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Sonic Forces demo- Green Hill (Modern Sonic gameplay)


HedgehogBR

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13 minutes ago, Speedi said:

So apparently there's a time glitch you can do which let's you complete the rest of the level. Which is basically just a generic rail switching section that lasts for about 20 seconds. Man, these levels are so short and lacking in interesting design that the entire game just feels so... halfassed and generic imo.

What kind of demo is this?

Why does the time limit exist if someone out there is capable of glitching themselves to beating the entire level???

Talk about pointless.

Is it really just Japan first so they don't want us to deal with these glitches and bugs?

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I definitely don't like the idea of there being glitches... but the presence of glitches in the demo doesn't really sour me towards the upcoming game at all. If they're in the game, I hope they get fixed/patched... but most of the games that I play and love have glitches in them, and unless they're game-breaking, it never ruins the game for me.

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14 minutes ago, Blue Blood said:

Try again

 

Ah, okay. I went back and tested it fully and it looks like those specific 3 enemies in the beginning segment out of all of them in Space Port are the only ones without an AI. ...what the heck Sonic Team?

...I am wondering though, how did you end up choosing to test only those specific 3 AI-less enemies specifically in the middle of the beginning segment, and came to the conclusion that all the other robots in Space Port don't attack whatsoever? If that was your video, anyways.

I would like to say again that I agree completely that all of them should have an AI and that when they do attack, they should attack in a not so laughably slow fashion.

I don't mean to be rude, but you can't throw out deliberately wrong things like saying all of the robots in Space Port don't attack at all, again :/

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2 minutes ago, Sky The Destroyer said:

Ah, okay. I went back and tested it fully and it looks like those specific 3 enemies in the beginning segment out of all of them in Space Port are the only ones without an AI. ...what the heck Sonic Team?

...I am wondering though, how did you end up choosing to test only those specific 3 AI-less enemies specifically in the middle of the beginning segment, and came to the conclusion that all the other robots in Space Port don't attack whatsoever? If that was your video, anyways.

I would like to say again that I agree completely that all of them should have an AI and that when they do attack, they should attack in a not so laughably slow fashion.

I don't mean to be rude, but you can't throw out deliberately wrong things like saying all of the robots in Space Port don't attack at all, again :/

I think it´s even worse that the AI is not the same for all the enemies rather than all enemies not having AI.
Test it in the game then. Maybe they patch(ed) it, maybe not.

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Just now, Sky The Destroyer said:

Ah, okay. I went back and tested it fully and it looks like those specific 3 enemies in the beginning segment out of all of them in Space Port are the only ones without an AI. ...what the heck Sonic Team?

...I am wondering though, how did you end up choosing to test only those specific 3 AI-less enemies specifically in the middle of the beginning segment, and came to the conclusion that all the other robots in Space Port don't attack whatsoever? If that was your video, anyways.

I would like to say again that I agree completely that all of them should have an AI and that when they do attack, they should attack in a not so laughably slow fashion.

I don't mean to be rude, but you can't throw out deliberately wrong things like saying all of the robots in Space Port don't attack at all, again :/

You know, I didn't ever say that none of the enemies in the level attacked. And I even specified that some did, by pointing out that they attack slowly. I was only refuting the point that the first enemies in GHZ are the only inert ones to serve as a tutorial of sorts.

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1 minute ago, Blue Blood said:

You know, I didn't ever say that none of the enemies in the level attacked. And I even specified that some did, by pointing out that they attack slowly. I was only refuting the point that the first enemies in GHZ are the only inert ones to serve as a tutorial of sorts.

Looks like I misread your original post then. It sounded to me like that you were saying that all of the enemies in Space Port didn't attack, and when you said the ones that do have AI attacked slowly, I thought you were referring to the Green Hill GIF I posted rather than the ones that did attack in Space Port. My mistake. Your refutation is also taken, as Space Port has inert enemies too. However, it's probably just the third tutorial level for the Avatar.

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3 minutes ago, Sky The Destroyer said:

However, it's probably just the third tutorial level for the Avatar.

If I had a nickel for every time someone said that in defense of this shit level design I'd be able to buy Mania 6 more times.

