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BadBehavior

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  1. Thumbs Up
    BadBehavior reacted to Ryannumber1gamer in Crash Bandicoot 4: It's About Time (PS4 / Xbox One)   
    Honestly, a big problem I have with the game is the absurd completion requirements, to the active determent of the game. Any time I end up missing a few crates or die over three times, it just ends up immediately killing my fun, and making me not enjoy much of the level. Between the long length of levels, and so much shit to do in each one, it just feels frustrating.
  2. Thumbs Up
    BadBehavior reacted to Roger_van_der_weide in Issues with recreating Classic Sonic gameplay in 3D, as observed from fangames.   
    Playing fangames is at least fascinating. We get to observe Sonic games in hundreds of new ways. It's been very educational. I never noticed how slow Sonic Adventure Sonic was until they imported a Sonic Heroes level into it. (Or alternatively, I never noticed how empty and featureless Heroes levels are compared to the richly detailed and constant dynamic Adventure levels)

    But yeah, I agree with the sentiment that there's a real risk with the physics focused games that level design becomes a nightmare. You see people just fly straight over giant chunks of level. Good for them. While whenever I hit an enemy, I fall of the main path and get stuck in some godless unintended bottom area desperatly fighting the physics to get back up.
    I feel sorry for the people who have to design levels for momentum based Sonic, there's a GIGANTIC diffrence in speed and height of Sonic's moveset depending on whether he stands still or comes in at full speed, and you need to acomendate both.
    Altough I noticed Sonic GT got it a little better under control this year then the version I saw last year. So there seems to be some progress.

    One problem I have, is....Almost all games are one zone demo's. And usually the first Zone. And Sonic's first zones usually don't have tight level design, they're more fun thrill rides. Which is good, but eventually you want things to tighten up and provide you with real level design and real specific challenges and set pieces and MEANING. But I don't get any of that, it's just one meaningless playground after another and I'm starting to feel nihilistic about it all.
    Oh boy, more loops to roll trough. What's the point? Not really the individual games's fault, but it does start to have a huge impact on my patience.
    It's saying something the Game Gear Sonic 2 remake was one of my favorite games this year, for the simple fact of it being a complete experience and the game gear games having a much more tight and economic level design, which became a desperatly needed breath of fresh air after Green Hill Zone round 596834.

     Also, as usual I have to shill Sonic Robo Blast 2 for being my personal choice in being the "Classic Sonic in 3d" fangame. Tight level design, plenty of freedom, mild physics. all nice and straight forward. It's my jam. Definitly prioritizes platforming over physics for the sake of physics.
  3. Thumbs Up
    BadBehavior reacted to CommodoreXP in are 2d sections in 3d sonic THAT big of a deal?   
    I think Em. Bani explained this issue quite well.
  4. Thumbs Up
    BadBehavior got a reaction from MetalSkulkBane in Does the Master Emerald hinder Knuckles' potential as a character?   
    Well considering how every game post Heroes has managed to include knuckles without so much as even paying lip service to the Master Emerald (heck, Lost World and Forces haven't even mentioned the Chaos Emeralds. Despite both having playable Super Sonic. 🤔), I'd say not really.
    Besides this might be a case where we're better off not knowing. We wanted to know how the Classic and Modern games took place in the same world and we got the whole "Two Worlds" BS for our troubles. Sonic's just a few handwave/retcons like that away from turning into Kingdom Hearts.
  5. Chuckle
    BadBehavior reacted to Wraith in Sonic Unleashed vs. Sonic Colors Extra Round - Final Thoughts   
    Don't bring this cursed topic back. It took years off of my life
  6. Thumbs Up
    BadBehavior reacted to A Peep in Sonic Unleashed vs. Sonic Colors Extra Round - Final Thoughts   
    This topic might be more interesting now that Unleashed is seen as “a hidden gem that critics overlooked as another way Sonic tries to keep relevant” and since Colours is seen as “a blocky game that critics ate up because it was easy and pandered to them.”
     
