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Status Updates posted by Clewis

  1. Recently played through SA1 for first time in almost a decade with all of the Dreamcast conversion stuff (which is a godsend, btw). At its best, the game is really only okay. I think "janky" would be the best way to describe my thoughts on it with a single word.

    Despite this, I actually enjoyed the game a lot more than I was expecting to, and I feel like it carries this unintentional sense of charm that I don't see Sega ever managing to replicate (even SA2 lacks it, imo). Overall, the game was a decent experience, but it's not the type of Sonic game I'd like to see a modern sequel to (personally prefer Sonic games to be a bit more arcade-styled in structure). I would, however, like to see a legitimate return to Sonic's SA1 style of gameplay. He's pretty fun to mess around with in this game.

  2. Did anyone actually enjoy how the homing attack worked in Lost World?

    What were they thinking? Were they thinking? Help.

    1. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      I thought it was pretty neat. It gave it more variety and a strategic use I'll give it that. I wouldn't mind seeing it return.

    2. Fletch


      I thought it was nice to lock on multiple targets. I don't have a problem with Lost World homing attack, but just personally would take manually hitting all enemies since I'm more used to that.

    3. mayday2592


      Honestly I never found the homing attack fun, it always seemed to kill all your momentum when you used it. I was hoping lost world would fix it with the homing chain, but it still wasn't any fun.

    4. Clewis


      Each to their own, I guess. I found it very pace-breaking to have to constantly hang in the air so that I could lock on to a group of enemies. And whenever you didn't wait around to destroy them all at once, choosing to attack them individually would take up even more time.

      It's such an odd change to a mechanic that (for the most part) already worked in the first place. I actually found it satisfying to use during the auto-run segments where the lock-on would occur automatically, why wasn't it implemented like that in the rest of the game? 

    5. Shiguy


      I'll be the one that yes, but like many a concept in LW it's execution was shakey and wasn't handle quite right. it's the same with the kick attack in the Wii U version.

      The homing attack in LW worked like a glorified Light Speed attack chaining multiple enemies in succession. The problem was that it has a weird "stale time" with the charging aspect towards it. You would often find yourself halting a few brief moments against an enemy type that took more then one hit with it to  which while I found this to be fine for boss battles, it was a pace breaker for the main levels when the game demanded you need to use it.

      And like many variations of the HA it sent Sonic in an set upward arc rather then carrying any given inertia that Sonic had when hitting a target even while homing in to it. In "theory" i'd say you could make it work better by adding more "flexiblity" to it, allowing Sonic to cancel out the action of targeting enemy while still keeping control and gaining momentum with more succesive uses of it. Being able to seamlessly keep the flow up by controlling that variable would complement the given design behind it.

      But that's just in theory, a̶ ̶g̶a̶m̶e̶ ̶t̶h̶e̶o̶r̶y̶ so I digress.

    6. Milo


      I'm not a fan of it either although it's more for a different reason.

      The homing attack already makes platforming in Sonic games trivially easy since you can just hit almost anything (enemies, monitors, springs, you name it) from a yard's distance just by spamming the attack button, and heavily automating the game (don't get me started on HA chains). Yet someone thought that's not easy enough and decided the move should now allow Sonic to eat through entire groups/rows of enemies. It even removes the one playful element you could do with it (chaining enemies) since by locking onto multiple enemies, it does that for you already.

      Though really, I just can't stand the HA move at this point, especially so with how it helped overwrite 2D Sonic gameplay. Absolutely glad it was nowhere near Mania (Megamix is a perfect example of how even with proper classic Sonic physics/gameplay, the HA can completely change the game focus) but I still hope to see a 3D attempt with Sonic that completely kicks the move to the curb. Absolutely sick of the notion that it's somehow necessary to even make a 3D Sonic platforming game in the first place. Go play the first Adventure without using it, the game shockingly doesn't fall apart.

    7. Celestia


      My take is that the light speed attack-ish maneveur was neat, and I think making it so you have to aim a bit beforehand is a fair compromise considering it's pretty OP otherwise. Basically I would've gone a step further and made it harder to pull off, maybe have you need to charge it up like...well, again, the light speed attack. (I do agree the homing attack is slow when only targeting one enemy though, not sure why that was a thing.)

      On the other hand, the "charge up the targets on a single enemy / boss just so you can deal damage at all" thing wasn't necessary at all.

    8. MegasonicZX


      I didn't like it much either if only just because of how automated it was, I always preferred pressing each HA in succession rather than just doing it once and then having the whole chain done for me. I will say I did like the kick attack as a secondary option to it though I feel like the execution was never there to make it work well in conjunction (among other things in the game).