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Can we now talk about how we can now see the full Avatar Comical Plant Zone and that it's utterly atrocious... completely automated followed by a rail grinding segment.... that's exciting. 

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20 hours ago, VEDJ-F said:

Seeing the almost complete lack of negative reaction to the time limit on the Japanese side of Twitter, I'm beginning to see why this demo is Japan only. 

Just quoting this because Aaron just completely verified this by mentioning the sensibility difference between Japan and the West. So the West will not get a demo. 

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Personally, I have no clue what was Sonic Team's aim with this game.

On one hand it looks like they want to please older fans by making a more 'serious' story (tho the writing is the same cringy crap we are used to from what I heard so far) and bringing back older villains/characters.

On the other, almost everything else seems to indicate they are trying to make 'baby's first Sonic game' by making the game play itself half the time, removing the life system so the player can't possible get a game over, they included an easy mode, made the game as linear and simplistic as possible and even go as far as to remove (or don't include) enemy AI for some enemies. The only thing that doesn't fit into this is the removal of the ring drop/recollect system, which actually makes it harder for the player, especially in a boss battle (not that the bosses seem difficult at all, but still).

The only thing they achived so far is they made the Sonic game with the least features, as well as the most disappointing features. No life system, no ring drop/recollect system, no drifting, no side step, barely any branching paths, longest scripted/automated sections to date I think, a new gameplay style that makes Mighty No. 9 look like a masterpiece, pretty much zero enemy variety, barely any enemy AI, missing animations (Sonic idle, Infinite hurt animation), stages without any enemies (Casino Forest).

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3 minutes ago, VEDJ-F said:

Just quoting this because Aaron just completely verified this by mentioning the sensibility difference between Japan and the West. So the West will not get a demo. 

I have a bit of doubts, but maybe this is what Nakamura meant by this tweet

 

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Okay this game is definitely disappointing. What did they spend the most time on? The new engine and the Avatar? These levels are ridiculously barren. I'll give the first level a pass for being super short, but the rest???

 

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What was the aim of the demo anyway? It probably has nothing to do with it, but I can't help thinking that SEGA was hoping to distract people's attention from the fact that Super Mario Odyssey is raking in stellar review after stellar review.

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I’m not really surprised at how underwhelming the last minute or so of Avatar’s Chemical Pl—I mean Space Port stage is. Still, I’m disappointed. I keep wanting to give this game a chance but...no, I can’t anymore.  

Also if this demo isn’t released outside of Japan I find that SO annoying because I wanted to try this demo without creating another account. >< Why do you do this Sega??

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49 minutes ago, Speedi said:

So apparently there's a time glitch you can do which let's you complete the rest of the level. Which is basically just a generic rail switching section that lasts for about 20 seconds. Man, these levels are so short and lacking in interesting design that the entire game just feels so... halfassed and generic imo.

4 years!

1 hour ago, Blue Blood said:

Try again

 

4 YEARS!

Spoiler

No godamn way in hell this half assed mess got 4 years of development

 

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So yeah, according to the current livestream, Aaron officially confirmed that the demo will not arrive in the West.

Bummer, guess it's for the best.

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What's even the point of the timer when the levels aren't even that long.. for the life of me, I just cannot understand why they make such strange choices..

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5 minutes ago, Razule said:

What's even the point of the timer when the levels aren't even that long.. for the life of me, I just cannot understand why they make such strange choices..

To make the levels look longer then they actually are.

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6 minutes ago, Razule said:

What's even the point of the timer when the levels aren't even that long.. for the life of me, I just cannot understand why they make such strange choices..

They don't want people to know how short these levels are.

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7 minutes ago, Razule said:

What's even the point of the timer when the levels aren't even that long.. for the life of me, I just cannot understand why they make such strange choices..

Its because it was for Japan in mind which they can tolerate the restrictions and wasn't intended for outsiders to get this it was more for them.

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25 minutes ago, Gabz Girl said:

Why do you do this Sega??

Did the last 24 hours not demonstrate why enough??

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Just been confirmed on live stream that the modern sonic green hill demo was a tutorial level

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