    btw, unleashed and colours are some of my favourite sonic games, colours kinda grew on me
  7. Thumbs Up
    BadBehavior got a reaction from Snowragnarok in Downward Spiral of Characterization and Plot   
    So even before the release of Rise of Lyric were people complaining about the tone, characterization and plot. I wonder if people were complaining about them even when they were new, even when everyone else was going "what do you mean? Baldy Nosehair is the peak of comedy!"
  8. Thumbs Up
    BadBehavior reacted to Misty Milo in are 2d sections in 3d sonic THAT big of a deal?   
    A Boost game with little-to-no 2D gameplay could definitely be done if the designers got their priorities straight. I think some proper adjustments would need to be done (dropping the pretense of being platformers, namely) but it's not some impossible feat.
    I feel like I'm taking crazy pills as I write the following sentence, as I tried searching for it for a good hour or two or so, and couldn't find anything. But I swear I came across quotes from some interview with the developers of Forces talking about how they approached the entire game under the philosophy of designing it as a 2D game, even describing the 3D sections as behind-the-back 2D sections.
    Maybe I am being crazy and the above interview/quotes don't actually exist, but you can definitely see such mentality reflected in the level design. Most of the 3D sections are so rudimentary, linear, and shallow that they may as well be 2D sections with a camera positioned behind them. Especially so when you can create mods that change the camera angle and play through these levels with almost no issue; or play the levels while only using one hand/mostly using one button on the controller.
    The overall point being the developers are not trying and failing to make fully 3D levels with the Boost games. They're simply not trying.
    Moreover, even if all of the above was false and Sonic Team truly was struggling with making fully 3D Boost games. We still saw with Lost World how they took what was supposed to be a more traditional 3D Sonic experience with substantially different 3D gameplay, and still put giant swaths of 2D sections/2D levels in that game as well. As others have said, 2D sections/gameplay are being abused as a crutch when it comes to designing what are supposed to be 3D Sonic games.
  9. Thumbs Up
    BadBehavior reacted to azoo in Issues with recreating Classic Sonic gameplay in 3D, as observed from fangames.   
    Big agree with everything here.
    I think if Sonic in 3D is gonna be something really good, we have to stop thinking so much about going fast and more about being a good platformer. 
    It's been on my mind a lot these days that I would've heartily accepted a Saturn-era Sonic game even if he moved at the speed he does in Sonic Jam, granted you could use slopes and rolling/Spindashing to go a bit faster. Sonic doesn't necessarily have to be a super-fast game to be appealing, not even remotely to me. It's just gotta have moves that are fun to do and evoke that feeling of speed.
    Landing a drop dash in Mania may not always launch you at the highest speed possible, but it certainly feels satisfying to do, doesn't it? That's the point of it all, really. To feel that little burst of speed when you get it, not to be fed it so often and in such a surplus that it loses it's meaning.
    Let super speedy areas be a treat. After all that's how Sonic CD handled it, that's how 3K handled it, that's how Mania handled it, and  i can hear the lone classic purist wincing now that's how Sonic Adventure and Adventure 2 do it. Intense speed has always been a spectacle, a reward for making it through level design preceding it, and doubled down if you know how to utilize the physics well during it. That's what sends that adrenaline and serotonin to your brain receptor whatevers. That's the magic. 
    And yes, I am also implying that minor automation / guard-railing is not a bad thing either. It doesn't need to be excessive (and you don't gotta tell me how overboard the 3D games have went with it, dude I already know), but I think the insistence that loops or any convex/inverted surfaces are strictly supposed to be obstacles you have to overcome has ruined a lot of the appeal in fangames too. These things I feel should be as easy as they are in 2D for a player to grasp, and for two reasons:
    1 ) It keeps Sonic gameplay from becoming this abstract or dizzying challenge where you sometimes occasionally fight not falling out of a loop. These things are as easy as "hold right with enough speed" in the 2D games. Remember that these are baby games that children play, c'mon now.
    2 ) Loops or slopes that emphasize that often have any cool camera angles omitted, which makes the spectacle of running around them kind of pointless. Running around loops and looking at nothing but the floor in front of you is boring as SHIT I want to see the LOOP!!!! UGH
    Anyways I think I've rambled about everything I can on this subject now. Maybe.
  10. Thumbs Up
    BadBehavior got a reaction from Strong Guy in Which Sonic game were you most disapointed in?   
    I bought Forces on PC, mostly to have it in my collection again, and to pre-empt anyone saying "you can't criticize the game if you don't own it".
    I pretty much hate everything going for it: the story, the playable character selection, the controls, the level design, even the music is low-tier compared to other games in the series. Everything that should have been amazing was neutered either through a vicious development cycle or something, into being average at best. I find it a struggle to have any positive reaction towards it. The closest was when I got to Classic Sonic Green Hill and I smirked at the truly god awful music. (Side note, we all owe an apology to Jun Senoue for the Sonic 4 OST. We didn't know that it could get even worse.)
    Most of the time I just feel nothing. And the rest of the time I'm either exasperated at the most baffling of choices like the double boost sections that just play themselves and a whole two sets of collectibles (the numbers and the moon rings) that don't earn you anything except achievements, OR frustrated at shit like the controls in 2D and literally everything to do with Classic Sonic.
    Guy who designed End of the World in Sonic 06: I have designed the worst final level in the entire series!
    Guy who designed Iron Fortress: Hold my beer...
    Speaking of 06, at least the fangame to fix that only had to fix the controls and physics (and bugs obviously). To fix Forces you'd have to tear the whole rotten thing down.

