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  1. Does Shadow have a sweet tooth? PC Wallpaper Mobile Wallpaper October 2022 Calendar
  2. By now it's no secret to most people here that after the back-to-back wipeouts that were Shadow the Hedgehog and Sonic 06, Sonic Team decided to burn off a lot of what had characterized the Adventure era, with some of the Classic era being caught in the crossfire. While they would continue to experiment with ways to pad out the games--an unfortunate necessity when your character moves so much faster than most others--and some things, like more in-depth combat, stuck around a bit longer, in many other aspects, like Eggman being a genuinely scary threat and other characters than Sonic being playable in the main games, the Adventure era was dead. Many have alleged that Sonic Forces was Sonic Team attempting to return to the Adventure formula, and I say "alleged" because none have provided any links to them saying that was the case. Unless someone makes an argument, I'm going to assume they're trying to make sense of it coming out shortly after fans pleaded for another Adventure-like game; as if when some people see two dots they are tempted to draw lines between them. Whatever is the case, it clearly did not end up like another Adventure game. But instead of debating over whether Sonic Team was trying to return to that style of game, let's imagine an alternate timeline wherein they never left. Let's add the assumption that Shadow the Hedgehog and Sonic 06 were still in that timeline more-or-less the same games as in this one, with the possible exception of 06 being better enough that it didn't scare them away from the formula. I think this would have given SEGA a lot more to work with by the time they decided to do Sonic Forces, and as a result, it, too, would have turned out much better. To explain why, I think it's important to consider why Forces was not good, and while the game does have some mechanical issues, it's bigger problems are conceptual. Not that the idea of Robotnik conquering the world and Sonic joining a resistance against him is innately bad; it was well-received by many fans when it was used as the premise of a cartoon and it's also been fairly well-received when revived by Ian Flynn in the IDW series. But the decision to make this another boost formula game made Sonic Team unwilling to include gameplay that fit that plot. For starters, what do you expect from a plot about freedom fighters taking on a dictator with so much more military power than they have? Lots of fighting, and fighting so intense that every victory the rebels get feels like it was only just achieved, maybe at great cost. But because Sonic Team didn't want to compromise the breezy integrity of the Boost games, what we got was just more instances of Modern Sonic effortlessly boosting his way through lines of enemies, and even when you're not him, that same philosophy of utterly weak enemies still applies with the rookie's flamethrower or Classic Sonic's rolling. This gameplay isn't just inappropriate for the vibe the scenario warranted; it's actually a gaping plothole that a genius smart enough to build an army of robots and then command them to conquer the world just clusters them close together to make it easier to take down a whole bunch at once. If Eggman had it all his own way he would have managed to build robots that don't go down in one hit, but once he learned they did, he at least should have tried to compensate by spreading them out so while their opponents are destroying one, another is shooting them from a safer position. But no; we got utter pushovers of mooks and a worthless brigade of Death Egg Robots that do nothing but dance around in the background. But in the Adventure era, at least post-Dreamcast, Sonic Team wasn't afraid to incorporate more involved combat. Enemies had actual lifebars, they actually impeded the players, forcing them to fight, and in some cases defeating enemies was specifically the goal. As it happens, the impetus for me making this thread was considering how pathetically out-of-it Sonic Team would have to be to want to make another Sonic game reminiscent of Shadow the Hedgehog instead of finally letting Tails and Knuckles back in as playable characters, but on thinking that, it dawned on me that even more pathetic is how Shadow the Hedgehog did it so much better. Not that Shadow did it great, by any means. I consider its combat loads better than Sonic Heroes for its relative lack of moves that throw you off a cliff alone, but still, task a company with incorporating guns into a series whose first game actually tried and rejected projectiles since they would get in the way of speed-centric gameplay, and it's no surprise that the results would leave something to be desired. The way they structured the game also didn't often let the gunplay be as fun as might