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Found 4 results

  1. Rumours were abound that this game was to be a 2D outing, and that Sonic Team was not to make any more 3D Sonic games ever in the future. For-ever-ever. So it was a very pleasant surprise when Sonic Heroes reared its head - a 3D adventure with an immense twist. You not only control one character in this game, but three, and out of a list of teams to play as. This is coming along very nicely, despite being released on a multi-format. We will be concentrating on the GameCube version of Sonic Heroes (as there will be no difference between the three versions) - but only time will tell whether this will refresh the Sonic gameplay that we knew and loved, or whether it will be a mesh of... meshness.
  2. Basically a fusion of Neo Metal Sonic and Eternamax Eternatus from Pokemon. Art by juspeczik. https://www.deviantart.com/juspeczik/art/Eternal-Metal-Sonic-Commission-for-NinGemTitan-910058517
  3. When I was growing up, I always thought of Knuckles as being the serious, solemn character who is slightly naive in certain places. It was an interpretation that has stuck with for years until someone posted a few posts that challenged this view of the character. I am aware that Knuckles was something of a trickster in Sonic 3 and Sonic Triple Trouble but I had no idea that he was supposed to be a joke character. Someone pointed out that one of the rival fights in Sonic the Fighters was played up as a joke as opposed to a serious rival fight. I never thought Knuckles as a "joke character" but I had not considered that Knuckles was not as "serious" as he pretended to be. To be honest, I was somewhat shocked that Knuckles was treated as a joke in those games as I always assumed that Knuckles was a somewhat serious character but I was wrong about him. What do you do you think about this? Was Knuckles ever a serious character? Did this revelation Knuckles was a joke change your view of the character? And what does that this revelation mean for Knuckles appearances in other Sonic media?
  4. Greetings and salutations, SSMBers! Today, I would like to discuss with you about these two (somewhat) infamous Sonic games: At this point, you’re probably wondering, “Really, Komodin? Why do you want to talk about these games, when there are far better ones like, say, Sonic Labyrinth? No love for Sonic Boom?!” To which, I say, hang on for a minute. Yes, there have been many discussions on these two games in the past, especially in light of games like Sonic Lost World and Sonic Boom. Mainly, they’re usually about how the games don’t quite measure up nowadays, or they never did to begin with. Since this is the 10th Anniversary of Shadow the Hedgehog and we just got past Sonic Heroes’ 10th Anniversary of the previous year, I feel it’s only appropriate to start talking about them again. However, I want to approach this thread with a slightly different objective this time around: You see, the way I see it is this: barring some especially egregious exceptions, even our most disliked games usually have one or two ideas that were, or could be, executed well. Conversely, even our most loved games have a couple ideas that just don’t work out well--after all, no game is perfect. Today, we’re gonna talk about this in context to Sonic Heroes and Shadow the Hedgehog: specifically, what ideas worked or could work, and what ideas didn’t work. It doesn’t just have to be gameplay ideas, either--it could be story/plot elements, aesthetics, music, voice acting, overall presentation, even something like in-game dialogue! Allow me to demonstrate with two ideas that, I feel, did and didn’t work with both games: Sonic Heroes What Worked: The Act Structure of the Levels - After the Sonic Adventure games, I thought it was nice how Heroes took some cues from the Classic games with what is essentially a two-act format with its levels. For instance, while Egg Fleet has you storming your way through “Eggman’s” airship fleet, destroying the main ones in the process, Final Fortress involves traversing the simply titanic flagship while contending with some of his most powerful Badniks and hazards such as the rail laser beams and self-destruct switches. In short, they’re two different takes on the “Airborne Aircraft Carrier” tropes that connects them and gives them their own identity in a way. I’m just a stickler for that sort of thing, I guess. What Didn’t: Metal Sonic as the “Big Bad” - While I didn’t mind that Metal Sonic was actually the main villain for a change, I feel that its execution could’ve been better. For starters, they didn’t show a “Batman Cold Open” about how he managed to acquire the ability to copy data, demonstrating his aggravation with always losing to Sonic, or him overpowering Eggman and taking control of his fleet. I think the story could’ve been better served if they established this context for him so it wouldn’t come so out-of-nowhere. Second, and my chief grievance, was how you don’t really fight him in that new “Neo” form--the moment he reveals himself to the others, he transforms into that rather un-Sonicy dragon beast. They could’ve at least offered a battle between Team Sonic and Neo Metal Sonic as a “Phase 1” to show off what he’s capable of doing with his version of Team Sonic, Shadow and Chaos’ abilities. Shadow the Hedgehog What Worked: Lost Impact and GUN Fortress’s BGM - Perhaps it’s just me, but while I’m not necessarily a fan of the levels themselves, I really quite like the BGMs that play in Lost Impact and GUN Fortress. They’re both rather calm music pieces, contrasting the vast majority of the games. They’re not necessarily happy, but they’re a more subtly somber that really work for their respective levels: Shadow and Maria liberating the Artificial Chaos in the past, and Shadow traversing what is essentially the last Earth stronghold left against the Black Arms. They even fit quite well with Shadow as a character: a more somber and low-key individual versus the more bombastic and energetic Soni. To this day, I feel that the game would’ve been significantly better off if they approached the rest of the level in this fashion. What Didn’t: The Aesthetics of the Game - To this day, I feel that the overall aesthetics of the game was one of its bigger drawbacks. It just comes off as the devs saying that, because we’re dealing with a less optimistic character than Sonic, everything has to be all dark and grungy. It just makes everything look ugly and “tryhard”. It doesn’t help that they retained the bright Heroes character models for this game, which makes them stick out in a particularly bad way. If anything, it should’ve taken more cues from the more futuristic “computer levels” and Ark levels--that way, it could be more distinct from the typical Sonic in a more subtly pleasing and fitting-to-Shadow-as-a-character sort of way. All right, with all that said… what are your thoughts, SSMBers? The way you express them doesn’t necessarily have to follow this format, of course: I just did it this way for organization. Be sure to actually elaborate upon your points, too: just posting one-sentence responses is just really lazy and unconducive towards a good discussion.
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