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Everything posted by Stranger

  1. He does not explicitly call it a graphics engine as you've claimed. Not in one or multiple instances that I've found in multiple languages. And yet he never explicitly states that the engine is a graphics engine and implies in more than one case that it is more than that in passing. The engine itself was also developed as a necessity to do any game development period on the PS3 and 360 as mentioned in my previous comment. What he felt was missing was the reason for the addition of particular features to output the visuals he was aiming for, such as GI generated textures. If that's sufficient, then the fact that it's been applied to a game that uses none of the features the engine is apparently made to provide when an already functional environment is both available and established would prove that HE doesn't provide a graphics function, which you would call nonsense. While Hashimoto has done keynotes and interviews, Sega haven't documented the engine in detail outside of those contexts, wherein no explicit statement is made to the ends of supporting what you frame as a decisive conclusion. Sega themselves stated twice in the press-release, which you handwave away, that it has gameplay relevance. You can't appeal to their authority when it is convenient and disregard it when it isn't. To top it off, what's being argued isn't primarily that there's more than that, but that a hard conclusion that there definitively isn't is not appropriate. Prove that it was cheaper and represented QoL improvements where development was concerned. What he said implies that the answer isn't as simple as just acknowledging that it can fit any role due to its genre-independent design. Him calling it an IDE unabashedly refutes the concept that it's a purely graphical engine. This is just blatant disregard for what was said and what's being argued. No. Under that logic you can't say the car does or doesn't have a feature that Ford hasn't advertised unless you've directly verified through using the vehicle or having had the claim confirmed by inquiry/statement from Ford themselves. By your logic, if Ford only talks about the power and size of the concept car and all we have are a bunch of interviews and pictures that don't explicitly state that there's air-conditioning (and a press-release that does), it can be explicitly said that the car has no air-conditioning by default and that the suggestion that you can't say something like that as a matter of fact is somehow something that needs to be defended while your claim should somehow be the default. In fact, the way you're going about it, if Ford says that the car was built around high horse power and speed with good fuel consumption while maintaining all the typical features a driver would want, you'd argue that that doesn't disqualify the car from not having A/C, despite the point being that the issue is you explicitly saying that it doesn't both in spite of a press release mentioning A/C and your own lack of authority. And the Olympic Games Tokyo 2020 might be a fun Sakura Wars spin-off. Or maybe a Lost World spin-off?
  2. You're side stepping the reality of it being the fanbase that's drawn a conclusion on what the constraints of the Engine are and actively dismissing what's been said by Sega themselves: the only valid authority on the matter. It IS a handwave. You've mentioned a press release detailing all the features of the Engine, and I can't find it no matter where I search. You've also mentioned that there's "a tidal wave of speeches, videos and conferences that specifically label it a graphics engine", but I've yet to find even one, let alone multiple. Documented and proven capabilities of the Hedgehog Engine illustrate a focus on graphical advancements as the principle function of the toolset, they do not define it as a purely graphics based creation. The burden of proof is on the ones making the hard conclusion instead of stopping at what's apparent. Regarding Puyo Puyo Tetris 2: So far as we know, the first entry did not use the Hedgehog Engine. The second game is extremely similar in function, style, modes, etc. It would have been far easier to simply work over that game's established framework than to move to another solution, especially considering that game is already built in such a way that it runs on the lowest common denominator without performance issues or visual hiccups. Additional evidence that makes the conclusions being made worth doubting does exist. Let's start with the credits from Sonic Uneashed pertaining to the engine. From here, we can see that there's a bit more that extends beyond the Graphics Engine aspect. Now let's look at some of those interviews you mentioned and see if they don't ever go beyond the implication of the engine being a graphics specific tool. The following is from a Sonic Channel Creators Interview: Isn't it strange that this hypothetical is answered in terms of genres or the constraints of Sonic games? Wouldn't it make more sense for him to have said that the Hedgehog Engine is a graphic's engine that can work for any production within constraints of the hardware? This is something less firm and more particular to matters that aren't constrained by visuals. It's also worth noting that he refers to it in the interview as an 'integrated environment for making games' and an IDE. This breadth is further implied in a Destructoid interview in the following potion of a response: It's also worth noting that what became the Hedgehog Engine was considered a broad necessity to make a game at all. This is seen in the aforementioned Sonic Channel interview. In an interview with Gamespot, Hashimoto says the following: This is a far more on the nose statement, isn't it? It implies that, while the focus has been on reaching a goal of visual fidelity, that the actual engine isn't evidently just a graphics toolset. Again, what is known can very well be presented to say that the primary purpose or value of the engine is visual. That is what's apparent. It's another thing entirely to say that the engine is just a graphics engine outright, which can't be presented as fact unless it's directly established through either access to the toolset or an explicit statement from the source/authority.
