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Knight56

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About Knight56

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  • Birthday April 11

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    Gaming, Pokemon, Sonic, Legend of Zelda, Writing, Board Gaming, Game Design
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    Male
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    United States
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    Idaho

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  1. Same, except for 06; that ought to at least have the glitches fixed, if they were to retelease it. I had to hunt down most of the library scattered across 6 different platforms, and I still can't play all of them (don't own a PSP). It would have saved me a lot of headache to have them all ported to the Switch or Xbox insome way. The stinkers can just be bundled with other, better received games, like in the past. I think they could make three different collections: Adventure, Modern and Handheld. The first would have the 3D games from Adventure to 06 (including Shuffle). The second would have Unleashed to Lost World (including the Storybook games), and the last would have all the 2D games from Pocket Adventure to Colors (including the Rivals games, Chronicles, etc.). Maybe the Riders games could be bundled into their own trilogy, to avoid having them split across different collections. As much as I'd like this, who knows if this'd ever come to be.
  2. Well, here's my sort of idea for a control scheme. It's pretty general across all the characters, save for their unique abilities. I'm wanting to base this off of the idea that Lost World, where you have standard movement speed as a default--something similar to typical 3d platformers--but if you hold down the trigger, it changes you to a 'Run Mode'. This adds momentum and acceleration, at the cost of some stiffer controls. It can lead to having more precise controls by default, but can go to a less precise, but overall faster, system. Note that abilities will be organized like this: Normal Mode / Running Mode General Controls Character Types Character Abilities Sonic Tails Knuckles Amy Cream Big Shadow Rouge E-123 Omega Blaze Silver Sticks Espio Vector Charmy Tangle (I'd put her in a game) Whisper (Same goes for her) You may notice that I said nothing of the Light Speed Dash. I think it is an unnecessary mechanic, as the level design should be able to accommodate all other types of movement before resorting to automatic methods such as this. Certain types of automation--such as cinematic wall jumps and dash panels to transition into skydiving segments--at least look cool while using them, so I don't mind those as much.
  3. Compared to other movies that follow this trope, it certainly fares better. While the plot is simple, itt keeps true to source material and doesn't feel like Sonic is forced into the modern world--unlike Smurfs, for instance. The design is great, and there's few instances of true 'lowbrow' humor. Even the product placement is not as bad, save for that one ad. Yeah, it follows the trope. But this is one of the better ones that does.
  4. I see this movie as testing the waters for something bigger. We can't expect any company to dive all-in and give a movie about Sonic a massive budget without proof that he can do well with the general audience. This movie had a small budget for that reason. If it does well--which it has--they'll surely greenlight a sequel and maybe even give it a larger budget, one that allows for better effects, and the story can be scaled appropriately. We could even see a fully CGI movie--provided that whoever produces it sees that as the right direction. The movie as it stands is passable. The plot is basic, the humor is hit and miss, and there are certainly issues scattered across it. But it doesn't offend anyone, and there are legitimately good things the movie does. If nothing else, it'll help Sonic's perception to the general audience, and can open the door to more Sonic content. Content that dives deeper into the lore and appeals to the fans--hopefully, at least. I like the movie, and from what I can see no one really hates it. At most, people are disappointed it wasn't more than it was--a light, family-friendly movie. And considering where we were back with the first trailer...I think that's an improvement.
  5. It makes sense from a marketing perspective for Sonic to have a rather bland personality. Look at Mario, or Mickey. They can fit any situation they need to for advertising and, in the video games' case, act as a stand-in for the player. Sonic has more personality than usual for this trope, but compared to everyone else in the series, he has one of the least defined for this reason. Does that mean it's bad for when he does show personality? No, as that can make the character more likable if it's done right. This is why I hold little doubt that this movie will be better than that Mario movie in production, as the Mario cast are all one-note save for Luigi, and even then, his personality shines in his own series. With that said, I like the movie, but it plays it too safe. I felt rather similarily for Detective Pikachu, and for both movies, it makes sense to be safe. Video game adaptations have traditionally been bad, and the companies making these movies didn't want to risk alienating the general audience by making it too close to the games--especially since it's rather likely that they never played one. If this movie does well--which, so far, it has--we'll likely see more unique and diverse storylines. I'm not going to quibble about how the movie isn't true to the games because it was purposely designed to be blander to reach a wider audience. At least it doesn't go offending the fans like other properties are right now.
