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New Sonic Forces Zone revealed: Casino Forest


Graystripe2000

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Urm... Can someone explain what the happens at 0:25?

 

Sonic falls, he's not in a ball so it's not the drop dash, he doesn't hit a booster but... he suddenly increases speed to the right?

 

If it's not automation and scripting, can someone offer an explanation?

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Visually Casino Forest looks very pretty, lots of bright neon colours and stuff. Despite that though, it still looks incredibly boring gameplay wise. Yeah sure there's more stuff happening compared to Green Hill, but we've seen all these things before; bumpers, slots, bouncers...there's nothing new here! And the music is...well, it's something. Need to still see Modern, Avatar and Tag Team modes, but so far I'm unimpressed. 

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5 minutes ago, Mayor D said:

Urm... Can someone explain what the happens at 0:25?

 

Sonic falls, he's not in a ball so it's not the drop dash, he doesn't hit a booster but... he suddenly increases speed to the right?

 

If it's not automation and scripting, can someone offer an explanation?

I noticed that too. I guess that they assumed that whenever Sonic is falling from a great height, it's supposed to have been launched from a scripted event, and has to keep going forward.

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7 minutes ago, The Deleter said:

But on another note

1rOqDZJ.gif

Physics everybody :V

I agree with all the other physics complaints, but it looks like Classic just hit the bouncy-whatever-it-is in a direction that just propelled him against the wall, causing him to quickly unroll and stop. Its irritating, but not an issue with physics.

Unless I'm completely missing the problem that the GIF was trying to show, in which case just disregard this. :V

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It's very pretty, I'll give it that. not fiery destruction or green hill so yaaaay.

But classic sonic just cannot excite me in this game....

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Just now, Mayor D said:

You are... completely...

Sonic runs at a 45 degree downward incline.

He hits the end of the pathway.

And instead of following that angle.

He drops vertically following the wall as if he's glued to the floor.

Ah, I see. Thank you.

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I personally think the level is okay. Sure the scripted scenes and dash pads can be annoying, but it is nice to see a much larger level than Green Oasis Zone, slopes, nice aesthetics, cool music and some actual , though debatable, physics. This might hint that later level might get more expansive.

Also, did anyone notice that the slot machine allows the player to retry if they get a combination they didn't want? 

 

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Hm. To me, this level looks less like a casino randomly built in a forest and more like a casino that has a forest growing over it and starting to overtake it.

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28 minutes ago, Mayor D said:

Urm... Can someone explain what the happens at 0:25?

 

Sonic falls, he's not in a ball so it's not the drop dash, he doesn't hit a booster but... he suddenly increases speed to the right?

 

If it's not automation and scripting, can someone offer an explanation?

Yea that point was weird. It's as if as soon as he hit the wall, he snapped onto it as if he was rolling on it (he suddenly turns around as soon as he hits the wall), and that's where he's picking up his speed. Then it's as if the game just ignored his landing animation /collision/ whatever which is why he was able to run off like that... Or maybe your forward movement doesn't get affected whatsoever if you bounce off of those flippers even if you do hit a wall... that's the best I got anyway.

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Looks pretty decent, except everything seems too... Dark? Like when there aren't any pinball things everything us dark and hard to see. I also don't like that room with the mass amount of rings.

Everything else looks fine though. I like it.

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17 minutes ago, The Deleter said:

But the fact that he just plummets to the ground at that set speed shows just how far gone the physics are in the first place. Even with all the scripting in place in Generations, the physics still behaved somewhat naturally with the terrain overall. Here it's just broken.

Thank you.

As for Gens... well, for the most part anyway. :V It was very easy to break the scripted sequences, which confused the crap out of the games's physics and camera and could create some irritating (or interesting) effects in the game.

While most of the time you have to go out of your way to break the script, the ones showcased at 0:22-0:44 and the Sonic 06-licious one at 1:23 I encountered when I wasn't even trying to break the game.

Actually, I wonder if Forces will have similar issues with camera angle glitches and script breaking as Generations had. Which would be fine like me, the dynamic camera angles you could get for Modern and especially Classic Sonic were cool, not to mention that watching the game freak out is hilarious.

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... This is carefully picked promotional material too.

 

How broken is this game going to actually be when we get our hands on it?

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6 minutes ago, Mayor D said:

... This is carefully picked promotional material too.

 

How broken is this game going to actually be when we get our hands on it?

We've coincidentally only seen the very worst parts of the game somehow. The rest of the game will all be a trillion times better than what we've seen.

/s

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8 minutes ago, The Deleter said:

Here's a better example, for those wondering how on earth this is any worse than Classic Sonic in Generations

I can tell the differences without a flat-out comparison, but looking at it side by side... wow...

No, you got it wrong. The physics aren't worse in Forces compared to Generations. It's just different. You see, Sonic now has a ground speed cap unless he is jumping or rolling, just like in Sonic 1. You can see this clearly in the IGN footage, where Sonic increases in speed when rolling, and ends up going higher than when running. It's not worse, just different.

59caaa8d66405_Screenshot2017-09-2612_29_00.thumb.png.11cc5383ca4f80c42b2368c47dea78cb.png

59caaa59b8dc5_Screenshot2017-09-2612_28_02.thumb.png.39bd52fd1c96fc8f1a996f3de7589201.png

 

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50 minutes ago, Mayor D said:

Urm... Can someone explain what the happens at 0:25?

 

Sonic falls, he's not in a ball so it's not the drop dash, he doesn't hit a booster but... he suddenly increases speed to the right?

 

If it's not automation and scripting, can someone offer an explanation?

Sonic seems to like to glue to walls in this game when in ball mode (as shown in the gif many times)

It looks like as sonic is falling, he's against the wall, and as the wall ends, its actually a curved edge (rounded corner)

Thus, as sonic is glued to the wall, and he hits the curved corner, his vertical momentum converts slightly into horizontal momentum to stick along the curve.

Since Sonic isn't glued to ceilings, he de-attaches at 45degress through the curve, and upon hitting the ground uncurls, but still has a good amount of horizontal momentum thanks to that split-momentum rounded wall/ceiling corner.

 

At least that's what it looks like.

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