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Found 8 results

  1. Razor Wind decreed, and it has come. POKEMON ANIME GENERAL DISCUSSION THREAD. So, we were all kids growing up and watching this show. I watched it most of my Saturday mornings and played Stadium right after. Loved seeing new Pokemon, loved the adventurous feel of the journey and liked Ash and his companions growing up. A great source of comedy, action, feels, and other things for a young age. Basically, discuss your thoughts on the show and if you grew up with it, and if you're still watching it to this day, share and discuss your thoughts later seasons while talking about current episodes as well. EDIT: Because dated OP and dated title
  2. Probably one of CN's good marketing decision to put this show on the channel. Now if they only kill off CN Real and revive Toonami...but anyways this show is great, at least, better than some of the other recent crap like Johnny Test and Garfield. It is like Flapjack except more colorful, cute, and not injected with NightmareFuel. Here's the first episode featured on the channel. http://www.youtube.com/watch?v=tDnOUqgrgxs&feature=related http://www.youtube.com/watch?v=37wdqvpFfUc&feature=related So what do you think about it? Fun fact: The Rainicorn speaks Korean.
  3. So i'm playing Sonic Adventure for the first time (iv'e seen 2 letplays and some speedruns, but my memory is pretty hazy on it) and i'm playing Amy's Twinkle Park. After getting past the first 2 areas I go to the 3rd area and there is no zero, I go back by accident and fall through the floor to an area I think i'm not supposed to be in. I die later and now have to start at the beginning of the stage despite getting a checkpoint not too long ago! I go back to where i was, go past the barrel, up the ramp, up the stairs, up another ramp leading into that castle tower thingy, hammer jump over to the other one go up that ramp and...now what? i see another attached platform path with an octagon shape at the end, but there is nothing there, i go over and on my way back i realize i should drop down on the side where there is 1 floating ring just barely on the side, I go off and try to go on the ramp...and get stuck in the half pipe with the only option to hammer my way out and down a level. long story short there is NOTHING down there except 2 runways, a bay of water, some stairs and this wierd red circle thingy that i kept killing myself on unless i stayed on the edges...and what do i get for doing that, I GO BACK TO THE BEGINNING! really!? then i figure out that by running straight foward at the beginning and hammer jumping over the wall i find a corridor to my right (which is empty) and to my left the fricking bay of water!!!! before that tho i hear squishy sounds that come from those tall green ememies comming from inside the same wall, I try hammering the wall, kill one of them and i get speed shoes...and i'm not sure if they do anything?! I then ask myself "what the freak is going on" and quit and decide to look up how to beat the level...only to find out that my game didn't load all the stuff like the boxes, items, springs, hazards, and enemies that were supposed to be on the 1st and 3rd areas! (first thing i did was go in the water and died cause i couldn't get up) but most importantly THE END OF THE LEVEL WAS MISSING!!!! plus there was SUPPOSED to be a gate that prevents me from going up the stairs after the first ramp! (why do i need that stupid balloon anyways?!) So I try booting up the game again and this happens: (I edited out as much as possible in order to not waste all your time.) ....yeah that annoying music was not overlapping the first time, and now the speed shoes are replaced by a castle tower going through the ground! And the ring isn't there anymore, coincidentally the ring was placed right where the invisible wall ends allowing me to get off right onto the blue wall below, now the border drops me off right next to it. The only thing I didn't show in the video was me phasing through the floor and drowning in the pool. (When the twinkle park logo shows again that means i exited and entered agian in game which is why the music overlap stops.) I should probably mentioned I was playing on the steam version, I knew it was technacly "the worst port" but i didn't think anything like this would happen! What do I do? I don't wanna lose all my data, is it something wrong with my download? or is it the game's fault (highly doubt this one) maybe its like a faulty update or something?! I should probably mention this isn't the only issue i had with the game, 2 previous cutscenes wouldn't finish (Characters were muted and then wouldn't finish thier dialouge, heck it didn't even show up!) (it was the gamma/tikal cutscene and the fist gamma/amy cutscene) thus forcing me to skip them. i highly doubt that the original games had this problem. (possibly the pc version, but what do I know at this point lol haha!)
