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Diogenes

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Diogenes last won the day on April 28

Diogenes had the most liked content!

About Diogenes

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    At Least There's Mania

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    Land of Stumps and Dismay

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  1. I'm sure it's possible to make a good game starring Shadow, but I don't think that's what the series needs right now. He's past the height of his popularity, his name's still stained from his first game, and the series as a whole is still not in a stable or respectable place. Another Shadow spinoff would likely only appeal to people who are already big fans of Shadow; anyone else is going to have multiple reasons to be wary of it.
  2. Diogenes

    Even Yuji Naka didnt want a cutesy funny Sonic

    Your "passion" doesn't make a dreamcast/adventure dimension any more justified. More division is only going to hurt the series more. Well it all started with Sonic Adventure, where, rather than figure out how to make loops and such work properly in 3D, they just automated the shit out of them, and just got lazier and lazier from there.
  3. Diogenes

    Even Yuji Naka didnt want a cutesy funny Sonic

    You don't actually have a "right" to the games you want just because you and some other people want them. I've only come to tolerate the existence of two timelines because the first one isn't likely to go away and the second is actually good. Trying to please everyone by subdividing the series is a fool's errand.
  4. Diogenes

    Even Yuji Naka didnt want a cutesy funny Sonic

    When are the Sonic Labyrinth fanboys going to get what they deserve? I propose a 57th timeline so we can finally get more games about Eggman stealing Sonic's shoes.
  5. Diogenes

    Even Yuji Naka didnt want a cutesy funny Sonic

    Not wanting Sonic to become like Hello Kitty isn't the same as not wanting him to be cute or funny ever.
  6. Oh, there's something I wasn't expecting.
  7. I'd say they make about equal sense but from different directions. Samus is a sci-fi character with a spaceship, but DK is a talking animal.
  8. Diogenes

    Regarding dark themes in Sonic

    Well the first three kinda preclude the fourth. And the fourth is the only one of these that's even theoretically worth pursuing. Not that Sonic has anything serious to say anyway. Like, unless there's already fertile ground for discussing serious subjects within the series, why is that something it should pursue over taking advantage of its actual strengths?
  9. Diogenes

    Badniks in 3D

    I think the most important thing to keep in mind about enemies in Sonic games is that combat isn't the main focus of Sonic's gameplay; movement is. So instead of approaching enemy design with a focus on attacks (both the enemy's attacks and how Sonic attacks it), focus more on how it moves, how it takes up space, and how Sonic is meant to move in reaction to it. For a simple example, consider the caterkiller: It's a fairly simple enemy; vulnerable head, damaging body segments, it crawls around slowly and not much else. But consider how it's used, especially in that screenshot; while it's possible to jump over a caterkiller in most situations, it's a fairly long enemy, and if your jump comes up short you'll land on its spiky backside and take damage. In a tight space like the above shot, jumping is almost guaranteed to fail. But, its head is vulnerable, at ground level, and most likely pointed in your direction, making it a perfect target for a rolling attack. So even without complex attack patterns or finicky setups, caterkillers could be dangerous but solvable obstacles. Now bringing things into 3D, the original caterkiller setup doesn't quite work. Low ceilings aren't really viable level design in 3D, and the extra dimension lets you easily swerve around them. So I suggest rotating them 90 degrees, so they move perpendicular to Sonic's direction. Now their long bodies make it difficult to run around them, encouraging players to jump instead. Instead of the head being vulnerable, it could be one or more body segments; put spikes on the top, glowing weak points on the sides, and let the players choose between jumping over it or trying to roll/slide through it. An alternate version could hop instead of crawl, encouraging the player to run through the arch it makes rather than jumping it. Similar thinking could turn other simple patterns into viable obstacles. It's also worth considering consequences of being "hit" other than damage. Taking damage in a Sonic game feels really bad, not just because it brings you closer to death, but also because it breaks your momentum and flow and brings you more or less to a stop. This is one of the reason enemies are so harmless; when the only consequence is that painful, they have to limit how often it happens to prevent the game from feeling frustrating. There are plenty of ways that enemies could inconvenience the player instead of simply doing damage; small enemies or slime could stick to him and weigh him down for a bit, he could be frozen and left to slide around until he breaks out, fan enemies could blow him off course, enemies could lasso him and hold him back until he breaks their grip, just to name a few. A wider range of consequences makes for more varied gameplay and for enemies that can be threatening without being frustrating.
  10. The werehog QTEs bring you to a complete stop; they're pretty awkward even within the werehog's stop-and-go gameplay, they'd be even worse within something more Sonic-like. And in most Sonic games rings are plentiful and enemies are trivial, so why would I stop to hack a robot instead of just blowing past or through it?
  11. Diogenes

    My Hero Academia

    I'm not going to pretend that MHA has the most inventive fights in the history of manga, but there's usually more going on than just yelling and punching harder.
  12. Diogenes

    Sonic Mania: Sequel Speculation (Spoilers)

    I don't believe that. In a platformer, how the character controls and moves is one of the most important aspects of the game. Most people may not be able to fully articulate the differences between the games, but I can't believe that they don't notice them on some level or care how the games play. I think more than anything else people got caught up in how they looked like classic Sonic games. 4 and Gens Classic are sidescrolling platformers with a lot of classic Sonic elements and no overt gimmicks getting in the way, so at a glance they seem like they're the same as the actual classic games. That association might last long enough for a reviewer's limited time with the game or a casual player's single playthrough, but it doesn't hold up in the long term.
  13. Those dudes are basically dead twice over at this point. The chances of any Archie characters making the jump to IDW Sonic are pretty slim to start with, and I wouldn't expect any characters who were already written out of existence to be in the running for that in the first place. Everything's gotta end eventually, and old Archie Sonic lasted longer than anyone could've reasonably expected anyway. Sometimes all that's left is to accept that it's over and move on.
  14. Okay, but what would hacking actually be, then? I doubt you could fit any kind of hacking minigame on top of running around and platforming, so would it just be hitting a button in certain locations and waiting for an event to trigger?
  15. People kept asking for Star Fox and F-Zero to return so they decided to make Star Fox into F-Zero. Well, it wouldn't be the first time... At this point I'm staying skeptical of both the game's existence and whether or not it's a good idea, but at this point I can at least say I don't hate what I'm hearing. I've never been into F-Zero, but DKR was fun, and a Star Fox-ified version of that could be fun even if I struggle to imagine it being "main series" material. And considering Retro Studios was responsible for the Metroid Primes, I've got more trust in them than any other developers when it comes to taking Nintendo IPs in new directions.
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