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New Sonic Forces Zone revealed: Casino Forest


Graystripe2000

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6 minutes ago, Celestia said:

Not sure if it was intentional but I'm laughing at the redundancy of "the Bethesda of game devs."

Umm... Yeah! That was uh compeletly intentional heh heh...

fuck 

I feel kinda silly now.

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I never thought I would say this, but a Sonic Forces level actually had alright (almost good) level design!

 

But then Sonic Team had to F**K it up with crappy physics.

(And hidden springs to simulate "Momentum")

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Yeah, like it as a classic stage or not, this is a clear step up in level design overall. More complex than any of the Modern, Avatar, or Tag Team levels, and actually requires a slight amount of effort as a platformer to play well. It's more Generations/Classic-esque than Colors in it's design overall, as well, so that's good too.

Question is whether that will last throughout the entire game, though, or just this stage due to it's aping of Casino Night's design and general pinball layouts... I'm more confident that it'll be better fleshed out than the rest of the playstyles so far, at least, but not entirely convinced tbh...

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If only the level was designed as well as it looks.

It looks neat, but it's too dark and not using both themes to the fullest.

No unique casino gimmicks and zero use of forest related gimmicks.

It can only be considered slightly less bland than the Sandy Hill.

This level has more slopes, maybe the next level will make more use of curved surfaces.

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So, my thoughts.

The level seems neat for the most part. There's some oddities but most of 'em apply to everything we've seen so far. One thing that stood out to me was the lack of badniks, though rewatching footage I managed to catch sight of at least one, even if it's one we've seen in every other level anyway:

c677085e66b863a599985fe78d425163.png

...I'm probably the odd one out on this but I still think these ones are cute...they look kinda like eggs and it's cute imho

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1 hour ago, Brad said:

why does this game have so much 2D yet it all looks so mediocre at best...

Because a 2D game or otherwise is only as good as the time and attention the developers put into it. And forces isn't getting much of either.

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This actually looks pretty good, IMO. Especially since the rings disappear after you pick them up for replays.

I'm actually starting to get kind of excited for this game again.

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My thoughts? I think this looks pretty good. The level design is neat, the music is cool, and the overall level is looking fun. I don't care about the physics or any complaints about them. I am excited to see more levels be shown in the future. Hopefully, it isn't long before we get Modern Sonic's version of this.

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Aesthetically, it's nice. Wished it Incorporated more flora into the casino design to make the trope blend better. And it does remind me of Adv1 Casino Paradise in a way.

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So I watched the videos carefully again, this time I wanted to look for enemies and see what their purpose was, I only found one.

The best video to see him in is the IGN video at around 35sec.

And... I don't get why this enemy is there?

This enemy is on a small platform on the other side of a wall, the only was to get to him is to go via the lower path and jump up at him and destroy it.

But why? Directly above him there's nothing but a ceiling and a path that the player takes a few seconds later.

Its hard to tell what's in this area because the camera doesnt centre on Sonic in this tube.

But this platform with the enemy doesn't appear to be by an exit, there is nothing above it either... So there appears to be a random platform with an enemy on it that doesn't appear to have a weapon, unless there is something in that room to the top right (corner below invisible spring).

The one enemy seen in this stage is absolutely pointless?

 

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I think its an improvement over Green Hill. Looks better, a bit more challenge and decent music. Gives me hope for what Ohtani said ages ago about the other tracks not being like Green Hill (still not a good track).

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1 hour ago, Dr. Detective Mike said:

I wish the level design was bothering me more. It sucks recognizing everyone is right about their grievances with it but also wondering why I don't care enough to be bothered. 

Seriously, I watched the video and knew people were gonna have problems with it but I literally had to wade through the thread to figure out what those issues were. 

Is this apathy? What do you call it when you see the points people are making and don't disagree with them and want everything they're saying would make it better to be there... but also you don't really care enough to be mad and are expecting to enjoy it alright and not find all the shit you guys are finding. 

I don't seem to know what my stance on gameplay is.

It just looks like a Classic Sonic level to me.