  3. The presentation was about Global Illumination in Sonic Unleashed and was not a comprehensive run through the entirety of the Hedgehog Engine's feature set. It's evident that a core intent of the hedgehog Engine was improving the graphics quality and an inherent aspect of functional execution would be dealing with the streaming of a large amount of data due to the speed of traversal across the environment. Despite this, there's a clear difference between the visuals being a primary focus of building the engine and the engine being exclusively and explicitly a graphics/rendering tool: acknowledging the clear focus on lighting/rendering is one thing, but stating that the engine has no functionality outside of that is a step beyond and has no hard basis. The only press-release I've found on the matter is the one I've quoted from and hand waving away the fact that it explicitly regards the engine having relevance to gameplay twice doesn't change the reality that it's not only a direct statement from a party of authority -especially relative to random people in the fandom- but is also amongst the only explicit statements available that go one way or the other. This also doesn't answer the additional matter of its usage in Puyo Puyo Tetris 2, which has no need or apparent use of Global Illumination, Dynamic Shadows, HDR, or other features for which the engine is known. It's extremely unusual to see such a confident conclusion so firmly seated in the community despite these things and our limited knowledge besides.
  4. I've seen this repeated since it was mentioned by an artist on twitter and I think a youtuber, but I've never personally seen evidence of that being the extent of the engine's functionality. The claim was added to the Sonic Wiki by an anonymous IP user on the 29th of January 2011 with the explicit statement of the toolset not having any bearing on gameplay style. This is in spite of the official press-release revealing both Unleashed and the first iteration of the engine directly indicating the very opposite: Then there's the matter of Puyo Puyo Tetris 2 being made in the Engine. If the Hedgehog Engine were explicitly a graphics/rendering solution, why would a game that consists almost wholly of flat image assets need to leverage that tool set? We also don't typically see the mention of any other engines outside of middleware -like Havoc- in conjunction with the Hedgehog Engine when looking at the details of relevant projects. Together, these things raise questions about the actual extent of what the engine does and what evidence, if any, explicitly established the popularly held claim that's been made and left seemingly unquestioned in broader discussion for the past decade or so.
  5. Agreed. I enjoy seeing them try new things with Sonic. They've been doing it for most of the franchise's span, so the potential for novelty is pretty welcome when it comes along. I hope they execute well on whatever they're pursuing with this entry and that it's an interesting direction.
  6. I also think Lost World is a good time. I even hope that the parkour gets refined and adopted moving forward to give level design more variety and allow for different avenues to maintain momentum. Give it a little bit of time. If there's an extended teaser or more info, we'll likely see some more fruitful discussion here and there.
  7. I don't think that's an unreasonable release period assuming the game's development is comfortably completed and there are no internal market metrics being leaned on indicating that a holiday release is the best time for sales. Releasing before June 22nd of 2022 would be nice as it'd allow the game to be a part of the anniversary year. This wouldn't be the first time they missed that time span for a commemorative title, though.
  8. With regards to them being backed into a corner, I think that it's worth noting that there's actually a fair bit of breadth to the matter. Sonic Central itself wasn't a given as a format or occurrence. We have E3 just around the corner and the anniversary about a week and a half afterward, meaning that the stream wasn't a necessity pursuit in general, let alone for relaying this particular information. We also have precedent for the 25th anniversary where a blowout stream actually occurred a month after the date, which buys them a further hypothetical extension to work with. There's also the fact that Sonic Central seems to be very overtly inspired by Nintendo's Directs, inclusive of the way the contents of the event were described leading up to the release. This would be an easy means of setting expectations that could be reinforced in the actual footage to avoid viewers assuming that something about the new game would be revealed. When coupled with the aforementioned events and how close Sonic Central is scheduled to them, I think any major uproar could have been avoided and heavily dampened with some very slight adjustments. Overall, I feel that the teaser in Sonic Central was less likely a matter of strategic constraint and more likely a matter of deliberate intent.
