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Found 9 results

  1. Hey Everyone! I just wanted to announce that SUU, is back in full swing, with a new 3d engine to boot! INFO For those who are wondering, SUU is a 3D animated fan-made sonic series, that is set in the timeline of sonic unleashed. The story is basically a different take on the unleashed storyline, with the story focusing on events that happen during sonic's journey around the globe. This miniseries was originally started back in 2013, but all of the data was lost due to my computer breaking. Recently, I have picked back up the project, and I am starting again, hoping that I can make this a phenominal series. 3D STUFF Originally, SUU was being developed in source-filmmaker, but the problem with using it, is that it trades convinience for quality, in other words: Sfm is easy to animate with, but the quality isnt that good. So the project has recently been ported to blender, in order to acheive the same quality look as a real series would have here is an example of blender's quality with the series: http://sonicfandude1.deviantart.com/art/ITS-BACK-BABY-544459843?ga_submit_new=10%253A1436197433 (sorry for the wierd grainy parts of the image) HELP WANTED!!!! I want this project to be the absolute best that it can be, but in order to do that, I'm gonna need alot of help... and I mean alot VOICE ACTORS So for this series, its going to feature most of the sonic crew, with lots of memorable faces throughout sonics history, and in order to add all of these characters, I'm going to need a few voice actors to help out with things. So if you are able to voice any of the following characters, please reply to the forum, or email me at "josh4taylor@gmail.com" voices needed: Sonic, Tails, Knuckles, Amy, Chip, Werehog, Espio, Charmy, Vector, Shadow, Blaze, Jet the hawk, Eggman That's all the info I have for now, but stay tuned for more news, and maybe even a trailer.... Also, if you have any questions, reply, or email me at "josh4taylor@gmail.com" SEE YA!
  2. Hey ppl. So recently I have been trying to activate some glitches in sonic unleashed, but the problem is, no matter how videos I watch on how to do it, and no matter how many times I try, I just cant get any of them to work right. Sure sonic will go a little bit faster every once in awhile, but I can never get him to do it the right way! So could anyone here be willing to give me an in-depth tutorial on how to do this.... I really need it.... :/
  3. No, I'm not saying that was Unleashed a bad game but did its gameplay helped the franchise at all, that is my question. To be more specific, the boost gameplay. First of all, let's talk about the origins of the boost. In 2005, Dimps made Sonic Rush for the Nintendo DS, it was a good game but a lot of people were impressed by how fast Sonic and newcomer, Blaze the Cat, were in this game and how it was faster than Advance 2. So at 2007, Dimps made Rush Adventure and with a few touches made it my one of my favourite Sonic games due to its fast-paced gameplay, better story and etc. Now let's go back to 2006. We all have heard this before, 06 was the worst the series has gone and Sonic Team wanted to pick up their slack and make Sonic good again. Secret Rings was pretty good, had a nice story and a fun Party Mode but had bad controls, but the thing is Sonic Team decided to apply two moves Sonic can use in this game: Time Break and Speed Break. Speed Break is pretty much the Boost from the Rush series so when people liked the Speed Break, Sonic Team decided to make a Sonic game based on the Boost and what was their outcome? http://www.youtube.com/watch?v=W-CJ3kPrZrU Sonic Unleashed! Considered to be the last game in the "Dark Age" of Sonic the Hedgehog. My god, this game was really fun! I mean there is no doubt that Sonic Team put a lot of effort and love into this game. It had a great story, while it did got a bit weak in the middle but I digress, had one of the best soundtracks in the series, beautiful and breath-taking visuals and had very good gameplay.I mean you know this game is going to be good based on the intro alone, note that it is also the best intro in a Sonic game ever. But enough praising, let's talk about that boost! In Unleashed, you can play as Sonic in the Daytime levels of the continents and his gameplay was based on going really fast through a level by using the boost and other skills Sonic can acquire throughout the game. The feel of going through a Daytime level in this game is really exhilarating and blood-pumping. Basically, the Daytime levels is pretty much a 3D Sonic Rush although there is not a huge emphasis in Trick Combos. Despite most people loving the game, the critics were mixed about Unleashed. It did have issues like the mandatory Sun/Moon medal collecting to progress through the game, the levels being too linear in the Daytime levels, Eggmanland and the Werehog in general. But that didn't stop Sonic Team from improving the boost gameplay and they did so with Colors and Generations, which both got a lot of praise from critics and fans alike and rightfully