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Clewis

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About Clewis

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    cloowis

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  1. Two Separate Worlds in the Sonic games

    I don't think the "two worlds" thing is a concept that will ever be addressed in-game, so I don't feel like it really matters. To me, the whole "this game takes place on Earth, and this one on Sonic's World" is just an internal mentality the development team decides upon when starting each project, so that elements being designed for the game itself (e.g. environments, npcs, etc.) are more consistent with each other. Games like SA2, 06, and Unleashed take place on Earth, so the environments featured are more realistic and may also be inhabited by humans. In contrast, games like Heroes, Colors, and Lost World take place on/near "Sonic's World", so their environments are more abstract and feature "weirder" elements like cute aliens or the little animals from Sonic 1. That's it.
  2. Are You Going to Buy Sonic Forces?

    I'll echo previous sentiments about not wanting to give any support to Sega regarding Forces. Nothing in the final product reflects what I want to see in the franchise going forward. Not the soundtrack (none of the styles used for each character really click with me), not the style of presentation (I still can't believe how ugly the game's UI is), not the attempted narrative, not the largely lackluster level design, not the overuse of shallow cinematics to make up for how uninteresting the previously mentioned level design is, not the inclusion of boring nostalgia bait (please stop embarrassing yourself with classic Sonic's inclusion, Sonic Team), and definitely not the boost gameplay, which I feel Forces features the worst iteration of so far. Even the OC, which could have been somewhat entertaining in its own right, utilizes clunky, barely-thought-out gameplay, and suffers from both general movement issues and the inclusion of trivial combat scenarios (I thought we moved past this after Heroes?). Also the enemy placement just comes across as incredibly lazy. From what I can tell, all amusement involved with the OC mechanic is limited to the character creation screen and watching your avatar act like a mime during cutscenes. Earlier in this thread I stated that I was actually willing to give this game a try if I were to find it on a large discount, but after giving the game a closer look, I've honestly lost all interest in giving any proper attention to it whatsoever. Forces looks like nothing more than an uninspired, mediocre mess, and there are much better games out right now that I'd rather spend my time and money on. Better luck next time, Sega. Maybe make another Puyo Puyo game, greenlight a Mania sequel, or bring more of your older, console-based library to pc if you want my money.
  3. Sonic Forces SPOILER Thread

    That's not how Rotten Tomatoes works. The approval rating for Justice League is around 40%, but that only means around 40% of reviewers who watched the movie liked/recommend it. Its average rating, like Forces, sits around 5/10.
  4. At this point, I feel like if the only way we can get a Taxman port of S3&K is to include the pc collection compositions (or have new compositions altogether), then I'd take it. I can't imagine modding the game to include the original tracks would be very hard.

    Of course that also means Sega would need to have plans of bringing Taxman's ports to pc, which to that I really have to wonder just what the hell they're waiting on.

    1. Blacklightning

      Blacklightning

      Fuck it, just put all the Taxman remasters into a bundle and release them together ala Gems Collection, then throw S3&K on top of it. For how long we've been waiting for non-mobile ports it'd be a hell of a lot better than releasing them separately at this rate.

  5. Sonic Forces SPOILER Thread

    I haven't seen anything straight up indicating that it wasn't in the same continuity as any of the games following it, outside of the planet's geography being different, I guess. Plus, the button Eggman uses in Unleashed to activate his "Split the Planet Apart"-inator is still present in Forces. I know some probably just chalk this up to the eggmobile being a simple asset re-use, but it seems like such a small detail that I'm sure Sonic Team could have just removed it if they wanted to. It's not like it ever serves any kind of purpose outside of Unleashed's opening segment anyway.
  6. Probably as a way to help introduce the Boom branch to more people (or at least more of the eastern audience) before said branch partially collapsed on itself. I mean classic Sonic's appearance in Forces is nothing more than a glorified commercial for Mania, after all.
  7. It's likely the project started off as something more Avatar-focused a few years ago, then when the western branches of Sega showed how much they disliked the idea, Sonic Team went back and redesigned the project so that it would be more like Generations, resulting in proper development for Forces only starting around sometime last year. So Forces itself wasn't in development for four years, but Sonic Team likely did spend the last four years developing something, even if some of that something never came to fruition.
  8. One thing I will say I like about Forces is that some of the environments feel a lot more "alive" compared to past games in the sense that there's typically something moving about or some kind of scenario being played out in the background, rather than it feeling like you're just running through a static location. I hope this kind of stuff is brought back in future titles (and maybe even worked into a potential Mania sequel in some sense), except incorporated more so into the level design itself.

    But the cinematic qte segments can go die (painfully). Might as well play a gif of some shiny, jingling keys in their place.