  4. (Just a warning this topic contains some spoilers for Generations so if you're not to the final boss yet, turn back now). Abridged version: I don't like being forced into a flying section at the end of a platforming game and prefer when Super Sonic plays more like the rest of the game. I'm writing this fresh off of playing Generations as I've just realised something I should of realised a long time ago. I REALLY hate playing as Super Sonic. The idea is cool, I have no problem with the idea being reused game after game but the problem is that most Super Sonic battles are essentially flying games stuck at the end of a platformer. It's essentially forcing you to learn a new gameplay style for the final boss, a gameplay style that often controls horribly and is poorly designed. So I'm fighting the Time Eater and first off I can barely tell what's going on. There's this psychedelic background, there's debris flying everywhere which is barely distinguishable from the boss, there's the boss' attacks, there's a red orb flying around for some reason, there's gold clock decorations and the camera is so zoomed out that what it results in is that I can barely tell where I am, let alone where the rings are and I'm playing this on my parents big TV. Which leads me to the first problem with playing as Super Sonic, the fact that you constantly need to get rings. I can dodge the Time Eater's attacks fine but what keeps killing me is that I can't get any rings. If I do manage to see any rings amongst the mess of the screen the camera will then change its angle to a position in which I can't see them. Yes I know there's an attack coming from behind me, too bad I can see what's in front of me now. It's the same thing in Unleashed, I could dodge Dark Gaia's attacks fine but I was always running out of rings. Why do the rings need to be depleted anyway? You already lose rings when you get hurt like in normal fights. That means Super Sonic is actually WEAKER than ordinary Sonic. Yes in levels there needs to be a limit of Super Sonic but for a battle in which you lose if you're not Super Sonic, why is it there? This problem is only compounded by the controls which is my biggest complaint with the way Super Sonic controls. I'm always flying past rings and since you can't go back and because your rings are depleting fir some reason, missing rings means I die. And the reason I'm missing rings is because SEGA thinks its a good idea to change the gameplay genre in the final boss fight. Most Super Sonic fights play like the Advance 1 special stages. There's no depth perception, you can't tell if you're in front of the rings or not until you touch them and you can never tell how far you are going to move across the screen when you use the controls. In 2D its slightly better but you still move further than you want to across the screen; it's all very slippery. It's like no one ever playtests the final fight because its all so unintuitive. What I'm saying is why can;t the Final Boss fight test us on the skills we've learnt throughout the game instead of throwing us at some new gameplay genre at the last minute? If you want the epicness of a Super Sonic showdown you just have to look at how Sonic adventure did it. The fight against Perfect Chaos was basically an extension of Sonic's gameplay only faster. It still had the declining ring counter but that didn't matter as much because now the rings were right in front of you, you only had to worry about steering left to right which is what you've been doing all game not up and down and all around. Yes Super Sonic can fly but do we really have to play as him flying? He didn't fly in Sonic 2 so why does he have to fly at the end of each game especially when the 3D flying just isn't working. But maybe that's just me. Does anyone else have a problem with the gameplay of the Super sonic bosses? Do you think there should be some changes? Do you think we should just scrap it? Do you like it the way they are?
  5. I finished a Sonic animation recently that I've been working on for almost a year, it's based on one of the last scenes of Sonic Adventure 2: Battle, which really amazed me when I was a child. I thought it worth putting on here, if you enjoy watching it you might want to help me by voting 5. Thanks . http://www.newground...tal/view/588841 Here's the description: The Sonic fans among you will notice that this is a remake of a scene from Sonic Adventure 2: Battle, it was a scene that I really liked as a kid so this is a sort of tribute to it.I've been working on and off on this animation for far too long, a year, I think. But it's done now and I'm pleased with it. When Sonic Generations came out I considered using the remix of the song for the animation, but decided to keep the old one.You'll notice that the style of this changes half way through, the first half primarily uses the pencil tool, the second half is using the brush. Opinions on which looks better would be appreciated. Hope you enjoy watching!
  6. One Piece Unlimited World Red was released for 3DS in Japan last year and it's now getting a Western release on three additional platforms for this year. European Press Release: http://www.uk.namcobandaigames.eu/news/2014/03/12/namco-bandai-games-europe-announces-one-piece-unlimited-world-red-for-europe-and-australasia/4057 American Press Release: http://www.gonintendo.com/s/223983-one-piece-unlimited-world-red-heading-stateside PAL Boxart Trailer Europe/Australasia is getting a physical release for all 4 consoles while America is getting a physical release for the 3DS/PS3 versions and a digital for Vita/Wii U. I can't wait for this. I loved both Unlimited Cruise games and I've been waiting for a Western release announcement since the game was announced. I was expecting a Wii U version, since the cutscene graphics seemed to good for the 3DS, but not CG quality, but I was thinking something more along the lines of Unlimited World Blue. This is cool, too. I'll probably get the Wii U version of this, since it has the most comfortable controller and will retain whatever they used the second screen for in the 3DS version.