    Import the levels into Generations, the game with the superior handling? Well the level design is still actual boost to win hallways when it's not infested with 2D. Conversely, import Generations superior levels into Forces, you have to deal with their shoddy acceleration and how they removed moves like the light dash, wall jump and the drift.
    tl;dr: I hate forces, hate playing Forces, hate thinking about Forces and if the next game in the series is anything even remotely like Forces, then I'm gonna hate it even more.
  11. Nice Smile
    BadBehavior got a reaction from Shadow Chaos Control in Which Sonic game were you most disapointed in?   
    I bought Forces on PC, mostly to have it in my collection again, and to pre-empt anyone saying "you can't criticize the game if you don't own it".
    I pretty much hate everything going for it: the story, the playable character selection, the controls, the level design, even the music is low-tier compared to other games in the series. Everything that should have been amazing was neutered either through a vicious development cycle or something, into being average at best. I find it a struggle to have any positive reaction towards it. The closest was when I got to Classic Sonic Green Hill and I smirked at the truly god awful music. (Side note, we all owe an apology to Jun Senoue for the Sonic 4 OST. We didn't know that it could get even worse.)
    Most of the time I just feel nothing. And the rest of the time I'm either exasperated at the most baffling of choices like the double boost sections that just play themselves and a whole two sets of collectibles (the numbers and the moon rings) that don't earn you anything except achievements, OR frustrated at shit like the controls in 2D and literally everything to do with Classic Sonic.
    Guy who designed End of the World in Sonic 06: I have designed the worst final level in the entire series!
    Guy who designed Iron Fortress: Hold my beer...
    Speaking of 06, at least the fangame to fix that only had to fix the controls and physics (and bugs obviously). To fix Forces you'd have to tear the whole rotten thing down.

