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About DrParadise

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  • Birthday 02/14/2001

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    Anime artwork, videogames, music.
    Game design
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    Death Paradise

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  1. This post cannot be displayed because it is in a forum which requires at least 50 posts to view.
  2. Over the course of 4 years since the release of Forces a discourse regarding the "dark age" of sonic has change into defending a lot of the most hated games like shadow the hedgehog, sonic the hedgehog 2006 and sonic and the secrets rings (the latter being the factually worse). However the one that causes a lot off noise its the defense on Sonic 06 a game the internet has made YOU sure to never forget its the punching bag of every sega boomer and gamer boomer (when I refer boomer I refer to old gamers that are from the millennial generation) sonic fans who are Gen z has been fighting over Sonic 06 stating it was misunderstood and the games which were more acclaimed (colors and generations) were the actual bad ones only focusing on story and never the gameplay. While Izuka has made mistakes like approving sonic boom on wii u (goddamned nintendo contract) many blame him for stuff he doesn't have any involvement in the development of sonic games, the last sonic game he was credited as a director was shadow the hedgehog so when he became the boss and decided to change sonic HE KNEW everyone hated the 3d sonic games and its stories since he was in the us at the time of 06 development (thanks sonic retro) after all he was the director of every 3d dreamcast era sonic game, so if you want to blame anyone for charging sonic stories you can start by blaming yourselves IF you are nearly 40 years old. Anyway what's the point of everything I just said? Well a few weeks ago at the time I wrote this, a demo for Balan Wonderland the new game sonic 2 of sonic's original creators: Yuji Naka and Naoto Oshima was released and the reception was mostly negative, let me tell you I was not surprised this game was going to be bad ever since it was announced because when I've heard that Naka and Arset (Oshima's studio responsible for Yoshi's New Island) were involved I knew this was going to be bad. Why the Naka hate? Yuji Naka has a lot of pride on the things he has accomplished and that's perfectly fine and good BUT ever since he left Sega he never had any success like how he had on Sonic and if what Tracker TD (aka: the vocaloid fan who hates colors and sonic 2, the audacity I know) said was true, then its not really a good idea for Naka to direct a project like this. In a sega livestream event in japan for the launch of the Mega Drive Mini sega invited developers of the many games included in the console and Naka as well as all sonic 1 staff were invited, boy was Naka drunk screaming and asking why all of the games he has worked on were not included in the console and overall being pretty rude. (If Tracker reads this please correct any details I've missed or got wrong on what you said on twitter) Not only that but many of the most questionable decisions made to the sonic brand were made by him like: shadow's gun, changing drastically the story of sonic from being nature vs machinery into political conspiracies, religions and gods, sonic riders questionable racing mechanics, punishing the player for going fast in 3d sonic, and of course his biggest failure that he was only half way into it Sonic 06 a game that signifies Naka's insanty run as the leader of sonic team. Balan Wonderland as he calls it: "the best platforming game ever" its Sonic 06-2 and they are a lot of reasons why I think this way, if you can try watching back to back gameplay of 06 and Balan to compared the two, some may not see it but I do and its shocking how similar they are. The level design and animations remind me way too much of Sonic 06, specially by how slow the movement and platforming is, the kids walking animation looks as awkward as they did in 06. Having way too many "characters" was also a negative point many had with heroes and 06, in the case of 06 it was because the only fun characters to play were sonic and blaze everyone else was painful to play either because of pacing or gimmicks (amy, knuckles/rouge, tails and silver), in Balan having over 80 different costumes its going to get frustrating since to get a collectable you need a specific costume and the reward its as simple as a coin, the player its going to give up because its not worth it and some costume dont even let you jump in a platformer. Level design its confusing to navigate and it features the same problems of objects and platforms blocking your view that many early 3d platform games had something mario has tried to fix since galaxy, the pace and movement is very slow you only have one action and that is jump, that's it you can't do anything else like how you did in super mario odyssey and when you have a costume some of them can't jump as stated before. Balan its a game that was design for kids, let me tell you if I was 10 today and this game came out I would think that its lame, see a big reason why Mario and Sonic are the most recognizable and popular gaming mascots its because they aren't design to be children mascots they are design to be as flexible as possible and for any age group to like them, Sonic's atmosphere, world and music its something kids genuinely love, Mario is the same way as well. So the fact that Naka didn't understand what made sonic so popular when making Balan shows how disconnected the game its, it feels outdated lie Yooka Laylee and Mighty no.9 So to anyone who thought that Balan was finally going to show sega how its done let me ask, how does it feel to be wrong? End