    9. The Deleter

      The Deleter

      I had high hopes for it when I saw how the attack seemed to arc off of the enemy afterwards, almost as if it kept some form of momentum to it

      At the end of the day it's just a massive tease that ticks me off though, tbh. Barely travels a foot forward in the first place...

  3. 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


      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.

  4. 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.

  5. 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


      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.

  6. Can we get a Rocky Road Ice-cream reaction?




  7. can forces just go ahead and leak already i'm getting bored

    1. Xenos


      Be like me and hunt for an early copy

    2. Clewis


      Are you suggesting actually spending money on Forces? EW!

    3. TheOcelot


      You'll be more bored when you play it.

    4. Osmium


      off topic but good choice having pink rabbit guy as avatar 

  8. Shadow of War uses Denuvo and was cracked within a day.

    Someone explain to me why publishers are still wasting their time with this shit. It's useless.

    1. Blacklightning


      Honestly I'd be more fine with DRM if it didn't punish paying customers even when it DID work as intended.

  9. Can someone explain why some people seem to have this undying hatred for achievements? I get not caring about them since they don't really add anything of value, but I'm not seeing what their inclusion takes away either. They just kind of exist, imo.

    1. PC the Hedgehog

      PC the Hedgehog

      I don't hate achievements themselves as much as I hate how everyone acts like they're some sort of essential aspect of a video game when, as said, they don't really add anything of value other than empty bragging rights and we got along perfectly fine without them before they were a thing.

    2. Mr Loopone

      Mr Loopone

      I can just take or leave achievements/trophies, great if I get them but don't go all the way out just to get them (saying that if GTA IV Complete didn't have trophies, I would have happily got rid of the game ages ago but because they are stuck on my PSN profile, there's nothing that I can do) however I can think of possible reasons why they might annoy someone. I think it is that a notification icon pops up that puts people off their immersion. It might getting rid of the game harder than if it didn't have them especially if they got the first achievement by starting the game. Some games have glitched ones so you can't get your full Gamerscore/Platinum trophy. Some might even consider timewasting when time might be precious for someone and some achievements can take months to get or put there just to make them longer especially RPGs when they are long enough already. Some of the complainers argue that they would rather see a challenge from just completing the game whatever you like rather than doing what is basically a bunch of objectives that are either given to you (see the Avatar game or Hannah Montana) or make it as hard as possible (e.g. find an easter egg that might be one pixel in an open world game, do an extremely hard part of the game with a certain option without losing health). Oh and apparently there are Steam "games" that are made just for achievements.

      Another factor is that many games have either online achievements or heavily focused on them and some people don't want that option in their games if they just play on single player (vice versa too for games that are multiplayer focused but have a single player mode). If someone who has a bit of OCD and there are online achievements that you can't get anymore that surprisingly are more than you think, that would annoy someone too.

  10. I'll never understand people who say they hate Sonic R's soundtrack. It may be a bit weird for Sonic, but it's still pretty nice on its own.

    1. Marcello
    2. Emperor Robrainiac

      Emperor Robrainiac

      The soundtrack has a sort of cheesy 90s charm that I have a nostalgic soft spot for.

    3. NikoS


      "You know you have to surviiiivee"

    4. PC the Hedgehog

      PC the Hedgehog

      Some people out there just can't feel the sunshine.

      Seriously, though, I believe lots of people dislike it because of the cheesy lyrics. Take those away, and it's every bit as good as any other Sonic soundtrack. That's why Richard Jacque's 3D Blast soundtrack doesn't get the same flak his R soundtrack does. It's all about the lyrics.

    5. StriCNYN3


      Those haters clearly haven't been blessed with the menu music

      Personally one of my favorites. And I agree with the rest too. Cheesy lyrics aside, they still somehow made it work.

    6. JezMM


      I find some songs are better with lyrics and some without.

      But it is a very specific genre so I'm not surprised people hate it.  If you don't like that style of pop music you're just not gonna like it.  It's incomparable to his work on 3D Blast because that game's soundtrack was very "videogamey", a different genre for each environment.  Sonic R is all pop all the time.

  11. So can we get Doomguy for the next Smash please. Please.

    1. Nix


      Doomguy amiibo.  

      Never have I wanted something so badly.

  12. It's kinda hard to believe that Forces is releasing just a little under two months from now. I think I've become more interested in hearing how the last four years of development went than I ever was regarding the game itself.

    1. Ryannumber1gamer


      I'm more concerned with the fact Mario was announced in what? June? And we already know lots more information regarding it, including way more levels, and Forces has been announced for a year and a half, and we're still screwing around with the same two stages.

    2. Dejimon11
    3. Ryannumber1gamer


      Yeah, but wasn't E3 when we got proper footage of it?

