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Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic

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Most Sonic games don't have much in the way of connections anyway, there's basically never any explanation for why Sonic's gone wherever he ends up. And personally I'd prefer that whatever amount of time they spend on storytelling they put towards the game's actual story, not continuity housekeeping.

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like the game or not, Sonic Adventure 1. had the most inspired levels/environments since Sonic CD. they have potential to look wonderful in an 2D side scroller environment based on the genesis games. and where i'm not putting down Whitehead mind you. but he would be wise to form interesting ideas from sonic games other than the first 3-4 genesis games, like what he's doing with studiopolis. 

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6 minutes ago, Indigo Rush said:

Wouldn't object to seeing a Mystic Ruins Zone, mind.

I think you just verbalized what I couldn't haha. But that's exactly where my mind was taking me, something along the lines of that sort of thing. And the level could make reference to the Adventure series using it's stage design.

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1 minute ago, Fr0zenanus said:

like the game or not, Sonic Adventure 1. had the most inspired levels/environments since Sonic CD.

...SA's level tropes are all pretty tame. A beach, a green hilly area, a casino, snow level, lava level, ruins level, wing fortress again...it's really not anything we hadn't seen before in the series. Studiopolis alone is a more unique setting than anything in SA, so I don't think there's any need to look to it for creative inspiration.

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1 hour ago, Pawn said:

I've noticed a lot of people saying that, with there being less new levels than revisited ones, that we'll likely only see 9 levels in total (including 5 old, one from each classic) or it would have to come up to a massive number with at least 10 classic levels (2 from each), as though the same number has to be picked from each game. I don't think we have any reason to believe that though. We could end up with 2 each from Sonic 1 and 2 and one each from the others, making 7. Add 6 new levels and you end up with 13, which is pretty damn big for a Sonic game and a lot easier to imagine than over 15.

I personally don't want to get my hopes up - but given that we've seen Green Hill an awful lot over the years, then I could definitely see us getting more than one Sonic 1 zone.  That's the only game for which the mandatory revisit isn't really all that special, whereas for every other game it's more a question of there being too many good candidates for a return.

...I don't have a lot of nostalgia for Sonic 1, specifically, but it'd be nice if Scrap Brain Zone Act 3 could be redone as not a Labyrinth recolour.

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6 minutes ago, Fr0zenanus said:

like the game or not, Sonic Adventure 1. had the most inspired levels/environments since Sonic CD. they have potential to look wonderful in an 2D side scroller environment based on the genesis games.

I agree that the level design in SA  was a very creative game especially when it came to the levels. There are many levels of depth from the different characters and the objects of their stages. What I mean by that is there are multiple ways to play the same stage and that adds a new layer of depth to the game and makes it feel fresh and new. Especially the differences between the Sonic stages and Knuckles stages where the goal is completely different. I always enjoyed the exploration of the Knuckles level and the fast-paced tone of the Sonic ones.

1 minute ago, Diogenes said:

...SA's level tropes are all pretty tame. A beach, a green hilly area, a casino, snow level, lava level, ruins level, wing fortress again...it's really not anything we hadn't seen before in the series. Studiopolis alone is a more unique setting than anything in SA, so I don't think there's any need to look to it for creative inspiration.

I absolutely agree that there is still the same basic structure to the levels, but I do believe that these stages felt fresh because of the new ideas that the jump to 3D gave the creators. In my opinion, some of the environments would make great Genesis style stages. It would make me really excited to see the whale from Emerald Coast be in a 2D side scrolling stage and the changing of gravity from Crazy Gadget in SA2.

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Yeah Sonic Adventure's levels aren't very exciting in terms of creativity. Adventure 2 is better, but I'd honestly just want to stick to the classics.

Mania is a continuation of the Classic formula, I'd rather see them build upon what the classics established rather than reference the wildly different 3D style.

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I understand that Mania would conflict with the timeline to include Adventure callbacks, but hey, who cares :p .

Besides, it could be done in a more subtle way. Perhaps a reference to City Escape in a new city level, like running past a City Escape-esque park of something.