have been, and that's largely because of how they had to fit into the framework of multiple missions and a morality system often based on whom you choose to attack. So we got a lot of dull search-and-destroy missions where finding enemies was usually more difficult than fighting them once found, whereas what makes better gun games fun is having almost overwhelming enemies come to you and tasking you with just surviving. Then of course, there was the absurdity of seeing Shadow use guns; it felt like it didn't fit for the supposed Ultimate Lifeform (or at least one of several) who already had Chaos Sphere to pick up guns; as if the only reason he was doing it was because guns were "cool" at the time. However, perhaps the missing ingredient was guerilla warfare all along. Let's work backwards from last point by putting the Rookie from Sonic Forces in the role Shadow had. If Shadow using guns inevitably looks forced because he's already an innately powerful living weapon, with someone who is just a random, physically unremarkable civie who was forced into a conflict against a far more powerful enemy, picking up a gun and blazing away for dear life makes complete sense. A plot about guerilla warfare is also that Goldilocks zone where the combination of running fast and wielding guns can form good gameplay, because instead of dull search-and-destroy missions you could get exciting hit-and-run missions. Instead of the difficulty being from finding where the Hell what you're supposed to destroy even is, you could be told exactly where but then be tasked with weaving/shooting your way through the many enemies on the way, and instead of winning the moment you destroy your target, you could also be required to get back out alive, which would likely entail more running and more gunning. Now let's go into another aspect of the Adventure era, and unlike the more involved combat, this one was there for its entirety: Multiple playable characters. The reason the "Freedom Fighters" plot worked so much better in animated and pictorial panel (often incorrectly called "comic") form is it could heavily involve characters other than Sonic. If the focus was only ever on Sonic doing his thing running through and past things at high speed, you'd never really develop an empathy for anyone else, nor an appreciation for how much threat Robotnik's goons posed, but by giving more of the Freedom Fighters fleshed-out personalities, and abilities that were useful in their own ways, you came to appreciate them as a team who were all in this together. Even the ones who seemed mostly useless at least gave you some appreciation for what the stronger ones had to protect. At the time DIC explored that concept and then Archie continued it, the Sonic games weren't really in the right shape to match it; they still focused on playable characters who were built to go fast, and as such it would be hard to include the likes of Bunny and Sally in them; let alone what Rotor could possibly have done. But Sonic Adventure completely changed this. Suddenly, it was completely viable to have other playable characters with other specialties, like being strong, wielding firearms, tracking things down and building machines. It didn't always work and sometimes whether or not it "worked" depended on how well it fit in with what people expected a Sonic game to be. When Sonic is so marketed around being fast that he'll visibly get impatient if made to stand still, putting in a character like Big the Cat will obviously breed resentment. On the other hand, other characters can seem gratuitous when you put them in a game like Sonic Heroes. While it's not automatically worse from their being in, that playing all of them through all of the same levels was required to beat the game gave them an association with monotony. Also, given that SH was marked as being more like Classic Sonic, except in 3D and with team play, they could have conveyed the entire gameplay formula of that game with Sonic, Tails and Knuckles, since they all had precedent for being fast, whereas while making Big the Cat run fast definitely makes him more fun, it also is so absurd that it begs the question of why he is even in the game. But had they not rejected all of the other playable characters and then approached Forces with the willingness to include them, they actually would be meeting the expectations that plot set. If they followed through with that plot's implications and made enemies tougher, we've already explained why the Rookie would be more fun, but let's look at another possibility that fits because the enemies are mostly robots: Sally Acorn or at least a character who could hack like her. On the assumption that we'd have already increased the game's emphasis on combat and instead of just speed, what if a character's gameplay involved hacking into a robot and remote-controlling it? We've seen this concept explored