate that from the discussion. Constantly diverging from what you primarily promote or represent will dilute the quality of your brand. It is vitally important to stay on cue, or on brand. This is 101, there's lots of reading on this. And in the 2000s sonic was all over the goddman place. Quality control has multiple aspects in business, and in this one; it does not just refer to whether a game mechanic is broken or not. It also refers to whether or not it belongs in the game in the first place. I can provide some reading on this if you'd like, not trying to off as condescending at all, so please excuse me, I sincerely mean it. Again, It is well documented how rushed Sonic Team was during the 2000s and how confused they were with what to do with Sonic. They did what they had to do to stuff features and concepts into games very often without consideration of the player experience or brand long term because they had to. If Sonic Team had had more time to carefully think on what they were doing in the 2000s and more support, a lot games of the games are probably much different. And not just in things like working physics, but actual game content. This is undeniably true.
  2. I dont think it's separate. If quality control was done more often, there are probably a lot of ideas that wouldn't at all have made it into numerous Sonic games. A lot of ideas in this series were born out of the necessity of having to release a new Sonic game every year instead of making the best game or best decision possible for the franchise long term. Sonic Team was extremely overworked for about a decade and forced to release things per contract before any baking or marinating of ideas could be done. I do understand your point though.
  3. And? If you release a game and don't test its ideas and mechanics thoroughly, you are taking a risk that people will like it and buy it? Edit: I mean, you are anyway for sure, but releasing something without it being tested raises the chances it won't be received the way you want it to be. This series took risks over and over during the 2000s for consistently putting out games without regard to quality control. If noting else, that happened. So whats the use in saying something like that? Aaron Webber just said it outright on a livestream less than a week ago...
  4. And this is why they've had consistent problems for the last 20 years. Sonic is a series that by all rights should have the same level of care as Zelda, pokemon, Mario, etc. But it instead has been recklessly milked for every cent it can be without care for the brand. It's terrible honestly, but its also why we've seen so many statements from SEGA PR people like Ivo Gersovich about mismanaging the brand, they know they screwed up and that Sonic's global popularity is being squandered. So NOW they will take their time with games but do they realize what to do with that lengthier timeframe? Do they understand that attempting the exact same thing will not give them success? If SEGA (not Sonic Team, who actually do care) cared this much a long time ago, Sonic would not have been putting out yearly releases in the mid 2000s when their reputation was being destroyed in the media. The time to slow down and nail the formula was a very long time ago. But it's not too late, the series has the exact same problem now that it did in 1998 and we won't see Sonic succeed in a big way again until they figure it out, or decide to change their goals with Sonic (which maybe they have done.... Shortsighted IMO but possible) Also for whoever mentioned it, yes the Chao is a great idea and helps boost replayabilty. But it is not an answer to thr core gameplay experience. Sonic should be able to carry a full game with his gameplay alone. Even if the game isn't particularly long, it needs to feel like something worth paying 60 bucks. I think Sonic games should be 8-10 hours to 100% the normal features, with stuff like Chao and emblems for bonuses and replay value. This is only possible if you design 3D Sonic to be more than a point A to B game. And it is definitely doable, there have been many good ideas on this subject and personally it's why I think 3D Sonic is destined to try an open world format with lots of stuff packed into the world.