  9. I really hope the "in-level dialogue" stuff is dropped for future games. It wasn't enjoyable in Lost World largely because the Deadly Six were boring, unfunny cliches, and it isn't enjoyable in Forces because everyone either spouts empty dialogue at each other, states the obvious by describing what is happening on screen, or needlessly reminds you of what your objective is supposed to be (even though SA2 already did this more efficiently by providing a short blurb on each level's title card screen). Colors is the only one of Kishimoto's games where I feel like the in-level dialogue actually works because Eggman's announcements actually feel like they're a part of the environment (the fact that you can typically run past each announcement before they've even finished adds to this).

    At least they give you an option to turn it off.

    1. JezMM

      JezMM

      I really like it in concept, for a game that's going for what Forces was going for but... it didn't amount to anything.  It should be coupled with actual visible stuff for additional storytelling that can happen in-gameplay, but it's just used to imply a story bigger than what you're doing on the cheap.  Because none of it ever relates to you, it's completely forgettable.

      An example of how it could've been done better - you go to Space Port to investigate what Eggman's up to at that particular area, very basic pre-level talk.  You shortly get a vista view of a ton of spaceships in the background, as the radio chatter comments upon this discovery, and instructs you to continue searching the base.  Shortly after is a crackled transmission that sounds like Sonic, which HQ determines to be from outer space.  Shortly after this, Vector announces a change of plan, we're taking one of those rockets while the going is good.  You stop going the way you were headed and leap onto a path that's heading into the background, towards those shuttles you saw earlier, and the rest is history.  Obviously this all occurs at pre-determined points still, but it's just... more involved.

      As is, all the "in-level narratives" just talk about what the other characters are doing, and most issues they have are solved just before the end of the stage, which usually comes off as very jarring considering the stages are 2 minutes long lol.

  10. Sonic Forces Reviews Thread

    The cycle really hasn't been relevant for years, and I'm not seeing how it's relevant to Forces either. There's more to it than just "Sonic game is announced -> It turns out bleh". I just don't see any reason for it to be brought up at this point, honestly. It's been made obsolete because the more "modern" batch of Sonic games have their own consistent set of problems. Sorry! Please don't tell on me. :x
  11. Sonic Forces Reviews Thread

    So it's not the Sonic Cycle then.
  12. Sonic Forces SPOILER Thread

    I mean honestly, Infinite himself doesn't really contribute much to the plot outside of being the new, edgy badguy in town for people to draw fanart of. He doesn't have an interesting background tied to the Phantom Ruby (like we initially thought he might), he doesn't have any meaningful ties to the game's OC (like we initially thought he might), and he isn't even a goofy, unintentionally over-the-top character that can be liked ironically (imo). He's just another boring, dark-colored meanie who floats around with an intentionally vague set of abilities that we've seen countless times already. The game could have worked perfectly fine if Eggman just placed the Phantom Ruby in a personal weapon (like a cannon or Metal Sonic or something), instead of fusing it with a character we essentially know nothing about and spouts generic "I'm evil and more powerful than you!"-tier dialogue. At least at that point the game would have been more about Eggman and how he managed to conquer everything, instead of the game's current plot where it feels like he's just sitting in the back seat most of the time during what should have been one of his greatest accomplishments in the franchise. Oh well.
  13. Sonic Forces Reviews Thread

    Sorry. Just felt like you were taking a dumb one-liner a bit too seriously otherwise. Again, never said they didn't. I'll just reiterate my point that in the US, most "big deal" releases are done on Friday, and since Forces isn't being released at the end of the week over here, yadda yadda, you can see where I went with this. Doesn't mean I'm not aware that major releases can occur on Tuesday along with lots of other, smaller-scale games, it was just easy material to work with. Yes, I'm sure sales-wise Sega probably considers this game a big title for the year, but they're certainly not treating it like one in every other area. Also I don't think the general gaming market really views anything Sonic-related as that major of a release, at least not along the same lines as most heavy hitting, AAA titles that are also/have been released during the year. As far as I can tell, most just see Forces as another 3D Sonic game. That's it.
  14. Sonic Forces Reviews Thread

    Well, it's the opposite here in the US (as far as I can remember). Most games get released on Tuesday, whereas big AAA titles get released on Fridays. Man, it was just a dumb joke relating to how Sega's western branches have been handling this game, maketing-wise. They've barely shown off much of Forces, so obviously even they're not too hot on what the game has to offer, keeping it from being viewed as a "major" release internally, and more of a "Just release it so we can rake up whatever sales it makes and move on to something else" kind of release among some of the higher ups. Now an unfunny joke is even less funny because I had to explain it.
  15. Sonic Forces Reviews Thread

    I'm not saying major releases never occur on Tuesdays, I was just making a cheap joke at Forces' expense.
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