with positive results in the likes of Space Station Silicon Valley and Super Mario Odyssey, so it could be equally neat here. So would that make our alternate universe version of Sonic Forces everyone's cup of tea? Of course not. But if we've learned any harsh lesson over three decades of Sonic, it's that nothing involving Sonic is going to be everyone's cup of tea. Alas, this is because what from the get-go has always been Sonic's most exciting aspect, its speed, also makes it untenable to make a feature-length game unless some means of padding the experience out was used, and Sonic Team explored many means and many have their fans but also their haters. Alas, many in society also just flat-out hate Sonic, and sometimes this isn't even because they dislike Sonic's gameplay but just because hating Sonic is "cool", or at least it was until the movies became huge hits. So I say it's high time Sonic Team stops trying to make that elusive game that absolutely nobody will hate, because that's impossible, except maybe if the game is so unremarkable that nobody can muster so strong an emotion as hate. Perhaps lately, that has been exactly SEGA's actual strategy; keep Sonic running on fumes with releases that are never ambitious enough to crash and burn as spectacularly as the last few Adventure games did. But dammit, if only they just fixed that formula instead of replacing it, I maintain that Sonic Forces could have been something really special.
  3. Shadow is a bit of a hot topic (hehe) in the IDW comic book series right now, so much so that the discussion in the IDW topic always seems to default to him. While that should be allowed, it sometimes overtakes anything else the topic is talking about, and therefore I found it might be useful to create a separate topic for it! Purpose: To lower the amount of lengthy Shadow discussions that tend to flood the original topic, while still providing a place for that discussion because its valid and important. I love Shadow, we all love Shadow, we want whats best for him (or what we think is best, anyway). Rules: Discuss Shadow in IDW. Referencing other media is obviously allowed, because it may be useful to compare, but we're just talking about Shadow here. ALSO: This is a cosmically unimportant debate. No insulting, condescending remarks, ("seriously?" "oh, IM the idiot?" "how can you even think that?) or things of that nature. Remember what you're discussing is really not the end of the world, as important as we Sonic fans find it. Be civil. Otherwise just uh... have fun, if this sorta thing even is fun. Thread theme:
  4. I'm pretty sure those who have been lurking around Sonic Retro have heard of this.. but I wanted to share this with all of you. Sonic The Hedgehog Megamix, or just Sonic Megamix for short is a hack of the original Sonic The Hedgehog game. The game was created by a team of hackers known as Team Megamix, and is their first, and probably most popular project. The hack was created for the Sega Genesis, but recently was moved to the Sega CD. But there are many distinguishing features that make it differ than other hacks out there. There are five characters you can play as. Sonic The Hedgehog, Mighty The Armadillo, Shadow The Hedgehog, Miles "Tails" Prower, and Knuckles The Echidna. Each character has their own type of gameplay, and highly differentiate from each other. Sonic: Gameplay is made up on the classic formula of high-speed action, and the usual platforming elements. Mighty: Based mostly on the ability to switch types of shield while playing. which can be a very useful thing if you want to protect yourself. Shadow: His gameplay is similar to that of Sonic's but is based more on exploration. And his ability to do constant speed boosts. Tails: Based on exploration like Shadow, but due to his ability to fly, his stages can be certainly easy in most open areas. Knuckles: His stages are based on his brute power, and can go through different shortcuts that other's cannot. ------------ In the Options' menu, you can choose which character you want. And even play around with the sound test. And choose which type of game you want. Here are the game options. Classic: Play through the original stages of Sonic 1, with remixed music, and other new experiences. The title page is that of Sonic's 1 title page also. Normal: Play through the all-new Megamix experience, with new interface, stages, music, enemies, and others. New stages include Sunny Shores Zone, Dark Fortress Zone, Starry Night Zone, Misty Maze Zone, and others! ------------- In the preferences menu, you can change things such as being able to turn on or off the spike bug, speed cap, in-game music, or type of gameplay with each of your character. Megamix: Gives your characters all-new abilities. Sonic and Shadow can both use the homing attack, the light speed dash, light speed attack. Sonic's "Super-Peel-Out" move