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Cornelius Fudge

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  1. That is my hope and dream. I've played through Colors 100% and bought Sonic Generations today, but I'd really kill for a collection with both of those games along with Sonic Unleashed which is only available on old hardware so I can't even play it. I just hope Sega hasn't lost the source code for Unleashed, so the newer generation of gamers can actually play it.
  2. I'm expecting an anniversary collection of the Adventure games or a remake of Sonic Adventure with Project 2021, but I'm honestly hoping they finally port some of the older games such as Sonic Heroes, Colors, and most importantly, Sonic Unleashed.
  3. Yes. Not because of Sonic Forces, but because I know there's still potential to make something great that will excite longtime fans. When I was going through a rough time by having to stay in the hospital over a few weeks of my well-deserved summer vacation, I actually had an opportunity to play Sonic Generations. I only had a Wii at the time, so I personally didn't think I'd ever have the opportunity to ever play that game, yet I did. I hadn't even touched a video game in roughly 4-5 years at the time. I didn't think any game could rekindle my childish joy and completely blow me away, yet it did. I was completely addicted and could feel why I fell in love with Sonic in the first place. When I saw Forces, it felt hallow, so devoid of passion. It had no soul. The levels were bland, with constant repetitive "challenges" within each level that can be solved even by a mere toddler. Sonic team didn't care about Sonic Forces and it showed. But when they do put their heart and soul within a project, it shows and it was reflected by Sonic Generations which is arguably the pinnacle of the franchise (outside of Heroes and Mania) for me and I know if Sonic Team actually worked hard and cared,they can produce something absolutely incredible. I still have hope, even if it's faint.
  4. Xenoverse 2 wasn't on the list and I believe it was stated to have sold ~450k copies, so Mania on Switch likely has at least 500k copies sold. Very impressive and I'm very happy to hear this.
  5. I actually appreciated that. Not only does that added momentum make controlling Mario more enjoyable and stylistic IMO, but since the worlds are much larger than they've ever been before, being able to traverse through each world with these new momentum-based mechanics would make exploring the worlds less cumbersome. I can definitely see why they did it. As for how he controls outside of that, I haven't noticed that much of a change. His movement feels more fluid for me, but that can only be a good thing.
  6. Wow, we essentially have 5-6 days left. I can't say I was hyped initially because I've been busy with school, work, and Dragon Ball Z Xenoverse 2 (which I still haven't beaten and I haven't even gotten the DLC yet), but playing the demo made me simply not care about any of that. I don't care if I'm not finished with Dragon Ball Z Xenoverse 2 because once this game comes out, I am going to purchase it at launch. Mario controls better than ever and long jumping and going into his rolling maneuver feels so stylish and so much fun and the world feels very open yet feels very focused since there is a main objective involved which caters to both Sunshine and Galaxy fans. In a sense, I would say this is like Breath of the Wild. The world feels like an open sandbox where you, much like you would with Zelda's physics system, would actually experiment with Mario's new abilities to explore areas at its fullest. I found myself using Mario's new rolling ability which when combined with his long jump makes maneuvering around so much fun. Just today, I watched someone play the demo and he had a lot of fun just zipping around as a Bullet Bill. This game so far seems very solid and the demo has made me even more hyped for the game. I really can't wait to get my hands on this game.
  7. Perhaps because while Forces is criticized for lazy design choices and very rudimentary level design, I still have faith in Modern Sonic after seeing how Generations advanced the series. I know they can do it, but the question is will they follow in Generation's footsteps. The Casino level for Classic Sonic was executed fairly well which renewed some of my faith, but we'll have to wait and see if they maintain this momentum as the game progresses at the very least.
  8. Japan's eshop has it for 2500 yen which is equivalent to ~$23 USD, so I'll definitely try to purchase it from there.
  9. Oh wow, the season pass is $30. I guess I'll have to purchase the DLC from the Japanese eshop then.
  10. One thing that I believe is paramount in differentiating Mania from its predecessors is not only its expansive level design, but also how it aids in helping you maintain your momentum. There are numerous obstacles used to impede your progress as is the case with previous Sonic games, but what's different from its predecessors is that at no point does it feel cheap. Mania gave me the tools needed to successfully escape any obstacles as long as I understood the ins and outs of every level and while I understand this is hard to with later levels, Mania seems to remain consistent to that trend even when the difficulty spike increases and relies on more complex level design and trickier platforming to help boost the difficulty instead of artificially increasing difficulty with shitty level design. We see this with Sonic 1 and Sonic 2 with Labyrinth zone and Metropolis zone where they didn't understand how to make difficult levels, so they shoehorned enemies and obstacles until it was hard which only created artificial difficulty and just slowed the pace of the game when it was unnecessary. This was honestly one of the only things that put me off from previous Classic Sonic games, but Mania rectifies these poor design choices and helps create a difficulty curve that feels completely natural and rewards with speed perfectly as long as you know how to play through each level.
  11. Just to chime in here, what bothers me the most is that I've seen nothing that really attempts to differentiate stages from each other. Sonic Mania did this perfectly by filling the already very diverse platforming sections within the game with unique level gimmicks that really made each level feel unique in its own right. I haven't even seen them attempt to make any stage unique. It's still the same boosting into enemies shit or completing enemy chains and hopping on springs that act as the game's primary form of platforming. It's annoying because beyond different enemy/object placement, the levels feel and play relatively similar which makes Forces look embarrassingly repetitive.
  12. The level design did look rather basic still, but I do appreciate that there was some usage of momentum with the boost gameplay to reach higher ground. Too bad that stage was entirely set in 2D. Except in Sonic Adventure 2, Shadow actually had unique levels that were a good length compared to Forces where Shadow has very few unique levels and is mostly playable in Modern Sonic's stages which is pointless because he plays exactly the same.
  13. I haven't played XV1 or XV2, so I'm definitely going to get the game on the Switch. Even without it, I'd say there's some merit in getting the Switch version largely due to its portability, so the grindfests are more tolerable.
  14. I wonder if the future expansion will be included in the Switch's season pass or not.
  15. Apparently, some people (albeit on YouTube) have confirmed that the season pass is $20 on the Switch based on the JP version. That's actually pretty damn good, but hopefully that will include the upcoming expansion as well.
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