  5. You're preaching to the choir. This is part of what has been stated over and over again. Yes it is an inherent problem with the sonic formula from a development perspective. The formula was created to be a mass market, AAA series and it did not adapt enough to do so after the Genesis era. In the Genesis Era, games like Sonic 2 were cutting edge but in the dawn of the 3D Era, the industry grew enormously and so did consumer expectations. So SEGA really only had two choices to make with Sonic: continue to make similar content at a discounted price for fans of that style (which nobody thought was the right thing to do) or try do mold the formula into something that could maintain AAA status. Sonic Team has obviously chosen the latter and I don't blame them, it's what Sonic was created for: to be the flagship of a brand with universal sales appeal. Sonic is still very capable of being a flagship character with very high popularity so the fact that they want to continue that goal is not unreasonable at all. But you have to stop trying to design 3D Sonic like 2D sonic. Instead do what Mario did: find the essence of the things people liked in 2D and create an entirely new gameplay context with it. Mario changed from being a linear A to B platformer, to an open world collectathon. Sonic is going to have to make a change of that magnitude, in some fashion, one way or another. Employ the classic physics and feel of the games but give Sonic something bigger to chew on. In the alternative where Sonic is not given huge budgets, you're probably going to get more games like Forces (where there are only 3 level designers and can easily be beaten in one sitting) and less games like Sonic Adventure. You really have to think about this carefully. Sonic Adventure was not a game just for Sonic fans, it was meant to help sell a system and be the face of the newest console generation. Correspondingly it was given a massive budget. If you want games like that to be made with that level of ambition, its going to come with a cost. If Sonic Team decides to make a game like SA1 but mostly Sonic stages instead of the extra fluff (which is what a lot of fans want) , it would take a long time to make and require a large staff, as pointed out many times by Yuji Naka and Co. Frankly, investors aren't going to shell out for a game like that unless it's meant to be something they get a huge return on. Which brings us back to square one. Mainline Sonic titles need to be something of more substance than 2-3 hours in 2021. You have to think about how to retool the formula in order to reach that goal. In the past 20 years the answer has been to stuff the game with things like mechs, the werehog, etc. I think it's obviously time to try a new path that doesn't rely on those undercooked gimmicks.
  6. Also id like to say this for people who are using the boost games development limitations as a way of clamoring for a return to the adventure games: the adventure games have the exact same problem! Why do you think the alternative gameplay formulas were created in the first place? Going back to that formula isn't going to make 3D sonic development any better than it was for generations. https://www.pressreader.com/uk/retro-gamer/20181228/281659666135596 http://info.sonicretro.org/Yuji_Naka_interview_by_Sega_Saturn_Magazine_(October_8,_1998) 3D Sonic has always had this problem. Becauae Sonic gameplay has always been thought of in 2D context rather than 3D, the developers try to make these huge, linear levels that can easily be blasted through in a few minutes. Mario realized this wasn't going to work for a full modern experience back in 1996 and he adapted. Sonic didn't and that's why the series still struggles with the same problem of making a game with only a few hours of actual Sonic content stuffed with undercooked alternative gameplay padding, to lengthen the games. Until they truly adapt Sonic to 3D it won't be fixed, it's the same thing over and over. So just clamoring that we need to return to adventure and everything will be fixed is misguided at best... . And this coming from a big SA1 fan who thinks we didn't see its full potential.
  7. Shock and surprise. In seriousness, I'm very happy to see this. I went with my wife and a colleague and his gf to see it and we were made fun of by the ladies for looking like our 7 year old selves again. Especially with the end credits. Looking forward to the sequel. I'm guessing we will see more of either Sonic's homeworld or the world Robotnik got banished to. Not expecting much except a funny buddy story, much like the first, so as long as the character actors do their job I'm sure it'll be fun again.
  8. True, they're all very good. My rankings are just the games relative to each other. Any of the mainline sonic soundtracks would stand very favorably compared to titles outside the series.
  9. So I finally got around to listening to Heroes. And Sonic 06, multiple times actually, including last night. (I will do a personal ranking of all the mainline sonic titles soundtracks at some point. It will probably range from C- to S+ tier because I can't think of one that was worse than C.) If I had to rerank the recent 3D soundtracks I've listened to: SA2 before recently was probably A- tier for me, possibly B+. But that has now bumped up to A+, possibly S- tier. Again, rouge's stuff is just flat out excellent but I think I underrated it all around anyway. Unleashed is probably S- as well. Forgot I listened to it again a few weeks back. I can't put one over the other between it and SA2, it's difficult. If forced to I'd pick Unleashed but it's extremely close. Heroes for me is relatively unchanged (grand metropolis is nice, and the egg fleet levels). I had it B+ tier before and I probably still do, maybe A-. There's no bad tracks, again, but I don't find very many standouts compared to the others. I think the producers went for a more atmospheric feel like the classic games did in general but the tracks aren't as memorable for some reason. Most anyway. Now Sonic 06....*holds stomach to battle nausea* I hate this game so much for what it did to the franchise and how disappointed I was in it after the first super sonic trailer in 05. The only Sonic game I truly irrationally and rationally hate. As hard as it is for me to be objective and rational about Sonic 3K, it is equally difficult for me to do this about 06, in the reverse way. Ugh.... But this soundtrack is truly awesome. S tier for sure. Right up there with the best in the series... *vomits and curls on the floor*
  10. Yeah, I can't see that either. However, I'm trying to think of what else could be an announcement of that magnitude? No Sonic game alone could be that big an announcement. It must be something else.