from Sonic CD makes a return, and Shadow can use his Chaos powers, and make speed boosts. Mighty's shield abilities are activated in this mode too. Tails can use his special "tails attack" from Sonic Adventure. While Knuckles does not have any new abilities. Classic: You can jump and spin dash. That's it. Except for Tails and Knuckles, since Tails can fly, and Knuckles can glide. ------------------------- As the formula follows from all the Genesis games, if you collect six Chaos Emeralds from completing six special stages and nabbing the emeralds. Your character can transform into its own super form. In a super form, you get updated or brand-new abilities for your character. Super Sonic: Can dash at speeds seen never before, and even has the ability to fly in the air. Super Mighty: Able to generate his own shields, and can make an explosion that kills all enemies on the screen. Super Shadow: Can perform Chaos Blast, which easily kills all enemies on screen, and perform Chaos Control, which allows him to teleport. Super Tails: Sadly does not have his flicky army of death, but to make up for it, has a "super tails attack" which allows him to attack enemies with his tails at a much wider range. Knuckles does not have a super form at this moment. -------------- STAGES: Sunny Shores Zone Dark Fortress Zone City Outskirts Zone Misty Maze Zone Starry Night Zone Metallic Base Zone The Final Fight ----------- If you want to learn even more info of this game and yet download it? Click on this link! http://info.sonicretro.org/Sonic_Megamix Don't have a Genesis emulator? Get Gens or Fusion here! GENS: http://segaretro.org/Gens FUSION: http://segaretro.org/Fusion If highly recommend you get this game. It's a highly enjoyable game, and I'm sure you won't be disappointed with it. What do think of Sonic Megamix from the impressions of this thread? :3
  5. (I'm not sure if it's the right place to talk about such specific subjects, but I'll post this anyway. If this doesn't have its place here, please report it.) Everybody knows about Chaos Control, that cheap move that can control space and time and has turned into a Swiss Knife (comprehend: Deus-Ex-Machina) over the years for protagonists. However, through the series, its function was never made consistent: sure, we got that ANYBODY can use the magical formula of politeness with the magic key gems to make it happen, but what it does to the user always changed over the games. Was it teleporting like it did in Adventure 2, or was it slowing time like in 06 and like Time Stop in Adventure 2 Battle, or even making characters able to travel so fast it was like time was frozen around them (like in the move used in Shadow the Hedgehog)? It was never made clear. But the result is: in any case, it allows to travel from one point in space to another almost instantly. However, I still think that because those functions are vastly different, it's better to tell them apart rather than associating all of them with one move. After all, it wouldn't be the same thing if it was so different, wouldn't it? I'm going to make a little list of the multiple ways it can be seen through the games, and I'll try to explain them the most logically possible I can (With a bit of physics in it but don't worry.): -Teleportation/Time-space rifts: I'm putting these two together because they usually appear together, and it's not easy to tell them apart. These aren't the most known functions of Chaos Control as of today, but they're actually the ones who appear the most. In short, teleportation is the transfer of a physical being from one point to another in space, meaning that in terms of physics, its particles (atoms) would be disassembled, transported to this point and rebuilt by a specific device (usually a teleporter, here the Chaos Emeralds and Energy). So it's just a transport and crafting of matter that happens very quickly. To break the link between the particles, actions at an atomic scale must be done: those actions would be nuclear reactions, targeted to links like Covalent bonds, Ionic bonds, Van der Waals bonds, and Hydrogen bonds (don't worry, you don't need to know what those are, just remember they're the main type of bonds between atoms). The core of the atom would be overloaded with energy, and expel particles and energy -in the form of Gamma rays- to transform into another atom (and not explode like in science-fiction), which is the phenomenon called Radioactive Decay. The particles and rays would hit other atoms that would go through the same process, and so on until all atoms are separated. Then, all of those particles would be rebuilt the exact same way they were before teleportation. But the only problem with that is that the drive, the Chaos Emeralds, also disappear with the user, which is sort of a paradox as they're supposed to be the tools that permit Chaos Control. However, the Archie Comics's old