    Import the levels into Generations, the game with the superior handling? Well the level design is still actual boost to win hallways when it's not infested with 2D. Conversely, import Generations superior levels into Forces, you have to deal with their shoddy acceleration and how they removed moves like the light dash, wall jump and the drift.
    tl;dr: I hate forces, hate playing Forces, hate thinking about Forces and if the next game in the series is anything even remotely like Forces, then I'm gonna hate it even more.
  12. Thumbs Up
    BadBehavior reacted to Kuzu in Rally 4 Sally   
    One of my favorite YouTube channels put up a video about Sally.
    Touches upon a lot of the reasons she's such a divisive character and echoed my feelings when I first discovered the character.
    And even talks about the potential the character has under the right pen, if Sega and the fanbase were just a bit more open-minded about her existence.
  13. Thumbs Up
    BadBehavior reacted to Nintenboi in Which Sonic game were you most disapointed in?   
    Definitely Sonic Forces. Sega hyped it up so much, and the trailers made it seem so great! So when I first played it and saw just how mediocre it was. I just gave up.
  14. Thumbs Up
    BadBehavior reacted to azoo in Issues with recreating Classic Sonic gameplay in 3D, as observed from fangames.   
    People get too caught up on trying to be 1:1 to the Genesis games that they lose sight of making a game feel tight, dynamic and focused. People also tend to act like that a lot of the decisions for level design and game feel in the SA games weren't things they actively decided to do with good reasoning.
    Though I used to believe this in the past, I don't think trying to pursue some super perfect physics and making really ambitious level design is the answer to Sonic. Despite everything being said about how 2D Sonic works there's still something to remember about it: it's simple. All of what it introduces is not only easy to understand, but easy to the point that there's no vagueness to it. In order for Sonic gameplay to reach an equilibrium, it needs to run on as arcadey principles as it can get while still maintaining a depth.
    This is why the homing attack, as it stands, already works. It makes things easy, and it has a simple trade-off in function: you either get a sure shot into an enemy while sacrificing momentum, or you don't but the reward is more retained speed. The homing attack doesn't need to send you flying forward; if anything fangames like Sonic GT (and other games made in, say, HedgePhysics/Bumper Engine) only teach that it shouldn't because it's really, really squirrely. Sure, you could always say not to do homing chains excessively because that's bad, and that'd be correct, but that's also just a simple "don't" instead of an entire plot recoursing.
    Speaking of 'momentum', fangames are obsessed with that. To a fault, even.
    The Sonic Adventure games put Sonic under a speed-cap when running, and pull back Sonic's speed and control the longer he's suspended in air. People can see these as limitations that hold back the gameplay from being what it truly is, but I think these things are meant to make control better. 3D movement allows for a lot more exploitation of building forward speed than a 2D game does, and fangames have only proven that when you don't try to cap Sonic's movement speed (especially in air) then there's a lot of soaring over massive chunks of environment, skipping entire setpieces and sometimes having air hang-time run into the 10+ second range. SA's lower speeds and "simplified" physics, while imperfect, were elaborate in design.
    "But Azoo", you may ask, "why don't the levels just be made bigger to accommodate that?". This is many people's answer, but I don't think it's the right one. Again, Sonic needs to retain a simplicity to it, and expanding these maps out to blown up size just to make up for how easy Sonic is to fly off the handle kind of proves... a problem. Sonic shouldn't need a massive map just to be considered viable, because big maps are overwhelming and confusing when the objective is "get to the goal". And you may argue to just change the game to be something else, but (as fun as that is to think about) Sonic shouldn't need a big reinvention of his game progression in order to work in a 3D space; and (before one brings it up) just because Mario did that doesn't mean they had to, as Mario's 2D gameplay works in 3D just fine (see Mario 3D World).
    I think a lot of these issues, most of all, come down to a misunderstanding of 'flow'. That became a huge buzzword for Sonic games in the past several years and what people want, but honestly I feel like the sentiment is misplaced. People seem to think 'flow' means 'move at a constant high speed from start to finish of a level', but forget that the very games they criticize (ie the boost games) are constructed on that while the games they praise (the classics) do not.
    'Flow' in traditional Sonic gameplay is not about moving at a consistent high speed, it's about the level design organically flowing from one pace to the next. 
    Classic Sonic games are constantly speeding up and slowing down the level design, with slower more trepidatious platforming areas, steady upward climbs, moderately quick slopey areas, and speedy set-pieces relying on semi-automation. This formula is honestly.. pretty much kept in the Adventure games, give or take maybe using dash panels too much. And sure, it's mad simple in comparison, but I'd give that less to the limitations of the game design and more so the limitations of what could be done then; whether that's due to time, money, understanding of 3D, or the hardware (which in the SA games' case, probably all four). 
    Anyways, I typed a lot more than I intended to, but I think the honest truth is that we've already had classic Sonic gameplay in 3D. People just refused to take it or accept some of the decisions made, and I believe some of the decision-making done when converting Sonic to 3D only make more sense when you see how fangames tend to falter in mechanics or level design. 
    Does that mean SA1/2 can't be elaborated on and that it's already perfect? Well uhh fuck no of course not, those games are kinda buggy and didn't get the chance to refine the concepts enough. But does that mean we already had the groundwork and all it takes is just applying what it learned? Absolutely.
    People just.. gotta slow Sonic down, give him some air resistance, and make tighter, compact level design that cares less about some cosmic philosophy to how Sonic should be and more about making a fun, varied platformer.
  15. Thumbs Up
    BadBehavior reacted to Roger_van_der_weide in are 2d sections in 3d sonic THAT big of a deal?   
    Theoratically, if the next 3d Sonic game has it's majority in PROPER 3d, then I should have peace with 2d area's. However, in practice, at this point I'm so bitter about 3d gameplay being screwed for over a decade that any 2d will irritate me just on principal (Unless the game is genuinely a 2d game like Mania, or 2d is seperated into it's own seperate category like a bonus level.) After at least one proper 3d Sonic game I'll be more open for it.