  9. Good point! It might be a little shaky, but it's definitely a positive indicator to consider. I hope it does. I was anticipating a potential physical release of Mania after it was announced and held out for a little while after launch, but I couldn't resist grabbing the game despite not liking digital purchases. I think it might have been a few months later that a physical package was announced, which was the source of some light frustration. I'd prefer not to go through that again! 😋
  10. I wonder if the collection will see a physical release. It'd definitely be nice, especially if the speculation is correct and the content included ends up being more substantial.
  11. I myself would take preference to a little more information on the anniversary or at e3 if this game is the key title for the franchise milestone. As we know that some of the press media has the game's supposed name indirectly attached and an initial press-release iteration mentions 'Rangers' directly, I feel that it might be reasonable to put out a very brief surface level overview and title reveal; whether or not it's attached to an expanded teaser or simply orally relayed, that information doesn't seem to be an unlikely expectation due to the aforementioned press-content being so readily structured to detail something that we were not officially given in the Sonic Central presentation. That being said, I don't think that the team should rush things nor do I feel it necessary for them to cannibalize the mindshare of the preceding games on schedule, particular Colors Ultimate which will launch this year, so I can understand if we'll be getting less info that's potentially a longer ways out rather than the alternatives.
  12. Not much of a prediction, but I do hope that they adopt some of the Lost World tool set if the game ends up being open world. If optimized, expanded, and made intuitive, I think the parkour system could be great for exploration and occasional platforming challenges. It'd also be a great means of providing meaningful verticality to the spaces for traversal.
  13. My answer would be contextually particular depending on the type of game structure he'd be implemented in; the way his unique toolset could best be leveraged varies with the kind of game where he'd be playable. Knuckles in linear 3D stages like we see in the boost games might be best where a small selection of combat inputs are available and enemies are arranged to encourage certain manners of engagement for timely dispatch and good completion times. These things wouldn't be necessary for success, but knowing what enemy is weak to what attack would be a means of speeding up progress. The levels could also be adjusted to provide pathing options that require players to explore using his glide, climb, and dig abilities. This would provide some good variety to enjoy while players build an understanding of level layouts and allowing the more curious among them to discover potentially more efficient methods of clearing the level. Knuckles' move-set should also lend well to stringing actions to one another through intermediary context to allow more capable players valuable and satisfying ways to deal with challenges: something like getting a boosted launch out of wall-burrows that can be strung to a homing attack and then another dig into the wall without grabbing on. This sort of game would do better to avoid an excess of collectables if the design intent of the stages leaned more toward bolstering the avenues to improve times and enjoy that pursuit. A modified ranking system that has multiple "type" parameters for success such as Speed, technique, enemy elimination, etc. would be a possible inclusion, encouraging replaying the game in different ways to get every A rank variation if you're a completionist. This would make for a lot of replay value. If the discussion were about 2D games and the focus was about collectibles, then I'd be inclined to suggest that the levels be shifted from independent segments into a sort of labyrinthine, Metroid style of configuration. If the 3D game structure were more like an open world, that's where I'd suggest the inclusion of a generous smattering of collectables hidden in various points of interest or slightly unusual locations to encourage thorough exploration and leverage the perception of Knuckles' as a treasure hunter. Tombs, canyons, ruins, and the like could act as more particular avenues for puzzles and more guided progression to the ends of recovering Emerald Shards or the like as key objectives, each with a focus on one of the character's key traits. As an example, the canyon can focus on gliding, tombs on burrowing, and the ruins on fighting. The Emerald hunting we saw in the Adventure games could be open-ended with environmental clues or could occasionally require success within a time limit. Implementing both could work for variety, especially if you only needed to collect as fraction of the total to complete the game. This would allow players to have more agency in the content they want to engage with so that they can avoid the things they don't consider fun. Just a few thoughts.
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