  11. According to famitsu, there's supposed to be a very big SEGA announcement coming soon. Some rumors are that SEGA is making another console (doubt it personally) but if it isn't that, I wonder what it could be. Edit: this is a Nintendolife link, got lazy. http://www.nintendolife.com/news/2020/05/tech_journalist_teases_revolutionary_scoop_in_next_weeks_famitsu_possibly_concerning_sega Maybe it could be that SEGA/Microsoft collaboration we heard about a few years back. I kind of expected something to pan out from the meetings that were apparently had so maybe this is related to that? Other than that, no idea.
  12. If we hear anything about the next game, any time soon, it's likely to be at the June event. I'd be surprised if there's no Sonic news at that time.
  13. I feel that modern Sonic developers could definitely benefit from remembering the more arcadey aspects of Sonic gameplay, namely the portions you described well. But not only that, imo it needs to be somewhat part of the advertisement of the game it you're going for this particular style. If you build a game in which the layers of depth are really contained within its replay value, make people understand this better. Make people understand that, you can play the game once or twice but the real brilliance comes out when you're reached that 15th or 20th run and you're getting very good at it. I don't just mean motivation in the game, I mean in the marketing and promotion of the game. At least in a subtle way. Then general audiences will understand it better. I only mention this because a lot of modern gamers seem not to understand the arcadey aspects of Sonic games as well as they did in the early 90s, for very natural reasons. But I think the games then sometimes get unfairly criticized for this. SA2 is one of the better Sonic games in terms of its replayability factor in the good levels and blending that in with bonus features in the game (Chao), and I think the series would stand to benefit from maintaining this in future games.
  14. I suddenly have a little more free time in my schedule so I've started replaying Sonic Lost World. I tried it about a year or so ago for the first time and I could only stomach the controls for about an hour before I put it down. I gave it another try today. Once you get used to the controls, (which are quite bad) then the games real charm comes out. Lost World is definitely not a bad game, there are a lot of good ideas put into this in the badniks and stage variety. Putting Sonic back into a real 3D space so more levels could be easily designed around him, it was the right choice to make. I still agree with Iizuka, its a better decision than sticking with the boost formula which peaked with Gens but doesn't really have any more depth to explore. Whatever the next 3D formula does, I hope it naturally incorporates the parkour mechanics, but in a much smoother way. Sonic games controls should always be fairly simple and feel very smooth and fluid. That is one key reason adventure fans will defend those games to death and theyre right. I'd rather control SA1's Sonic than the rest of the 3D games, if we're just talking control. We need that smoothness back, but with a lot less twitchyness. Also, no run button ever again. I find myself holding it constantly. There's never a reason not to. I think they did that because they didn't know how to handle level design in 3D with momentum mechanics, thinking Sonic moves too fast, so they wanted a way to control the players speed and platforming a little more. Its just not the best idea, the way it actually manifests itself.
  15. Contrary to what seems to be a popular sentiment, I don't at all think Sonic Team is stupid. I think Sonic IS a big series, it still easily has global recognition, it just needs the high quality, awesome games to back it up. And to get awesome games they need 3 things: 1) budget 2) creative energy - a mix of old and new blood, for fresh ideas but technical competency and a consistent direction 3) time - refusal to push out titles that aren't ready, especially the big ones. Regardless of what style of game they make, the post Naka Sonic Team (or what used to be ST) has shown many times they are capable of putting out good games. Even in a revolving door state. If they get the 3 things above, more than likely new Sonic games will be fun to play and of good quality.
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