canon (Before Words Collides) gave us an interesting concept that could explain this: the fact that Chaos Energy exists as the Chaos Force, a conscious embodiment of it that manages the Chaos Energy given to the user and respond to their call for power. This would explain IN the games why the Chaos Emeralds and Master Emerald got some sort of consciousness, even if it just responds to their user and does not develop a entire brain of its own. So, with this in mind, the Chaos Emeralds would just be remote controls (what a coincidence), and the Chaos Force would be the TV: breaking the remote won't break the TV, it's just that you have to take other, more difficult paths to use the TV as you want, for example by directly tapping the buttons on it. I won't speculate on what the TV actually is, though, because it could go on and on, and we have all of our ideas for our first theory laid down. So now, let's take a look at the other possible function: Time-space rifts, even if put them in the same part as teleportation, are completely different: in science they usually refer to wormholes, hypothetical objects that bends space-time and are made by both a black hole (which attract everything) and a white hole (which repulse everything) on their extremes. They can be took as a shortcut from one space to another. To put it simply, think of a sheet of paper, that has two symmetrical points, and that you would have folded in two so that the points touches. You pierce a circle on the two points. It would be much quicker to take this hole that you created rather than going all the linear way to a point from another, and that's the principle of wormholes: the sheet is space-time that is bended by the two points, the black and the white hole, which has certain size (the circles you traced).Wormholes's sizes can vary from infinitely small to infinitely big, and their lifespan can be either very long or very short, almost everything with those settings is aleatory. So, the Chaos Emeralds would have to not only bend space-time, but also create and maintain the two black and white holes that form the Wormhole if it was the case, which is quite a lot of work. Plus, because you can't see the entrance (black hole) and the exit (white hole) when the user does Chaos Control, it means that two wormholes would have to be formed: the first one would bring you to a different space (possibly dimension), and the second one would bring you back to the place where you wanted to go. All of those steps would happen in a matter of seconds. In the games: We can interpret Chaos Control with these two things since the first time it was introduced in Sonic Adventure 2. When Shadow and Sonic uses it to warp, like during the final battle of the Hero/Dark Story, they disappear and reappear in a flash of light. So it's most likely that this was teleportation, the Chaos Emeralds being the device that causes the flash of light, but it may also be a rift that opens and closes at will, which they can take to go from one place to another. When they used their combined Chaos Control in the ending of the game to bring back the ARK to its orbit, they created some weird orb that teleported it, which is most likely something that can transport matter, seeing how it covers the ARK and teleports it. Even if you could interpret it to some extent as the ARK passed through a wormhole, the form it took and the fact it lost all of its velocity when it got back to its original orbit makes it less likely to be that case. Teleportation was also likely to happen in Shadow the Hedgehog, when Black Doom teleported Shadow to Cyberspace to destroy a core program of the United Federation in the level Digital Circuit. But when Black Doom used it to transport the Black Comet to the surface of Earth, he quoted it as a "space-time control power", which may mean it caused a space-time rift rather than teleportation. What happens when Shadow kick the comet out of Earth is a bit ambiguous, though, because there could be shiny SFX in all cases. In Sonic 06, it's clear that those Time-space rifts are the portals that our hedgehogs create with two combined Chaos Control. But since they're going back in time, which is way different (even if wormholes could also allow to go back in time), and that touching with seriousness one of the worst adventures of Sonic which-is-actually-not-canon-but-is-thanks-to-Generations, I won't talk more about it. The move also made a cameo in Sonic Generations, were Shadow would teleport right in front of Sonic to be faster, but since there's no sparkle that goes with it, it's most likely a transport of matter. Finally, this role is pretty much mirrored in most of adaptations like Sonic X and Archie comics, where Shadow both used it to slow down time, but later exclusively to teleport (even between dimensions), sometimes by passing through a breach in Space-Time, sometimes by