I think a reference to Adventure would be cool, it's always exciting to see sprite renditions of classic 3D titles.

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2 minutes ago, TKD_Tarantino said:

In my opinion, some of the environments would make great Genesis style stages.

So would a million other things, though, and I don't see any need or reason to pull from them specifically.

2 minutes ago, TKD_Tarantino said:

It would make me really excited to see the whale from Emerald Coast be in a 2D side scrolling stage

Gens 3DS already did it. Honestly I've seen enough references to the whale chase, it wasn't even that interesting in the first place.

2 minutes ago, TKD_Tarantino said:

and the changing of gravity from Crazy Gadget in SA2.

S3&K's Death Egg did it first.

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And just as a sidenote, Diogenes is right, the whale section was never that exciting.

I'd rather see Mania step high above the best parts of Adventure.

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4 minutes ago, Diogenes said:

...SA's level tropes are all pretty tame. A beach, a green hilly area, a casino, snow level, lava level, ruins level, wing fortress again...it's really not anything we hadn't seen before in the series. Studiopolis alone is a more unique setting than anything in SA, so I don't think there's any need to look to it for creative inspiration.

it's not what tropes they are, it's what they was placed inside the levels.  from they were inspired from. what colors they have. how deep craters are, what loops look like. why there's a watchtower. why tails has an house. trains. an themepark in the middle of an city next to the sea. an bumper-car area in doors with all kinds of metal and bright colors et etc etc.. like i previous said "like it or not" it oozes the same charm squaresoft games in the 90s have

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The likelyhood of the game referencing anything past Sonic 3 is waaaay low. I'd like to see Wacky Workbench, without the bounciness of course, set between it's "present" look in Sonic CD and its transition to the good future. Specifically Wacky Workbench because I love the pastel-ish neon future daycare design it has in the good future.

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Something I really want to see is more Sonic 2 and 3 styled levels, because Sonic CD was a bit too... Jumpy? Like, Little Planet feels more like a amusement park rather than... places. Sonic Before and After the Sequel did that well in my opinion (Even if it was reusing old assets) with stages like Metro Madness, Foliage Furnace and Horizon Heights. Those stages have some nice atmosfere that Sonic CD IN MY OPINION didn't have....

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Sure the fantastic music add a lot.

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Just now, Sonictrainer said:

If a level from Sonic CD is remixed, will it still have the Past and Future Signposts/time travel mechanic?

I'm guessing not since it'd be a lot to implement for just that one (or maybe two) level(s). But I hope I'm wrong because I'd love that.

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Good ideas being thrown around in here. I just wonder, are all four games getting equal zone representation? Will one game (Like Sonic 2, for example) get more stages than Sonic 1 or CD? I'm very curious to see if that'll be the case or not.

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I was never a huge fan of the way they executed time travel in CD. If it did reappear, I hope they make it more streamlined, like pressing a button or something.

That said, I don't think time posts will be in Mania.

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There's nothing really to suggest whether or not the team choose to implement Time Posts. For all we know some special rings may only be accessible in the Past/Future.

Actually think, if pulled off better than in CD, that it'd be cool if Sonic went to the Past and it was the same geographic background as in the original game to show the differences between the two versions. 

The only thing which makes me doubt this would be that I think it'd break the flow of the overall game if only one zone had this mechanic. So I kinda contradicted my first  sentence lol?

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2 hours ago, Diogenes said:

So would a million other things, though, and I don't see any need or reason to pull from them specifically.

Gens 3DS already did it. Honestly I've seen enough references to the whale chase, it wasn't even that interesting in the first place.

S3&K's Death Egg did it first.

Look, I'm not trying to start an argument about who did what first, what I'm trying to do is discuss how SEGA could pay homage to the only good 3D Sonic games they've ever made.

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Just now, Diogenes said:

Making a 3D game that doesn't suck would be a better way than sticking Adventure-era fanservice in an otherwise classic-based game.

If you know the secret to making a good 3D Sonic game then go tell SEGA, because they can't figure it out

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