    4. Milo


      @Ryannumber1gamer Pretty sure E3 was the first time the game was playable on a show floor. The's game official reveal during the Switch press conference had a lot of gameplay footage.

      (And technically, the first glimpse we saw of Odyssey was the Switch's reveal trailer from October last year.)

  13. I made a thing explaining the potential logic behind classic Sonic in Forces being from a different dimension (it's kinda big). Also potential Mania spoilers, I guess:

    It's not really confusing, but still a bit of a dumb and pointless decision, imo.

    1. Blue Blood

      Blue Blood

      You forgot to put '06 at the start of that timeline :P

  14. Would you prefer future classic Sonic games stick to the "one button" philosophy, or ease up a bit and use other buttons for optional extra moves like the Advance trilogy?

    I wouldn't mind if they went the Advance route for a Mania sequel. They were mostly completable if you chose to only use the jump button, but still provided a bit of depth regarding movement options for seasoned players (e.g. Sonic in Advance 2 had a bounce attack, homing attack, and an air dash).

    1. Ferno


      a classic styled game with Advance 2's trick system would be neat.

    2. Sean


      Whenever I play Mania I can't say I ever felt the urge or desire to use the Advance B-button attacks. Maybe every once in a while in Sonic 1 and 2 where the enemy placement was more haphazard than in S3K/Mania.

      I agree that Advance 2's trick system is something I'd enjoy seeing in a classic game and probably the only carry-over from non-classic 2D games I'd agree to allow. But still, the classic games', and Mania's, greatest weapon at your disposal is rolling momentum, and there's not much else needed for attacking or versatility.

    3. The Deleter

      The Deleter

      I'd much rather the level and game design create new scenarios for the established moves, than the game try to compensate for messier moves like Advance did. Using the R moves constantly in an effort to reach ledges feels more wrong than not, as well. The tricks feel fine as an option and in a sandbox environment, I guess, but... eh. They should stay out unless they figure out something solid enough to be added to the constant moveset imo.

    4. Diogenes


      if they felt they genuinely needed one more button for something important i'd be okay with it, but that's about as far as I'd like it to go. for me it's less about the one button philosophy for its own sake and more about not wanting to overcomplicate the game with moves that aren't really needed.

    5. Milo


      Not really big on the idea. One of the defining points of the classic games' accessibility are how simple they are to play. All of the added mechanics to the formula (spin dash, flying, gliding, insta-shield, drop dash, shield powerups) are all extensions of that single button.

      If you're going to change the "one button" philosophy and have multiple buttons, then you're going to have to change the game design philosophy so the gameplay is actually designed around those buttons/mechanics. Otherwise you're going to just create a ton of bloat in the moveset and make things complicated.

      The other thing is the balancing act of making sure new mechanics actually fit with the gameplay itself, while also not feeling akin to an afterthought in the game's design. In other words--do you want new mechanics just for the sake of having a new trick, or do you want new mechanics that serve as proper evolution of the classic Sonic gameplay?

      This is something I think the Advance games sorely missed the point of, as a lot of the mechanics added there I'd say at situational at best, and at worst don't really contribute to the gameplay at all (most people aren't even aware the Advance sequels had a homing attack, for example). Meanwhile Rush gets the idea of having gameplay wrapped around two buttons right (jump and boost), but it's also an entirely different type of playstyle from the Genesis games.

  15. Forces should have used Dave the Intern instead of Zavok.

  16. I think I'm ready for a new Sonic design. The current designs for both modern Sonic and, uh, "modern" classic Sonic just come across as really bland and sterile to me at this point (although I suppose they have to be with him being a corporate mascot and all).

    I guess I'd just like to see something a bit more on the stylistic side. Probably why I like Sonic's CD/Hesse design so much, since it takes the classic design and adds small anime-esque elements to it to create something a bit more visually interesting, but still easily recognizable as Sonic's standard "look". The designs used in the opening to Sonic Riders also looked nice.

    1. JosepHenry


      Is not the design that needs to change, is the art style.

    2. Strickerx5


      Yeah, like @Joseph Henry said, that's more of an art style thing rather than a model design.

      Also, I think Boom Sonic was suppose to be that but seeing as that went... I don't expect them to change the actual model for quite some time now.

    3. Ferno


      Yeah it always kinda throws me off when people see or draw sonic in a different art style and call it a brand new design altogether even if nothing major was added or taken away.

    4. Clewis


      Don't really agree. I don't have too much of an issue with the current art direction for the series, it's just the designs used in the character models themselves are a bit bland at this point.

    5. Lord-Dreamerz


      I don't have much problem with any of the modern cast designs. But if it was going to happen, then I'd love to see something simple yet fancy like my friend Drawloverlala's Sonic Skyline designs if a new style and designs were chosen for the series.