so. But then came 2013, where Sonic Team decided to try a new gameplay formula for Sonic in Lost World and it got mixed reception. It wasn't phenomenal by any means but it was pretty good, well at least I think so I have yet to play it, but the problem with a lot of critics with the game was how slow Sonic was in this game. It certainly wasn't super fast but it was still fast-paced, so how did they came up with such an issue? They compared the speed in Lost World with Unleashed and the like. But Lost World wasn't trying to be anything like those games, it was its own style. Not only that but I remember one reporter saying that Adventure 2 was a "slow" game during the hype of Lost World. Adventure 2? Slow! What on the earth happened here?! I thought about this for a while and I may have gotten the idea that maybe we were spoiled by the boost gameplay Unleashed introduced to us. I'm sure not everyone in here thinks SA2 wasn't a slow game by all means, basing it off of Sonic/Shadow stages for this, but maybe, just maybe, that we wanted Sonic to go fast and that's alright but I think that Unleashed took it too far. I'm not a hater on the Boost gameplay but I can see that maybe it didn't help us but created a new problem, gamers and critics will have with future Sonic games. I'm beginning to wonder that critics will not like a Sonic game because it's not fast as Unleashed. But from the looks of it, Boom might have some of that fast-paced gameplay we wanted but things are not always what they seem. So at the end, did the Boost did more bad than good? I would highly reccommend posting your thoughts below! P.S. Woohoo! I finally have 100 posts and made my first topic! Today is a good day!
  4. www.DjEAR.com A white rabbit from southern California who spends his days ripping up the airwaves and pumping out Hardcore jams at home. He is most inspired by the varied musical styles of Cirque du Soleil and plays the panflute in his spare time. Air-Talent OCRockRadio.com • Co-Host of a weekly 3-hour talk show with over 100+ episodes featuring live, local Orange County bands and artists. Radio DJ KSBR FM-88.5 • Host of a weekly 2-hour EDM mixshow providing the Orange County area with new, underground artists and genres. Influences J Scott G . Cirque du Soleil . Swedish Egil . Billy Daniel Bunter . Darren Styles . Ravine . Phenex . Eufeion . Auscore . Fracus . Gammer . Whizzkid . Joey Riot Go Go Bizkitt! . Brisk Dougal . Mark Breeze . Kurt . Static . Enemy . MOB . flashygoodness . Headhunterz . Avicii . Hideki Naganuma . Kohta Takahashi PAST GIGS > FuRRIDAY: Furriday - May 2013 > HOUSE OF BLUES, ANAHEIM: Cinco De Mayo Mayhem 2013 > FROLIC PARTY: Frolic in San Jose 2013 > ORANGE COUNTY FAIR: OC Fair 2012 > FROLIC PARTY: Frolic - June 2012 > ANTHERIA: Egyptian Underworld 2011 > CALIFUR 7: Post Apocalypse 2011 > ANTHERIA: Anthropolis 2010 > CALIFUR 6: Fabulous Furry Funnies 2010
  5. 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.
  6. (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?
  7. If you could, how would you guys improve the Unleashed formula? Myself, I would add more alternate routes and slower sections (which Generations is doing to an extent, from what we've seen). Don't get me wrong, I like-and enjoy-the straighter sections. I think they are needed to use the boost, drift, quickstep etc etc. But I don't want them to be the whole level. To facilitate slower, less linear sections, you would need to improve the low speed controls (yes, I know Generations is already doing this, but from what we can see, straight sections will still overdominate in most modern levels), and maybe make it so that the boost can only be used when you already are running at full normal running speed. That way the boost is less "instant gratification" and you will not be able to spam it as much. So that's my two cents. What's yours?
  8. Now, it seems that some of you want the Unleashed formula to have more open level design. Most moves would do well in a open level, but I see one problem: the Quick Step. The way it is, it may be not good for much other then dodging in linear areas. So what do you think in terms of other ways we could use the Quick-Step? Myself, I think it could be somewhat of a combat move. For example, you are running at an enemy, but he has fast projectile attacks! So, you could use the Quick-Step to dodge his projectiles without losing momentum, so you can boost/slide into him without slowing down. Also, if an enemy had heavy, impenetrable, armor all around his body, but he did not have it on his side, with a properly timed Quick-Step, you could attack him from the side, creating some variety in combat without slowing down gameplay. So what do you think? Discuss!
  9. I hope Chip comes back as much as many hate him. He was so important. After finishing the game, when listening to Dear My Friend, many cried. I hope him comes back and the bracelet comes back too... What do you think about running up the clock tower in Spagonia instead of platforming if that is how the Simpsons advertisment shows it?
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