I don't feel too strongly about it one way or the other. The fuck is wrong with me?

It's okay to not care that much about it. You don't need to complain about feeling left out of the complaining because you don't feel like complaining.

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...

Alright the "physics" horse has been beaten to death by now, but...

hCMdIfY.gif

This is basically a summary of modern Sonic's physics design in a nutshell.

"Running downhill? Oh yeah, you'll go slower. That's definitely how Sonic works."

 

... Even if you're going to create the illusion of physics, why give up on it halfway through, though?

...

 

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For myself... I want to say that I am happy not having a computer good enough to handle it. (Not that I would buy it then.) :D  

Seriously, the whole Forces idea looks kind of strange. The zones are really like originals with something little added on top. No real threat of enemies, not much platforming. 

I still feel like Mania kind of looks like "Generations 2" and Forces seems to me as "Generations 3". What is missing ? RIGHT... & KNUCKLES... by the way it's the same with Sonic Dash... Sonic Forces:Speed Battle should have been Sonic Dash 3: Sonic Forces & KNUCKLES. Missed opportunity. :joy:

 

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3 minutes ago, The Deleter said:

...

Alright the "physics" horse has been beaten to death by now, but...

hCMdIfY.gif

This is basically a summary of modern Sonic's physics design in a nutshell.

"Running downhill? Oh yeah, you'll go slower. That's definitely how Sonic works."

 

... Even if you're going to create the illusion of physics, why give up on it halfway through, though?

...

 

It does looks weird, but nothing worth fussing over.

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5 minutes ago, The Deleter said:

...

Alright the "physics" horse has been beaten to death by now, but...

hCMdIfY.gif

This is basically a summary of modern Sonic's physics design in a nutshell.

"Running downhill? Oh yeah, you'll go slower. That's definitely how Sonic works."

 

... Even if you're going to create the illusion of physics, why give up on it halfway through, though?

...

 

See? Sonic 1 physics. I bet that if hold down to the right you will get speed locked. Like Sonic 1.

Let's wait to see if not pressing anything keeps the momentum. (Like Sonic 1)

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I've also noticed that this level seems to have no Item boxes whatsoever, especially when you realize this level is part casino. You'd think a level handing out rings will also hand out ring boxes, shields, fast shoes, invincibility. I wonder what that's all about.

Actually, as I type this, considering there's like 3 obstacles in the level with boosters everywhere, that's probably why there's essentially nothing to power yourself up with. It's really strange why they went this way with the level. Feels oddly barren this way.

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16 minutes ago, Blue Blood said:

A lot of people have different standards. You and I might look at invisible springs appearing at the end of scripted tunnels and think that's the worst thing since Sonic 4's uncurling debacle, but other people just won't notice it. Or maybe they do notice, but it doesn't negatively impact that enjoyment. But what you're saying is absolutely right - nobody is actually given any kind of explanation as to why these things aren't flaws or why they might be better this way. Who would be complaining if the problems that we're all citing were fixed? If the game didn't have automation and scripting because everything worked organically, what would there be to complain about? Virtually nothing and almost nothing. 

I suppose the reason I'm frustrated with myself is just the fact that these aren't just being pointed out as issues that the game has. If they're super serious problems I want to be able to feel it too. I don't want to be passive about anything, even if I am just the Story and Characters guy.

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34 minutes ago, Mayor D said:

The one enemy seen in this stage is absolutely pointless?

 

Its got a "defeat all enemies" extra mission vibe all over it.

They hide like 5 badniks in somewhat out of the way spots and challenge you to find destroy them.

(They should just bring back find the lost chao lol)

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Cool idea, but I wish the two themes were mixed together a little better. The "forest" part is really understated and barely pops, which is a shame cuz they coulda' easily made it look stunning.

Music is no help either, It shoulda' been a slower, more serene song, but with a jazzy attitude. It woulda' fit the mix of "pretty forest" and "sleazy casino" well. 

Since we're sticking to the 16-bit theme, something like these, for example, would've worked better:
 

 

 

But hey, even tho it's not saying much, this is probably the best level I've seen so far.

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