    I'm happy to call Unleashed a 3d game.
    Even Rise of Lyric and Lost world, I don't mind calling a 3d game (It's more the "Sonic" aspect of the "3d Sonic game" theme those two have a problem with.)
    Generations? No. If Modern Sonic was 100% in 3d, then sure, but Modern Sonic alone is only half 3d. Then add Classic Sonic (And the entirity of Generations 3ds)  to the mix and you are left with only 15% 3d gameplay across the entire package. Altough to Generations credit, at least the 3d area's are meaningful, so that's nice.

    Keypoint to me is that 3d and 2d gameplay work diffrently. 2d Gameplay is more abstract, technical, more 'game".
    3d is more immersive, an experience. Putting the player directly into the action.
    I respect and like them both as their own entity, but when the same game tries to do the same thing WITHIN THE SAME LEVEL, I get a mental whiplash.
    it's like hopping back and forth between Contra and Call of Duty.
    Just give me one or the other.

    The hybrid games miss the immersion of a 3d game and the control of a 2d game, thus failing at both.
  16. Thumbs Up
    BadBehavior reacted to Silvereyes in New Sonic Encyclopedia appears on Amazon   
    It's revealed that Baldy McNosehair is Eggman's actual birthname.
  17. Thumbs Up
    BadBehavior reacted to Roger_van_der_weide in New Sonic Encyclopedia appears on Amazon   
    Somewhere deep inside in my darkest of hearts , I'm dissapointed it's Ian Flynn writing this and not Pontac and Graff.
    Aren't they the official game writers now? I'd LOVE to see those clowns struggle to say anything meaningful about the franchise.
    "Haha, Eggman, has like, "Egg" in his name, haha. I wonder if he eats eggs? When he eats eggs, would he be like "Oh, an Egg. I have Egg in my name. I must eat it now. " That would be funny, Lol. How many people have Egg in their name? Oh, I know one Egbert. I wonder if he eats eggs?"

    So, the En-speed-opo-speed-ia.
    Place your bets wether
    A ) Sonic Team had any real impact on this or it's just Iizuka stamping his "What, who? Sure, whatever" seal of approval on everything.

    B ) The VERY FIRST game released after the encyclopodia will already contradict half the book. Thus cementing Ian Flynn's status as Sonic Team's janitor eternally mopping up the mess they make. Bonus points if the contradictions come from utterly irrelevant side details.

    C ) Bonus points if this book will be written from a meta perspective rather then in-universe.
    "How did Sonic and Tails meet and become friends? Well, in late 1991, Sonic Team wanted to include a second playable character in the next game in production, 1992's Sonic 2 for the Sega Genesis (Megadrive overseas) from 1989 (Which is the year thar came after the year 1988). So Tails was made. So the second player can play a second character. Which is Tails.
    So is main player character "Sonic" friends with 2nd player character "Tails"? "What, who? Sure, whatever" "


    But yeah, I'll probably buy it. Bitter snarking is the most fun I get out of this franchise at this point.
    Shame Ian Flynn is actually compotent and cares, the book might be halfway decent now.
  18. Thumbs Up
    BadBehavior reacted to Diogenes in are 2d sections in 3d sonic THAT big of a deal?   
    The way they've been used, yeah. They've essentially used the 2D sections as a way to avoid properly developing 3D gameplay; 3D sections have gotten progressively shorter and shallower since 2D/3D switching was introduced, being reduced to little more than high-speed spectacle moments, while the relatively more complex/interesting gameplay takes place in the 2D sections. Just check out this video, of all the non-boss 3D sections in Forces. It's...only 14 minutes long. And so little of it is actually meaningful 3D gameplay; most of it is made up of rail grinding, quick step sections, empty areas designed just to boost through, and groups of passive enemies for the avatar to blow away.
    If Sonic Team just wanted to make some 2D games once in a while, that'd be fine. If they wanted to make these 2D/3D hybrid games and could actually have the two halves complement each other, that'd also be fine. But I think it's clearly become a crutch to them, a way of making games that seem like proper 3D platformer/adventure games at a glance, but take significantly less effort to design and create. And for people who want to play actual 3D Sonic games, this half-assing of it is wearing very thin.
  19. Thumbs Up
    BadBehavior reacted to Kuzu in Sonic Colors's Story: Your Opinion   
    People have explained it many times...
    And as you said, you're coming from the COMICS, where Sonic's attitude is much more prominent whereas it's never really been all that much of a thing in the games until recently. 
    I grew up on the Adventure games from 2001 to 2009; Sonic's character is really not one with "attitude", but just a laidback adventurer with a heart of gold. That's probably MY preferred interpretation of Sonic, and the one I associate with him the most. But I also understand that people found that "boring" so we get to Colors. 
    But my thing with Colors is that the "attitude" part of Sonic only worked because he had someone else to balance him out, namely Sally. If Sonic was too much of a dick, Sally was there to reign him in. And that worked. That doesn't really work in the games, especially since I never associated "attitude" with Sonic's character, and there's nobody there to actually humble Sonic, so watching just go off and off just makes me roll my eyes at worst. 
    I don't mind Sonic being somewhat obnoxious, but there's no real counterbalance to it, so it just him come off as annoying to me, in addition to the fact that it's just not a characterization I really care all that much for to be applied to Sonic. It was fine for the Western media, but not the video games that were under a whole different context. 
     