simply disappearing. But since in Archie Comics, the move can be performed by certain beings without Chaos Emeralds (like Shadow, Enerjak, the Brotherhood of Guardians...) if their link to the Chaos Force is powerful enough, it may mean that their particles would travel through the flow of Chaos Energy before being reassembled. And now is the perfect time to get on my second hypothesis... -Time dilation/Traveling at the speed of light: The second (or third), most known use of Chaos Control. On the contrary of what fiction can make us believe, time dilation (slowing or accelerating time) is only a phenomenon and not an action. To understand it, we have to look at some relativity theory, and more precisely Special Relativity from our fellow Albert Einstein (and his most popular comrades, Max Planck and Hermann Minkowski). I won't be diving into the details because the amount of these is humongous and hard to understand, but here is the experiment that can sum it up: the Relativity Train. Imagine a rail and a train on it, with one observer ( C ) immobile on the ground and one observer ( D ) on the train. The train starts to move at a high speed (represented by an arrow above it), in this example, 4/5 the speed of light (almost 300 000 meters per second), which gives us 24 000 meters per second. Two bolts of lightning ( A and B ) strike the ground at the exact same "time", and the 1st observer, placed right in the middle of the distance separating the two bolts, see them as simultaneous. However, the 2nd observer on the moving train passes by and spot them at the exact same "moment" as the 1st one, but for him, one bolt was faster than the other, depending of the direction of the train. So what can we deduce from this imaginary experiment? The reason why I put quotation marks on "time" and "moment": time is relative to the one observing it, and not absolute. Why is the 2nd observer (D) seeing differently one bolt? Because light has a finished speed, but this speed is the same in all spaces (as are the laws of physics), so you can't modify light, but you can "catch" it by moving at great speeds yourself. But light rays are the things that make you able to see the world, and everything around you has a set speed too, so what happens? For an outside observer, you would move super fast. But for you, everything else becomes slower. That is what time dilation is, and technically how the time slow power of Chaos Control would truly work. In the end, the user would move so fast that time would be slowed down for them, and that they would be going from one point to another almost instantly for others. They would disappear and reappear, but that excludes any flashy light effects we quoted before, which makes even outsiders able to differentiate time dilation from the first two possible functions (if they know about it of course). However, technically, continuing to have generic behavior like if you weren't going super fast such as walking normally or checking your Iphone would be impossible, because at this point it's not your entire body that would go at high speeds, but very specific points of it like fingers or eyes. And god knows that these parts aren't used to performing these complex (yup, they're complex) sets of actions at such high speeds. The only possibility is that your individual body parts would be immobile, but the body in itself would be moving in a straight path at this constant speed (like if Silver just cautgh you in Sonic 06 and thrown you like useless branch at high speeds), as the images you see becomes blurry because you are getting closer to the ray of light themselves. Additionally, if we go deeper into the physical issues, not only would this require immense amount of energy to be brought to the person traveling, but it would also affect both his body and his environment: if an object the size of a person moves at a speed way higher than supersonic speeds, it would cause both a very powerful Sonic Boom and an immense air friction on the person's body, not to mention all the body parts that wouldn't be able to follow the rest of it... So why none of this is happening in the Sonic games (and thank god)? "That's because of the Emmerows!" The only explanation is that the Chaos Emeralds gives the energy to every part of the user, but also builds up an invisible "shield" that contains the other energies released by this action before they can lead to a disaster (air friction ripping the body apart, causing a Sonic Boom...). But the added energies would also make that “shield” break, so you really need infinite energy to maintain it, or since nothing is infinite a source of power that is somewhere else and that is transferred constantly to the Emeralds, which takes us back to the Chaos Force concept we developed earlier. "...Wait, other energy types? And does that mean the energy they provide is infinite or not?" I see