  3. You are 100% I have never seen any creator who has a superiority complex over fan games they make. My main problem that started with mania is the whole message of "you are better than sega" and we instead of being critical like in the main line games, we just ignore all of the problems they have, despite the fact that sites like nintendo life and gamexplain bassicaly says otherwise with utopía.
  4. Sonic robo blast is the best fan game I've seen since Sonic before and after the sequel, a big mayority of them are pretentious trash. I agree with everything thing you said. Sometimes I feel like Sonic fans have a lot of common with Sonic team. Unfocused gameplay riddle with great ideas with terrible execution or gameplay ideas that don't mesh or felt tack on (werehog and classic in forces, limited level design in forces, tubular level design that feels underdeveloped in lost world, motion controls on wii, way too many characters in adventure, confusing camera in sa1 and 2, slow platforming that punish you for going fast in 06), and in fan games (open world maps with nothing more interesting than just hey look controls, multiple playable characters that are just clones of one another (og sonic world), mediocre sound effects like in forces (sonic gt) nauseating loops at high speeds, way too much blur (infinity engine is trash, is in the same calibur as jump force), camera that somehow it's worse and sa1 and specially 2 and much, MUCH more) How I'm I suppose to believe than fan games are better than official games if most of them are unfinished projects that go nowhere, don't have any type of original ideas (Sonic team at least makes original stuff like the avatar, wisps and the excalibur), and overall fells empty, I know a lot of you don't like the official 3d sonic games, buy it seems rather selfish to have a mind set that bassicaly isn't really looking for improvement but rather destruction of sega, and that's a complete waste of time. I'm going to ask this, why don't you put an 8 year old to play sonic gt vs generations and tell me their reactions. What I'm trying to say here it's that guys, please don't try to reinvent the wheel, instead of trying to make an enjoyable game, you are just making trash after trash.
  5. @azoo YES FINALLY SOMEONE WHO THINKS LIKE ME OMG, IM SO TIRED OF ALL OF THIS UNWARRANTED PRAISE 3D FAN GAMES GET. The true flow, the simplicity of Sonic, not overly thinking about simple mechanic because it's not necessary, oh it's so beautiful finally hearing something that's makes sense and it's not a pretentious "sega bad, fans good give me views"
  6. Ok first of all I already have seen that reddit post which dosent point in which part it says the dev timeline (if anyone that knows Japanese can pin point the dev time line please do it). Also "playtesters had a huge influence on the direction the game took" are you saying the playtesters are scrubs? Ok, that's fair. You will be surprised but forces was more marketed in Japan than in the us (not just the hooters promotion), since mania was a american project soa advertise it more than forces since here there's more demand for classic Sonic than in Japan, from what I've seen a lot Japanese players don't really care about classic Sonic because the mega drive wasn't a huge hit like in america and europe there's a fandom for the mega drive over there sure but it's not like in america which is the only sega console they even know, to them modern is THE Sonic thanks to Sonic X and modern Sonic presence on joypolis and all sega arcades, there isn't any identity issues like here in the west which was fueled toxic Sonic fans. Classic Sonic over there is treated more like a curiosity and kawaii Sonic than a separate pillar and brand, forces being more promoted in Japan is more or less because that was the next big Sonic game over there, it's odd that sega would even care about their home country regarding Sonic because history even with forces, sonic has sold less in Japan than in any other country if anyone is telling forces was a flop because of famitsu Japanese sale charts remember that data it's useless because Sonic never sales that big over there.
  7. Okay, ever since the release of forces everyone has been trying to explain why it was underwhelming, using lies such as the game being in development hell, the game being developed in one year, using the info about Sonic team staff leaving to work on nintendo (by the way most of those guys were field artists, of course some of them would go on to become producers and level designers but I have yet to see a sonic level designer credited to in a Mario game, feel free to point out one) I have been trying to find anymore info regarding the development of modern Sonic games, but so little has surface and a lot of it it's just opinionated pieces, the only reliable info I have found has been this: Famitsu interviews Sonic retro (it only documented on concept art, when it began development back in 2013 after lost world's released and the timeline of reveals) The only source people are using it's Resetera and Reddit which can be simplified as (My uncle works for nintendo). As I said most pieces I have found come from opinionated sources and the fact that the biggest archival Sonic site Retro has so little info makes me believe we know so little about forces development and everyone is just making things up, likely to paint Sonic team as this Saturday morning cartoon villain and the "fans" as the heroes, sounds stupid I know. If anyone has more info regarding the development of Sonic forces, share it but also make sure to put your sources it will become difficult to find sega devs coming forward as they can't share their identities
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