  6. It's hard to see the fanbase simply hate the games Sonic has had over the past two decades. There's positives in all of them--as I can attest to, having played all the 3D titles and beginning work on the handhelds. There is plenty to like even with games like Shadow the Hedgehog, which I personally really like despite the flaws it has. What separates the titles of the 2000's from those of the 2010's is the ambition Sonic Team had. Every game in that time period was trying to be something grandiose, even if it never quite met the mark. Unleashed came the closest to meeting the vision that the creators had for it, and I respect the Sonic Team that existed then, no matter the mistakes they made. Not even for Sonic 06, which I squarely blame on the ignorance of the management. But starting with Colors, the games did start meeting their vision. It wasn't that they reached the bar they set so high; they instead lowered the bar, whether it be storytelling, level design, or everything else that began to degrade. I think that Sonic Team just started to...mellow. After 06, the fanbase scrutinized their every move, criticizing them for the smallest thing wrong. I think it finally reached the point where they thought, 'The fans will hate it no matter what we do with it, so why bother?' That sounds rather harsh, and I don't think that is the sole reason the quality of Sonic games have diminished. But tell me: didn't you feel a soul in Adventure? Some drive in Secret Rings? Something in the game that made you think, 'This game had real heart,' even if it wasn't the greatest in the world? The last game I saw that in was Black Knight, and then in Mania. Generations was fun, but it didn't strive to be anything more than it was. I don't care if Sonic Team makes a game that gets rave reviews from the critics, as much as I'd like to see it. I just want to see another game where they truly cared about what they put out--no matter the backlash. They've only ever wanted to appeal to the fans. P.S. I fully understand that you can't judge a game based on what was planned for it, and that the feeling put into a game doesn't immediately make it better. I would much rather have a mediocre game that had a team's full effort behind it than a great game that was made just because the team had to.
  7. Sega management is ultimately the biggest problem the entire company has to suffer. It's thanks to that management that they sealed their fate in the Console Race, along with forcing the circumstances that made Sonic 06 the disaster it was. There are talented individuals in all their teams, but because of the direction of management, they can never truly shine. It isn't right to blame Iizuka. It's like saying the boat is off-course because the first mate isn't doing his job right, when it's really the captain who told him where to go that's the problem. As far as the Sonic games themselves go, the lack of focus is the biggest contributing factor. I don't think it started until Sonic Lost World though. Every game before that had some distinct theme, some distinct mechanic, story or character that was the focus. Adventure and Adventure 2 had the teams and the interconnected story, Heroes had the team mechanics, Shadow had the morality system, Secret Rings had the experience system and the Arabian Nights theme, and Black Knight had the story and characters. Unleashed is by far the best example of focus in the series aside from the Werehog, and even that still plays well despite it not being true Sonic gameplay. 06 could have been the greatest game we had, but the vision was killed for the sake of meeting the mandated deadline. Colors had the wisps, and Generations had the Classic/Modern split. Lost World is where it began. Just look at the level design and the story. It was trying to be so many things at once, and while some levels were fun, others were miserable. There was no consistency with anything. Rise of Lyric was just a dry, boring game, and was like that thanks to a lack of any real ambition--or if there was any, it was killed off by the demand for it to be based on Sonic Boom. And it all comes to a head with Forces, where once again, like every time before, Sega wanted to appeal to the fans, to make something they think we'd like. And it was the most mediocre game of the entire series. Sonic Team has always wanted to appeal to the fans with all of their games. They always had some new, cool idea that they thought we'd like, and every time after Adventure 2, we shot them down for not meeting our expectations. Rightfully so, in many cases, but as we the fanbase have no consistent vision of a good Sonic game, how is Sonic Team supposed to have one? Like I said, they want to appeal to us with each entry, and with so many divided opinions on what a good Sonic game is, it's no wonder we got Sonic Forces. Sega management is the reason Sonic games aren't as good as they could be. But I think that the fanbase is partially at fault for Sonic Team having no focus. We were their focus, and since we aren't focused, they aren't either. The only thing we can agree on is for Sonic Team to make a good Sonic game. But what is a good Sonic game?
  8. The situation with having another company make a 3D Sonic game is that no other company has experience in making one. Christian Whitehead and the other developers who worked on Sonic Mania had years of experience in making and porting 2D games, leading to Sega eventually trusting them in making a game. The most we have for 3D games are engines, test levels, and compilations of levels from the Adventure games. Some have gone farther and are genuinely impressive, but none have ever worked with Sega closely like the Mania team did. I honestly think it is unlikely for this to happen unless we see close collaborations for some period of time--despite how much we'd like to see otherwise.
  9. What Sonic Team should do is take a break and work on another franchise entirely like what they did with Billy Hatcher or Nights. Let them refresh themselves with old IPs, and keep any Sonic development in the background. If they really go for it, they could hire an indie team yo make a 3D Sonic game while they're doing this. Imagine if that happened? Even experimenting with characters like Tangle and Whisper in their own game could be interesting. Don't we all want to see Sonic Team do something fresh and interesting, no matter what it is? Don't we?