you're getting a BIT lost with all this stuff, and I understand that. Don't worry, we'll now pass onto your favorite part: the examples in the games! In the games: Ironically, all 3 mechanics of Chaos Control (Rifts, teleportation and light speeds) appears in the same game: Sonic Adventure 2. But the only moment where traveling at high speeds is displayed is in its very first appearance, when Sonic and Shadow met for the first time at night in Central City after our blue hero trashed some G.U.N. robot. A fast freeze frame then showed that Shadow just passed by Sonic at high speeds to get to the top of a building, but it wasn't shown this way again in the entire game. In the next game, Sonic Heroes, Chaos Control is part of Chaos Inferno, the Team Blast of Team Dark. Using a Chaos Emerald that comes out of nowhere, Shadow stops time while other members continue their actions and blast off the bad guys. This demonstrate that this "shield" made by the Chaos Emeralds can extend to other persons and not just one at a time. I won't be talking a lot about the GBA games, but in Sonic Battle all of Shadow's moves involves Chaos Powers, and one of them make him disappear for a second and then reappear in a Chaos Blast. Since there's no effect during this disappearance, it's most likely speed or VERY kick matter transport. The world-splitting that Dr. Eggman initiated in Sonic Advance 3 is also more likely to go on the very first and second functions described. Much like Adventure 2, Shadow the Hedgehog's take on Chaos Control fall in the two (or even three) categories: here, the part interesting us is the gameplay implantation of the move. When the Hero gauge is full, it can be used during stages and bosses, and even here they differ a bit: in stages, it's very clear that Shadow travels at high speeds to navigate through the stage, while everything blurs around him (and he is, supposedly, protected by his blue aura). In bosses, it fully stops time for some seconds, which lead us back to the same hypothesis since Shadow can still influence his surroundings. Since Sonic 06, Shadow fully takes on the time slow role of Chaos Control, where saying the move's name (with a Chaos Emerald) slow down time. This is also the case in the Sonic Rivals series, Super Smash Bros series, Sonic and the Black Knight, and maybe Sonic Generations because we can't easily tell it apart from teleportation. In Sonic Riders series, Shadow's special move takes the form of an orb that freezes opponents when they get caught in it. But this is very less likely to be a Chaos Control as it's said to be, because it could be just something that immobilize the other racers instead of freezing them through time. Because of this, I don't think this case is worth to be broached. Finally, in the comics, during the two famous Genesis and Worlds Collide sagas, Sonic also deals with Chaos Control by using it to restore Mobius back to normal after the first Genesis Wave, and the whole multiverse after the second one (but more or less succeeds because he's interrupted that time). While we could think it's matter alteration, the operation that is resetting one entire planet or multiverse to its original state cannot be accomplished only by that, and matter alteration wouldn't be the same as teleportation, thus wouldn't be Chaos Control. What we can think is that Sonic used the energy of Chaos Control to actually make the planet/multiverse rotate on itself at very high speeds, but backwards, inducing this with concentrated Chaos Energy, which would mean that Mobius/all dimensions would have been going back in time. But after his second setback, our fellow crazy Eggman disrupted his action, which caused the dimensions to blend together (supposedly the Another Time, Another Place dimension that adapted the games without a difference with Mobius Prime), thus creating a whole new world. It's kind of hard to prove this, though, because Eggman completly changed reality when unleashing the waves, so it WOULD be matter alteration, and so the easiest way to undo it would be to fight fire with fire. Even when the world went white after Sonic undid the effects of the first Wave, characters could still move before everything vanished. It's something to dig into for the future. So there you have it: matter transport, wormholes, speed of light and how terrible Sonic 06 is. Now, which one do you think is the most probable, and the most suitable? Do you think I should add more to the topic, or change things about it (like the prensentation)? Let me know your opinion about what power does magical gems give below! And please, if you spot any sort of incorrect scientific statement in my post, tell me immediately. And don't be afraid to be a noob: ask me questions if you didn't got something.
  6. 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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