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Wraith

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Wraith last won the day on September 15

Wraith had the most liked content!

About Wraith

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  1. So unlike 999 where I eventually got "hooked" and couldn't stop playing until I found all the secrets Virtue's Last Reward has kind of lost me. Not sure when I'll pick it back up again

    1. Sean

      Sean

      What's wrong with it (without spoilers)?

    2. Wraith

      Wraith

      There's just a lot of really minor tweaks that have built up to feel like it's for the worse. Slower time moving around rooms/switching between screens. More methodical and uniform puzzles due to the "safe" system. The handdrawn art was ditched for very hit or miss 3D models and animation work. The characters aren't sticking out to me nearly as much, but we still have a while to go before I can have a final verdict on that. 

       

  2. There's a financial gain on Sega's side to tying these games more closely together. There will be more incentive to play the next game with a hook from the last game tying it together. It's how comics, movies and even other game series have worked for decades. Funnel the kiddies that liked Iron Man toward Captain America. It doesn't change anything as far as things I give a shit about, though whether they stay separate or not. Sonic 3's narrative doesn't actually get any better or worse if you cut off the idea that Sonic Heroes happens later. There are tangible changes that need to be made under the hood of Sonic 3 for that to happen. I don't see why continuity and consistency are priorities in an episodic series that's going to naturally change hands anyway. It's never going to line up, and I don't really see why it has to.
  3. Marvel didn't invent prequels. It'd be neat if they did something like that but it wouldn't tangibly affect much unless they started doing more long term plotting/stories. Not even Marvel really does that. They just make things up as they go along and throw out a contrivance or two to pull it together later. The story being told in the moment is overwhelmingly the focus. It's not something I really want the franchise to limit itself with, anyway. Let's stay spontaneous.
  4. tumblr_lvc67s1bQS1r2qm09o1_400.gif

    1. KHCast

      KHCast

      Imsosorryforyourloss

    2. SupahBerry

      SupahBerry

      Grinched Again.

  5. I am sorry 'Flappy Bird' users, 22 hours from now, I will take 'Flappy Bird' down. I cannot take this anymore.

  6. Virtue's Last Reward is kind of a huge step down from 999

  7. Wraith

    Dragon Ball (Warning: Untagged Spoilers)

    I understand all of this so I'm not really sure what you're trying to explain to me here.
  8. Wraith

    Dragon Ball (Warning: Untagged Spoilers)

    I have my own problems with how this movie treats the canon but that's more to due with how the Saiyans are treated than Broly. I just hope the fights are good. They're really the only reason I'm excited for this. Though TBH going by the summary it's not as bad as I expected it to be, plot/character wise.
  9. Wraith

    Sonic Unleashed Sequel: What Could Be Added?