  7. Over the years, Sonic games in the mainstream series have had a change in terms of gameplay and style, such as the classic formula, Adventure formula, and the Modern formula we have nowadays. Out of all these, what did you like the most? (The following formulas consist of Sonic's gameplay.) Classic: Running, jumping, spin-dash, zones more open for exploration, and allowed a steady line between speed and platforming. Adventure: Somewhat Like a classic game but in 3D, plus homing attack. Worlds are more open and have a high exploration factor, and keeping speed at a good level. Modern: Putting more emphasis on speed, boost replaces spin-dash, levels are a bit more linear, but still have a nice exploration factor to them. 2D sections in the stages allow you to have some nostalgia of the classics, and a break from the speedy 3D sections.
  8. The Sonic Adventure era, an era most fans have moved on from while others still cling to it waiting for a possible return. Though im quite content with the general direction the the games are going, there were certain liberties that were done with this era that id like to see taken with the current style of the series. The first of that being........ Character Lives and Relations Characters that lead normal lives outside of fighting Eggman and saving the world. Now this is something that the Adventure-era did that I really loved, I liked how most of the games started out with the characters going about their daily routines before being thrusted into a big adventure much like the newer games which start the action from the get-go. I always liked this aspect, it really served as a nice way of fleshing out the characters as more than just heroes, but as (in a way) actual people who have lives and hobbies outside of beating this shit outta Eggman. They do things they find fun like Tails' working on mechanical stuff, Amy going out to shop, or just plain ol' hanging out with one another. This is something id like to see in the newer games, Rouge owns her own Casino called the Night Bablyon Tails and Sonic both seem to live in Emerald Town, and Tails even owns his own workshop Amy owns her own apartment, *box*ercises regularly, and even has Cream over on occasion. Likewise, Cream lives at her own house with her mother and Gmerl. Well, Knuckles is doing what he always does, guard the Master Emerald, but I believe he likes to take a break every now and then to hang out with Sonic and friends. There is also the fact that the dialogue between the characters feels a lot more natural and. Such as when Sonic brings up Knuckles' gullible tendencies, or Tails' cautious nature, or hell, even in Sonic Battle were Amy believes Cream to be going through "changes", which makes me cringe but hell, it's at least some good character interaction. Now moving on to Aesthetics and General Art Style I always saw the Adventure series as sort of a "melting pot" for ideals of both ideals of classic and modern to come together in a nice blend. For realistic stages such as Metal Harbor, City Escape, Speed Highway, etc. You get some of the more imaginative settings such as most levels from the Advance series, Twinkle Park, Windy Valley, and Final Rush. One thing that's notable about this time is that the Sonic characters seem to have actually lived in a established setting, either Central City, Station Square, or Emerald Town. And despite being cities, each have their own unique flavor and/or style that would honestly go well in hand with classic settings (in some cases) While it's a city level it does give off very poppy vibes. At night it's a neon with a good amount of energy and gives off a very funky vibe, at dawn it's basically Station Square in the morning with a beautiful setting, and somehow both areas manage to be aesthetically pleasing. Again, city level, but it has an array of bright colors with a nice color scheme to keep thing interesting. I really like what they sorta did here, in addition to the colorful buildings, houses and general bright tone (not to mention the Tails' shaped house), you have plenty of greenery for a good contrast, complete with the checkered designs reminiscent of Green Hill and other Sonic stages of yesteryear. I really like how the area seems to put a spin on the Casino trope by making in dark and "gritty" in a sense that this is a place where you don't want to get lost at night by yourself, think of it as the "bad side" of Central City. Run by Mama Rouge herself. I like. I also finally have to mention Yuji Uekawa's influence in this era. His art featured a lot of the characters shown in various poses and gestures, as perhaps sort of a way to convey the character's basic personality and quirks through mere body language.There is also his work on Sonic Battle, which featured a very angular and dynamic art style in order to fit the more intense nature of the game. I believe it added a good amount of charm and energy to the characters whenever we seen this kind of art on game covers and such. It's usually much more fun and interesting to view than the (often bland) CGI Sonic renders. What im kinda saying is, he gave the world of sonic a set style, tone, and feel. And he managed to keep that consistent until Heroes, newer Sonic games dont generally have a set style, and I would like for that to change. Games like Jet Set Radio and Okami have a established, easily recognized style and presentations, that's kinda like what I would want for Sonic of today, and I think the Adventure era fitted that niche pretty well. Whew, that was more text than usual from me but ive been meaning to do this for awhile, your thoughts?
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