  10. 1. Unawakening Float - Sonic and the Secret Rings 2. The Chosen One - Shadow the Hedgehog 3. Jungle Joyride [Night] - Sonic Unleashed 4. Knight of the Wind - Sonic and the Black Knight 5.(Remix Slot) Dreams of an Absolution [2011 Remix] - Sonic the Hedgehog 2006
  11. Do we know if single Joy-Con play will be an option for the Switch? I was just looking at the controls in the option screen with that video posted on the last page, and it seems that it could work, but the 'trick stick' is the right analog, and with only one stick on each joy-con...well, you know.
  12. Call my and others' responses 'weak' if you like, but that has no bearing on anything until you tell us why they're weak. I don't want to argue anymore on the subject, but if you want to come off as a credible, reasonable person to discuss with, you have to stop being so fallacious.
  13. At this point, let's just agree to disagree. It's clear that you don't want to change your viewpoint, and I don't want to change mine. Same goes for others here. Plus, I don't want to argue against your degrading tone. I try and be reasonable with my points without insulting any people or characters; I want to be as objective as possible. So if you're going to essentially insult me for carrying my viewpoint without more evidence to back it up, then I'll just go.
  14. Maybe I should rephrase what I meant by 'instantly good at everything'. She fails initially, sure, but in the next scene or something like that, she usually rebounds and proves that she learned from her mistake--despite having little-to-no training beforehand. Yes, she makes mistakes, but they are rather superficial in the grand scheme of things, especially since the flaws she has are only really showcased once. Scavenging ability does not equal mechanical knowledge. She might know a good part from a bad, and what could be valuable, but how can she be expected to know how they work together just from jumbled pieces? And again, scavenging does not equal piloting experience. She is seen riding on a speeder, but that is two-dimensional. It's like comparing driving a car to controlling a plane; they are very different from one another. Yes, she fails in the instance with the Rathtars, I'll give you that, but that ended up working in their favor so they could get away from the thugs. I don't think it can be considered a true failure; it is a failure that worked to their benefit. I think that being a sharpshooter is not one of her strengths, so I'll give you that. However, shooting isn't involved anywhere else in either movie on her part, so the general trend with her abilities isn't evident. Yes, she is trapped by Kylo Ren in their first encounter, but to be fair, he caught her by surprise and gave her little chance to react. By this point, her Force abilities have not manifested, which, as previously established with other abilities, usually manifest in the next scene after the initial failure. In the second fight, she does fail, but like every other moment you mention, the scene directly after has her succeeding practically perfectly. She fails once, then instantly learns the best way. That is not character development. And Rey pulling off what appears to be a narrow victory is the closest she has come to a true failure that has an impact in the greater narrative. The issue arises with how badly she beats Kylo Ren, despite him having a wound, which can actually amplify his power due to him drawing on the Dark Side to augment his abilities. If it was a narrow victory, such as Rey managing to beat him back at the last second, only for the planet to split between them and end their duel, rather than her literally beating him to the ground and only then for the planet to crack. She could have killed him if that didn't happen, and while I doubt that would have been the case, the fact that she could have is the important point. Recruiting Luke was a bust, yes, but Rey comes to learn that she doesn't need him, and, ultimately, the Resistance doesn't either. He does nothing to impact the story save for convincing Rey of this...and I think that was the point. The whole deal with 'reaching out' and the keepers are a point of comedy more than anything. She was naive, yes, and that fact could have had a greater impact throughout the narrative and made it a vital part of her character development. But no, she doesn't learn, and it is only done for comedy. Which brings me to her being manipulated by Snoke and Kylo Ren. She was naive, and for once, yes, she did fail. But once again, this failure turns out for their benefit. If Rey didn't foolishly go to Kylo Ren, he might not have had the guts to kill Snoke himself. Just like the Rathtars, the mistake only advanced her position rather than set her back. The only failure that can be legitimately said to not advance the story is Kylo refusing to join her...but it doesn't set her back either. She had nothing to lose, and everything to gain.. Again, Rey isn't instantly good at whatever she does, but the failures she has tend to only bring her where she needs to be, and in the scene directly after, she is as good as she needs to be to succeed. She isn't instantly charming to everyone, sure, but the fact that she impresses everyone with skills that aren't earned in a meaningful way is the bigger issue. If she had training of some sort, or if it was at least established where and how she learned these abilities, then having major side characters almost instantly liking her wouldn't be as big of a deal. EDIT: Oh, and Han warms up to Luke after nearly dying on the Death Star, so there's already incentive to like someone who had your back, and the Rebellion would likely be willing to work with anyone who was a) willing to join and b) saved a major political figure (Princess Leia).
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