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Sonic Forces demo- Green Hill (Modern Sonic gameplay)

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18 minutes ago, DonWaffleleven said:

I wonder why they stopped, when similarly bashed titles like Lost World and Rise of Lyric are still available to this day?

That recall stage happened back when Sonic 4/Sonic Colors released if I remember correctly. SEGA attempted to do a "nothing to see here" hoping that the franchise would return to the golden critical days with Colors and Gens onwards. 

Which it did.

Until it nosedived right into SEGA's ass with the following two games. 

Three probably if you count Forces even if I hope it does well just because I don't want another god damn drastic gameplay change like Lost World did I just want them to perfect what's already there and stop doing Modern 2D sections it's never going to work.   

1 minute ago, Mayor D said:

.... .... wow.

 

Now there's why the demo isn't out outside of Japan. 

Unpolished piece of shit. 

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1 hour ago, DonWaffleleven said:

Hey at least the 06 enemies actually attacked you, firing projectiles and such at you.

The AI-less enemies were only at the beginning at the level to educate the player on the boost and homing attacks. All the enemies beyond that point definitely shoot you. Whoever brought up the AI-less enemies didn't bother to test beyond the beginning of the level.

LazyColorlessFlicker-size_restricted.gif

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1 minute ago, Sky The Destroyer said:

The AI-less enemies were only at the beginning at the level to educate the player on the boost and homing attacks. All the enemies beyond that point definitely shoot you. Whoever brought up the AI-less enemies didn't bother to test beyond the beginning of the level.

LazyColorlessFlicker-size_restricted.gif

That's completely unnecessary.

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4 minutes ago, Saber Wisp said:

Now there's why the demo isn't out outside of Japan. 

Unpolished piece of shit. 

You can't polish a turd!

2 minutes ago, Sky The Destroyer said:

The AI-less enemies were only at the beginning at the level to educate the player on the boost and homing attacks. All the enemies beyond that point definitely shoot you. Whoever brought up the AI-less enemies didn't bother to test beyond the beginning of the level.

LazyColorlessFlicker-size_restricted.gif

The Enemies in Space Port don't attack either. And the enemies that DO attack do so do incredibly slowly that it makes absolutely no difference.

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13 minutes ago, Mayor D said:

.... .... wow.

 
Is it like that in the older games? Only I would have thought it should trigger much sooner than that?

 

I mean, you can see he's technically standing on the free space between the 2 dash pads, cuz I guess the bottom part is what counts, not the circle things. Weird, sure. But I don't think it was supposed to trigger at this exact space anyway.

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5 minutes ago, Blue Blood said:

The Enemies in Space Port don't attack either. And the enemies that DO attack do so do incredibly slowly that it makes absolutely no difference.

...did you even try testing it? The very first enemies, even, in Space Port do attack.

EmptyWeightyAnchovy-size_restricted.gif

I will give you that they attack so slowly that it probably doesn't make a difference, but you can't just say that they don't attack at all :/

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1 minute ago, Bobnik said:

I mean, you can see he's technically standing between the 2 dash pads, cuz I guess the bottom part is what counts, not the circle things. Weird, sure. But I don't think it was supposed to trigger at this exact space anyway.

Why the hell don't they just use these then? It'd be way less misleading:

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On the topic of enemies doing absolutely nothing, eh, in what game were the Badniks even a threat? The only ones that I can think were annoying are the unholy trio from Metropolis Zone. 

They've been fodder for quite some time. Especially since Boost was introduced. 

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1 minute ago, Bobnik said:

Likely they just re-used them from Lost World and didn't bother changing them back to more modern (and better imo) dash pads

I mean, I can understand Classic Sonic having the Lost World Dash Panels (Even though he shouldn't even need Dash Panels in the first place), but why Modern, where the collision is different? Were they seriously that lazy? Goddammit, Sonic Team...

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10 minutes ago, Sky The Destroyer said:

 

(gif) I will give you that they attack so slowly that it probably doesn't make a difference, but you can't just say that they don't attack at all :/

That one does have some distance detection. But the later ones only attack you if you are standing right next to them.

The detection distance on the enemies which do react is so painfully low they still present no challenge.

Also for the avatar, their attack range for all their weapons is greater than that of the enemies, so they're still completely pointless.

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5 minutes ago, Saber Wisp said:

On the topic of enemies doing absolutely nothing, eh, in what game were the Badniks even a threat? The only ones that I can think were annoying are the unholy trio from Metropolis Zone. 

They've been fodder for quite some time. Especially since Boost was introduced. 

They at least actually somewhat served their purpose as obstacles. These guys are just moving Wisp containers. It's pathetic.

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28 minutes ago, Sky The Destroyer said:

...did you even try testing it? The very first enemies, even, in Space Port do attack.

EmptyWeightyAnchovy-size_restricted.gif

I will give you that they attack so slowly that it probably doesn't make a difference, but you can't just say that they don't attack at all :/

Try again

 

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12 minutes ago, Saber Wisp said:

On the topic of enemies doing absolutely nothing, eh, in what game were the Badniks even a threat? The only ones that I can think were annoying are the unholy trio from Metropolis Zone. 

Most enemies in Sonic games aren't terribly dangerous, that much is true. But you still need to make some kind of effort to avoid buzzbombers shooting at you or orbinauts taking up space. Forces' enemies, though, either don't attack or attack so slowly that they may as well not even be there.

12 minutes ago, Saber Wisp said:

They've been fodder for quite some time. Especially since Boost was introduced. 

One of the reasons the boost is bad, yes.

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6 minutes ago, Mayor D said:

This is at least the 3rd level, but by now we're upto at least level 9/10 in terms of what you would have played.

Uh wut. 

Classic Green Hill, Modern Green Hill, Tag Team.

Sunset Heights, Park Avenue. 

Where are the other four stages? Casino Forest is before Space Port? Or are you counting bosses? 

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16 minutes ago, Mayor D said:

For info:

This is at least the 3rd level, but by now we're upto at least level 9/10 in terms of what you would have played.

Tutorial excuses are not valid here.

What if it's a tutorial for the next game? Like, it's been a while since the last Modern Sonic, so they're trying to re-teach people how to play it!?

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I was travelling. And I finally figured out why Classics were praised, Adventure, Adventure 2 and Heroes better than the rest and Generations were ok. Sonic was always a platformer with SHORT BURSTS OF SPEED. So, Boost gameplay was senseless from the first moment Unleashed appeared, but it was tolerated in Unleashed and Colors... Generations were kind of similar, but different in a way. Now it is wearing off. And any next game having Boost gameplay might be panned to hell. Just saying.

 

Look at classics and Mania. There was a sense between good platforming sections and the short speed sections, even in such automated stages (being named) like Hydrocity, Stardust Speedway and even others. SA1 and SA2 had also good moments in this but even worse one. Heroes was linear but still it offered some challenge at least. What offers Forces other than visuals ? Basically nothing.

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