    Since you specified a sequel to Sonic Unleashed, let's focus on expanding on Sonic Unleashed's mechanics and mission statement: beautiful locales that are huge in scale and based. Day and Night stages with a different sense of flow and progression. A sort of "road trip" type narrative that is focused on the the people and places you visit over an overarching "epic" narrative. A lot of people are suggesting the removal of the werehog and the expansion of the day stages, but that's boring to me. To be honest, Sonic Unleashed without the Werehog isn't really Sonic Unleashed to me. Instead I'd tweak the gameplay styles of both to bring them closer together. This might, in theory, end up cutting back a bit on the scale of the day stages, but if there was any real beef I had with Sonic Unleashed it's that the main gameplay style goes at odds with the way everything else in the game was telling me to get more intimate with these locales. It was a type of game that a slower pace would have suited beautifully. The Boost style wouldn't be "gone". It'd be scaled back to be less binary and more focused on the types of stylish things Sonic can do when he interacts with the environment. Think less the boost games proper and more Sonic Adventure 2's speed stages. A bigger emphasis on interacting with the level gimmicks and the environment. I think Sonic Unleashed is a genuinely great Sonic game but falters a little when it comes to having mechanics unique to each level. Slowing the pacing down and putting the pacing back on that along with a more robust "style" system along the lines of the tricks in Sonic Rush. Imagine boosting off a ramp, doing a couple of tricks like you would in Sonic Rush, sticking the landing on a grind rail and having the scores of crowds and civilians that show up in Unleashed levels cheering you on the whole way. This refocusing would mostly depend on rebalancing the boost gauge. I think in Unleashed it's simply too easy of a thing to fill and maintain. The work to maintain the flow should be emphasized a bit more without turning the level design into awkward, blocky platforming segments like Colors and Gens try to do. This just means more curves and more ramps. Just because it's a boost game doesn't mean it has absolutely nothing to learn from the Classics. Ramps and vertical level design should be emphasized a bit more in general over long, linear romps. I said I'd keep the Werehog and I'm standing by it. I think that Sonic's stretchy arms have too many interesting physics applications to just drop the idea. You'd have to retool his kit entirely for this to work though. Cut one of the attack buttons and put a bigger emphasis on his grapple to hook on to pieces of the environment and grab objects and enemies. Let the werehog gain inertia that he can release and roll around to knock enemies and objects around. Let him keep one attack button as a general way to defend himself and put some pause combos on it for variety's sake but otherwise emphasize the big, sweeping movements and attacks you can do with the grapple. I like the idea of attacks that can only come out after you've gotten enough momentum going. Most, if not all combat encounters would be optional with a bigger emphasis on movement and dense, layered design. Think Sekiro, Bionic Commando, and Overwatch's wrecking ball mechanic over God of War. So, yeah. The game would essentially be cut into two halves again, but bringing the halves closer together and making more meaningful interactions happen with the day and night cycle would present an interesting gameplay concept, imo. Imagine a few more levels like Eggman land where you have to switch styles on the fly, or levels that take place in the same location for day and night, so paths you can take in the day stage are affected by something you did at Night. say a wall you break down as the Werehog becomes a shortcut for when you revisit the level as Sonic. The hubs are the last bit and I'll stick my neck out here and say this part needs to be emphasized more. The idea of streamlining them is a good one but in general I'd like the majority of the story to take place here. More meaningful side missions and interactions would suit the game's roadtrip feel more than trying to go for something grand and epic. I think it'd be easy to implement the extended cast here along with plenty of new characters that represent the locales in the game. I'm most excited about a sequel because I loved the idea of using the real world to build platforming levels around. A couple of ideas I had included Venice, with Sonic being able to use the waterway as a shortcut if he can maintain his boost and the Werehog rowing the boats around. A castle in Scotland. A dense, layered Favela in Brazil. Hell, the usual Sonic Metropolis level could be based more in Tokyo instead of an american city. You could have a lot of fun with this. Medals come back since they're a good incentive to explore but they shouldn't affect progression at all. I agree with other suggestions in the thread like weather affects, streamlining the hub and the dynamic level progression that made a lot of the levels in Unleashed a treat.

  10. Super Smash Bros Ultimate cinematic trailer

    1. Failinhearts

      Failinhearts

      I love how they show both Peach and Zelda in the same spot in that matter.

      It's like "yeah, we know they're your waifus".

    2. Dejimon11

      Dejimon11

      Somebody added the vocal theme to it 

      https://streamable.com/pyql3

       

    3. Vertical Snoop [D.K.]

      Vertical Snoop [D.K.]

      The game's opening won't look anything like this and my disappointment is off the charts.

    4. Yeow

      Yeow

      cg that emulates a painted artstyle is something I don't think I've ever wanted this badly until now

      (i wonder if this was what tangled was originally intended to look like before they decided it was way too expensive to pull off)

    5. KHCast

      KHCast

      Anyone else see K. Rool just there behind Isabelle in the back haha?

    6. Diogenes

      Diogenes

      nice callback to the game's reveal at the end there

    7. SupahBerry

      SupahBerry

      Come on Nintendo, you know better. Don't go down the path of Sonic Generations like you did with Aces. Don't waste such talent purley on promtional materials.

  11. Wraith

    Super Smash Bros. Ultimate (December 7th)

    Cinematic trailer.
  12. Next on my list of "shit I wanted to play 10 years ago but am only just getting to now" is the Zero Escape games.

    1. Sean

      Sean

      I was thinking about getting into those once I'm done with Jake Hunter.

    2. Crow the BOOLET

      Crow the BOOLET

      They're really good

    3. Nix

      Nix

      999's a masterpiece, and I wholly recommend it to anyone.

       

    4. Wraith

      Wraith

      I finished the first one and really liked it! Starting the second tonight.

  13. Wraith

    Why is Sonic Heroes unpopular?