    If they insist on having Sonic act this way, then they need to start to letting other characters take him down a peg or two; have characters like Eggman, or Shadow bruise that ego of his so he's not too insufferable. 
     
    But I recognize that these are my personal feelings, and not everyone feels this way, because I am very much aware how much praise Sonic gets for his new personality. It's why it's such a divisive issue, because everyone has a different idea on how Sonic should be portrayed. 
  20. Thumbs Up
    BadBehavior reacted to Kuzu in Sonic Colors's Story: Your Opinion   
    In other words "Screw you, I got mine" I see how it is :V
     
    In all seriousness though; it's honestly just a matter of perspective. For Adventure fans, it's the antithesis to everything they loved about the series and the start of a downward spiral that arguably still persists to this day. For others, it's a breath of fresh air of years of convoluted storylines and characterizations, and others are just ambivalent and think the story is ultimately harmless. 
    It's a complicated issue, because this fanbase all have ways they want the series to be that don't necessarily coincide with each other. 
     
     
    For my take, while I agree that Eggman himself is better, he's not the character who we have to play as and is on screen for most of the game. That would be Sonic and Tails, and while I don't think they're TOO bad here, the traits that they have here wouldn't be addressed in any of the later games, so it kind of makes me dislike the game somewhat in hindsight. That's not to say their characterizations were inherently superior before, but there was a lot more going on in the prior stories to distract you from it. Now there's nothing to distract you, and it really just exposes at how bad the current writers just don't understand the main characters. 
    And that's a significant problem for the characters you're meant to be rooting for. 
  21. Thumbs Up
    BadBehavior reacted to HPX in Sonic 30th predictions   
    I know I'm showing all my cards here, but it infuriates me to no end that just because they got screwed on 06 that they absolutely refuse to build on the rock solid foundation they'd laid all the god damned way back in 1998 with SA1. It was a near-perfect translation of the 2D games' principles into 3D, with obvious room for improvement. Boost has outstayed it's welcome as it was always just a band-aid to a longer-term problem. But we have the technology. The demand is there. There's an opportunity to realize the potential they scratched the surface of TWENTY-TWO YEARS AGO.
    Inviting them to completely ignore their best success just makes me anticipate another Lost World detour. They're gonna keep flailing wildly, looking for a framework and an identity instead of embracing what they already have and establishing a stable video game series that fans can reliably anticipate/guestimate and enjoy, instead of worrying and squabbling because every new entry is a shared anxiety attack until announcement. There's no stability in this franchise which is precisely why we're so divided. They need to commit to a philosophy/design principle and build up instead of this scorched earth policy.
  22. Thumbs Up
    BadBehavior reacted to HPX in Sonic 30th predictions   
    I predict Sonic will never be 3D ever again. I predict we will never see a return to the shonen vibes of the earlier games. I predict the characters will continue to be unimportant, peripheral, embarrassing self-parodies of who they used to be, and that the series will never again acknowledge the lore it abandoned fourteen years ago.
    For the next year specifically, I predict they will churn out another boost game comparable to Forces, likely with less story or at least a worse one. Zavok will make a triumphant return, as will the fan-favorite wisps. Maybe there'll be a follow-up to Mania which will again be the only decent thing to come out of this franchise since the last Mania, convincing laypeople and SEGA themselves that Classic Sonic is the only Sonic people will accept. The future will look bright as SEGA realizes it can, without a doubt, indefinitely profit off of people's nostalgia for Sonic 2. Maybe another mobile game if we're really lucky!
    I feel like I'm in limbo, just waiting furiously for the other shoe to drop so I can confirm beyond a doubt that this franchise just isn't for me anymore. I hate that there are so many caveats to my love for this series. I'm tired and I want to move on, but not before I see what this next game is.
  23. Thumbs Up
    BadBehavior got a reaction from HPX in Sonic 30th predictions   
    Oh boy new games! My predictions:

    Sonic Mania 2, but it's all Green Hill Zone, as well as different Hill zones in different shades of green. (Turqouise Hill Zone, Moss Hill Zone, Shamrock Hill Zone etc)

    Sonic Forces 2, but it's all Classic Sonic. But it plays like the unholy love child of Forces Classic and Sonic 4 Episode 1. If you try rolling down a slope, you are given a trophy called "As you truly imagined it" because this game is all about the memes.

    If you have 100% completion save data for both, you are given the opportunity to play Azure Sunrise, an awesome as hell proof of concept level from a potential Sonic Adventure spiritual successor, but it was scrapped to focus on the projects the fans really wanted.

    And if you beat Azure Sunrise, your reward is to watch the 1st episode of Sonic X, redubbed with the current voice cast.
  24. Thumbs Up
    BadBehavior reacted to Scritch the Cat in Why I hardly have faith in the Sonic franchise now   
    I’m of the opinion that Sonic himself is at least as likable in this era as he’s ever been before, and more pretty often.  Sonic had a sense of humor in the Genesis-era adaptations, even at the height of the time he was also proposed as a legitimately charismatic “totally radical” character.  In the Adventure era, though I’m overall a fan of its vision of the series, Sonic’s humor seemed to wane, giving way to mere giddy enthusiasm.  If a lot has worsened since the (first half of) the Adventure era, I at least like how Sonic has regained some of the humor American adadptations gave him, or rather, game Sonic has gained it for the first time.  Sure; Baldy Nosehair is a far lamer nickname than “Robuttnik”, but I’ll take that if I can also get good jokes out of Sonic, and often enough we do.  The speech where he introduces himself to Infinite is still funny to me, despite the lackluster game it is in.
    But that’s the rub; a character who has proven surprisingly timeless, considering the trope he helped engineer was already being mocked well within the 1990s, is now confined to games that are too underwhelming for anything but the margins of gaming as whole.
    And I think this is because, while SEGA has more-or-less refined their mascot into something successful, they don’t have a solid vision for his games, especially since backing out of ambition.  Boost was supposed to be their silver bullet, but the amount of good things they can do with it is limited.  Being able to pass up most of a level’s terrain means that they need to throw in other things to challenge players, and those other things get repetitive.  But SEGA might feel that if they took the boost away, Sonic would feel wimpy.  I have no idea why they managed to outright worsen the boost formula in SF, but even if they hadn’t, they’d still likely be in a developmental cul-de-sac, with only the peripheral gameplay styles to justify each new game’s existence.
    I will, in fact, fight on the hill of considering fangames more promising than the official games until proven otherwise.  They already have beaten SEGA at 2D Sonic, and I don’t think they’re far from doing it in 3D Sonic.  If nothing else, the fact that fangames are free, to me, can balance against their shortcomings compared to SEGA’s Sonic games.
  25. Thumbs Up
    BadBehavior reacted to Kuzu in how both light and serious tones are BOTH fitting for sonic   
    This is ultimately subjective though. What fits the franchise to some may not fit it to others, because what this franchise is varies wildly from person to person. You yourself just admitted that you prefer Sonic's lighter works and feel it's attempts at being dramatic are overblown and trite, while many people from the Adventure era in particular feel the exact opposite, hence why someone like Ian Flynn is so popular, since it's rather obvious he plays more to the Adventure of things than anything else. 
    I feel like there wouldn't be such a divide about this if people were more open-minded about this stuff and no so adamant at shunning the stuff that doesn't fit their specific preferences, and if the series ultimately executed these things better to begin with. Yes, there is a balance between Sonic being a terrible comedy skit and Sonic being an overdramatic soap opera, neither one of these things are mutually exclusive but people need to actually be willing to compromise on some things otherwise nobody will ever be satisfied.
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