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New Sonic Forces Zone revealed: Casino Forest


Graystripe2000

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Iizuka retcons the classic games into being "another dimension" rather than the series' past.

Classic-style characters appear on the slot machines.

 

Make up your mind, Iizuka.

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Just now, Soniman said:

uhhhhh did it? I recall many a time in gens where I roll'd down a hill in gens and Classsic just comes to a dead stop lol

Rolling was broken, but running reacted to slopes just fine.

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I keep having the feeling that I've played this yet. It's just...  hum... Another Casino Level?

Every Sonic Game have a Casino Level (Thank you Sonic for having a perfect pinball ball size). And well, this just looks like the same as Casino Street from Sonic 4.

And also, for me it looks a bit abandoned, someone felt the same?

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2 minutes ago, Dr. Mechano said:

Iizuka retcons the classic games into being "another dimension" rather than the series' past.

Classic-style characters appear on the slot machines.

 

Make up your mind, Iizuka.

The idea is that there are two Classic sets of characters: The ones who are the Modern cast's past selves (Generations) and the alternate-dimension ones (Mania, Forces, non-canon characters like Chaotix, Mighty, etc.) It's not a retcon so much as making another universe that's Classic-only.

It's stupid, I agree, but that's apparently what they're going with.

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Visually, it looks rather drab in comparison to the most of Sonic's Casino levels.  Level design is still rather awful and blocky, and Classic Sonic still obviously doesn't control correctly.  The lack of enemies is also weird; makes the stage feel a lot more barren than it should be.

Not even the music can save it for me.  Sounds like it comes from the Sonic 4 games.

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Holy shit new level!

So basically it's Casino Night Zone with the trees from Silent Forest put in the background. Considering how this level trope is very dependent of pinball physics, this is really gonna expose how much worst it is than Mania.

Music is messy, I can't even catch the melody.

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15 minutes ago, Detective Kaito said:

I just realized... In Sonic Forces:

Park Avenue is Rooftop Run + Crisis City.

Green Hill is Green Hill + Sandopolis.

Casino Forest is Casino Night + Silent Forest.

Sonic 4: Episode III confirmed.

That's very interesting.  "Combine tropes please" is something that comes up in zone discussion threads, so I wonder if that actually got taken on-board?  Or is this just their approach to putting a new spin on old levels for not-Generations-2?

It's better than nothing and will hopefully make other revisited levels a bit more fresh, even if the result is a little artificial.  While I do think that this is easily the best thing we've seen from Forces so far, with multilayered level design and non-trivial duration, then I do share the concerns expressed by some that the combination is a little artificial; there's not really much actual integration going on between the forest and casino tropes, and mostly the level just looks like stone ledges with interesting blocks placed on or around them.  I also think that it's hard to read the difference between background and foreground sometimes, as each contain both elements of darkness and bright neon.  It's sometimes hard to pick out all the stone foreground platforms.

1 minute ago, Forte-Metallix said:

The idea is that there are two Classic sets of characters: The ones who are the Modern cast's past selves (Generations) and the alternate-dimension ones (Mania, Forces, non-canon characters like Chaotix, Mighty, etc.) It's not a retcon so much as making another universe that's Classic-only.

It's stupid, I agree, but that's apparently what they're going with.

No evidence has been presented to indicate that this is the official interpretation.  All we have is the Classic Green Hill boss battle in which Eggman describes Sonic as "a pint-sized Sonic from another dimension".

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3 hours ago, A Hyper KING heavy engine said:

Watch the modern act have like a 20 second 3d section.

I swear to fucking God if Modern has 90% 2D sections like Sunset Heights has, only then I will say that Sonic Team is outright stupid.

Fucking stop with Modern having 2D sections, if I wanted 2D sections I'd play FUCKING CLASSIC OR THE AVATAR.

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About friggin time we got a new stage.

The gameplay is pretty fine, but still remains a bit blocky unfortunately.

A Casino being set in a forest is unexpected but very interesting, it beats being in another city.

The music is really good and catchy, it's feels like I'm playing a Classic game now. (Never thought I'd say that...)  A big step from Green Hill!

My major gripe is that MASSIVE ring placement like holy shit how much do you need if there's no lives or recollecting lol.

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It's a unique concept and aesthetically it's actually great and the most interesting level they've shown off so far. The level itself doesn't seem all that fun to play as and it seems like Classic Sonic will be the least interesting character to play as. And the music honestly why does SEGA keep trying to emulate genesis sound fonts? It just doesn't sound all that great just use real instruments please. 

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1 minute ago, Dee Dude said:

About friggin time we got a new stage.

The gameplay is pretty fine, but still remains a bit blocky unfortunately.

A Casino being set in a forest is unexpected but very interesting, it beats being in another city.

The music is really good and catchy, it's feels like I'm playing a Classic game now. (Never thought I'd say that...)  A big step from Green Hill!

My major gripe is that MASSIVE ring placement like holy shit how much do you need if there's no lives or recollecting lol.

I'm still guessing there's a shop system like the other games like Unleashed and Generations but not shown which I hope for personally! ^-^

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I like how for majority of the preview(s), The bits of the level that didn't involve using the flippers or the bumpers, was holding your hand (babis gotta learn to walk after they can cral) don't actually let me play the game, just watch it. That's cool I guess?

Like, almost anything in that level involving a slope there was speed booster I know that seems redundant but the particular placement of those speed boosters is really jarring to me. The bits of level design that weren't jarring to me however... I actually liked, sorta-ish. 

The blocky Colors platforming I could do without, but the pinball stuff? Thats okay I want more of that. Ya know, less of carrying me around more of let do what in the level depending on the structure please? 

And call me crazy... But the first preview From the "Sonic The Hedgehog" Channel had a bit were Classic! Sonic was running down a slope not accompanied by a speed booster, and didn't pick up any speed at all? It looked like he was going at the same pace from when he started from the top. That's hilarious!

Looks Nice, but it feels very "Average"  which really isn't the bar I want set for Classic! Sonic for the entire game.

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This is definitely one of the better stages within Forces so far, as it at least actually correlates its gimmicks with the zone's theme, even if it is just Silent Forest X Casino Night. Wish there was a little more going on with the "Forest" side of things, though. The level's still on the blocky side of things and a little too samey as it goes on, too. 

It feels very empty without badniks however. I only saw one (and it's still those wannabe Eggpawns ugh...)

The music actually sounds decent for a change imo. A step up from Desert Green Hill Zone for sure. It's not nearly as ear grating.

I'm not gonna act like I didn't see those roll and slope physics though, lol. It's still largely unchanged and not rewarding to perform or even run on in the slightest. He literally lost all that speed at the end of the level once he hit a curve... The flippers are kinda wonky, too, not bouncing Sonic when you clearly launch him.

It was alright, overall imo. A step up from all the other levels and it looks to give more incentive to give it a replay. Nothing to really write home about, though.

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