    I think it's one of the games that get hit the hardest once you experience a wider range of games and start really think about what you're playing. Imagine treading the dangerous but kind of interesting idea of letting the player switch between Sonic Tails and Knuckles on the fly but falling into every game design pitfall imaginable. Linear level design combines with shallow abilities that have been nerfed from the Adventure games into the ground to create the ultimate case of linear square block in square hole obstacle design. You use the same abilities in the same way over and over again across the entire game because they aren't built with the range of anything else. The game's idea of taking the training wheels off is putting in less of those switch gates that literally press the button to switch characters for you. The spindash from Sonic Adventure has been replaced by the rocket accel ability which combines the worst of the SA1 spindash with the SA2 one. It's flimsy, slow to charge and underwhelming when it finally let it loose like my personality. Knuckles's glide and wall climb have had their wings clipped so aggressively that glide is used to take advantage of wind currents and only that. It's use to cross horizontal gaps has been gutted so you use the more context sensitive triangle jump instead and climbing walls has been removed entirely because straying from the path Omochao intended is a terrible thing, my child. These abilities don't change at all over the course of the game unlike the level up items in the Adventure games. Instead, you "level up" your characters in a stage to access some basic quality of life stuff like the homing attack one shotting enemies like it's supposed to and an area-of-effect attack for your power character that helps you deal with the robots that surround you. You'll be doing the same shit again though because it doesn't stick stage to stage. The controls have lost all sense of friction and physics and now feel like trying to play Sonic R with boxing gloves on. This combines with the fact that the hallway level design comes with the asterisk that the hallways don't have walls and are suspended thousands of feet in the air. The type of level design that only Sonic Adventure 2's more questionable levels had is now the name of the game, and even the likes of Final Rush and Chase use vertical space and cluster objects together more to give you opportunities to make decisions and take shortcuts. Sonic Heroes dripfeeds you obstacle after obstacle that you're supposed to have a mostly binary response to. You can mismatch abilities with obstacles to take cheeky shortcuts or abuse checkpoints to level up Sonic and clean out the badnik mobs with ease, but this isn't actually all that fun. It's more like when your math teacher teaches you a "fun" short cut and math is interesting for like 3 minutes before the shortcut gets boring. The poor controls and abilities are disguised somewhat by the fact that there isn't much in the way of actual platforming in this game. Sonic Team seemed to have sensed on some level that the controls don't work and chose to lean on straightaways, rail grindings, "obstacles" and level gimmicks where you just toss out the right ability to progress, and pseudo beat em up stages where you mash the B button to clear out waves of robots so the door in front of you opens. Almost everything in the game deliberately feels like it's here to drag out play-time rather than be interesting or fun. Fuck the rolling physics being gone: we've reached the antithesis of what Classic Sonic is all about at this point. It's a far cry from the Adventure games which are already a far cry from the classic games in terms of sheer game design. Now I'll fully admit that some Sonic games will survive incompetence like this by how much fun the "ride" is for me. The story and the aesthetic in the game can take you on a journey all on their own. The Adventure games aren't particularly amazing stories but they're interesting enough to want to see through. Sonic Heroes pretty much has nothing going on. Each team is given a simple, almost classic-esqe goal but the game cares even less than those do about contextualizing what's going on There's an initial attempt to bridge two level sets together that they kind of say "fuck it" on later on. There are barely any cutscenes so the conversations have moved to the gameplay instead. I've gone back and forth on this but I've decided this is a bad call since if I don't feel like watching Sonic and Shadow flirt this time I can just skip it. If you happen to be annoyed by Sonic and friends you are absolutely shit out of luck this time, and the narrative has no merits or interesting ideas to make me want to back it up on any level. You just have the dialogue and voice direction to work with. Everyone's favorite parts of the Sonic series. It's a mess. I revisited it earlier this year because I was in a Sonic mood and my SA2 disc was missing. I wasn't even really expecting much: I replayed Sonic Unleashed and Sonic Adventure last year and enjoyed myself, so I was low-balling it so hard that i was rolling it across the floor to begin with. It might be the more "consistent" game but it's worse in pretty much every way that actually counts. I walked away almost convinced it was the worst mainline Sonic released. cough. it's unpopular because it kinda sucks
  14. lol they better not wheel Lingering Will back out unless they can match that boss fight

    1. KHCast

      KHCast

      He’s confirmed canon he was gonna come back lol

  15. I had a lot of fun with Devil May Cry 4 but I also kinda never want to touch it again now that I'm done

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