    6. Blue Blood

      Blue Blood

      I still maintain that SA2 has the best look for all of the Modern characters (SOAP shoes aside where Sonic is concerned though)


      Virtually the same design that we have now, but a much better use of colours and shapes. 

    7. Osmium


      I'd honestly love for something like this, except just put some green around the pupils. 


  17. Holy moly I'm amazed.


    1. Milo


      that looks like an real life figure rather than a 3d render, really impressive

  18. I really wish we got another All-Stars racing game after Transformed. It's weird that Sega seemed to just drop that sub-franchise all together at some point.

    1. JezMM


      I mean so far we've had one per console generation so I wouldn't call it "dropped" until the current gen is done.

    2. RedFox99


      Wasn't that sub-series doing well?

    3. Teoskaven


      I would rather have another type of All-Stars game, either fighting or party.

    4. RedFox99


      All-Stars Fighting? Interesting idea. 

    5. Clewis


      @JezMM Wasn't there three All-Star games during the seventh generation? I just find it odd that we're already part way into the current gen and Sega hasn't shown any interest in producing another entry of sorts, even if it wasn't racing-related, especially since Transformed was received pretty well critically.

    6. JezMM


      Oh right that;s true.  I forgot that Transformed was on 360 and PS3, I was thinking it was "current gen" because it was on Wii U, which pairs up with PS4 and Xbox One... which are both currently still active.

    7. Mr Loopone

      Mr Loopone

      I would have loved an All-Stars Racing 3, provided that it has the best bits from the first two games and learning from the mistakes (less marketing based roster). It would have been the game that I would have got a PS4 for it. Failing that maybe a fighting game taking cues from Fighters Megamix or even a football game. Wonder if Sega and Sumo had a falling out, more from the former than the latter since it was Sumo's dream doing these games...

      @JezMM It's been 5 years since the last game. The 7th generation had two racing games plus Sega Superstars Tennis and the most modern systems that had these games were the Vita and the Wii U, both discontinued.

    8. KHCast


      Weren't there concept pieces leaked out about a all stars fighting game or something, but Sega decided against it?

    9. Jack-al


      Well, don't tell anyone but I've seen SumoRex lurking on there forums.

    10. Teoskaven


      I'm not counting on them immediately: they're currently enslaved by Deep Silver doing Dead Island 2.

    11. Graystripe2000
  19. I've seen a lot of people off-site claim that Sega would be better off dumping modern Sonic after Mania, but I don't think they understand that doing so would likely result in Sonic Team making subpar classic-focused games instead, since there would be no reason to keep the Mania team around if the classic branch was no longer a thing.

    Gotta keep modern Sonic around for Sonic Team to use in their weird experiments, folks.

    1. Maxtiis


      Or they could work on other games besides Sonic like they did back when the Saturn and Dreamcast were relevant and keep their experimentation away from their cash cow.

    2. Strickerx5


      Not until I get my boost stage only game. >:V

      in 3d btw, I technically have already gotten 2D ones with the rush series and colors

  20. I like 3D Blast. There, I said it.

    1. Stasis


      I love both Mega Drive and Saturn versions and rank them high in my favourite Sonic games list ?

  21. I really hope the Hard Boiled Heavies are mainstays for the series. They're fun characters.

    1. Kuzu


      I'd prefer they remained voiceless if they're ever put in a 3D game. I don't need them ruined by voice acting.

    2. Lord-Dreamerz


      Much better then the Zeti just design wise alone IMO. Tho... I'm not sure or not I'd want to see them in a modern style game or not... Sonic Team might give them terrible voices.

    3. Clewis


      I don't think we'll ever see them in a modern-styled game (fortunately). Iizuka seems convinced that the series is split into "modern" and "classic" and that characters like Mighty or Ray would never legitimately appear in a "modern" game since they're considered a part of the classic era only. I have to assume the HBH's fall under the same reasoning.

    4. JosepHenry


      In the classic part of the series.

      Mania did female villains better than Lost World without saying a word. Wow.

    5. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      I think them having voices could work. If they're done very well.

      Imagine if they made a mania tv series on Netflix or something.

      I mean, studiopolis zone is all about broadcasting n stuff.

      I know I'm in the minority. Or im just the only one.

  22. Time to jump ship till after I complete Mania. I haven't been this excited for a Sonic game since I was a tiny boy.

  23. I really wish Sonic Team would bring back the marathon mode from Colors. It seems like such a obvious inclusion considering how short Generations and Lost World were.

    The mode doesn't even come across as something that would be hard to implement.

  24. What context would "Nice Smile" even be used in? Or is it just a different flavored thumbs up?

  25. Wow, Infinite is super lame.

    And not even the fun kind of lame either. He's just boring.

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