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Sonic Forces demo- Green Hill (Modern Sonic gameplay)


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1 minute ago, Eurisko said:

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

I could have told you that from the obnoxious amounts of tutorial bubbles littered in the first half of the level.

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Oh, so Sonic doesn’t get captured at the beginning of Sonic Forces then? Or maybe he does at the end? O_o I still can’t place the chronological order of this game’s story. 

14 minutes ago, VEDJ-F said:

Did the last 24 hours not demonstrate why enough??

Lol, good point. 

Anyway Aaron Webber confirmed the demo won’t be released overseas so never mind. -__-; I guess Sega didn’t want anymore backlash against it, hmm.

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50 minutes ago, Night on Balding Mountain said:

4 years!

4 YEARS!

  Hide contents

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

 

By four years, they probably mean over three years in development hell, and less than a year rushing to complete whatever they already had at that point. I refuse to believe otherwise.

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Just now, Speedi said:

I could have told you that from the obnoxious amounts of tutorial bubbles littered in the first half of the level.

I mentioned the possibility of it earlier

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5 minutes ago, Eurisko said:

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

tenor.gif?itemid=4754716

Now I do hope the actual levels are better but judging from what we seen, I guess I shouldn't put too much stock on them.

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This is the most negative fanbase in the world. I didn't love the demo, and I haven't loved what I've seen so far, but come on. This is the tutorial level of modern Sonic, it's very obvious and Unleashed had a tutorial level that was very similarly short and simple. I know there is not a lot of Hope for this game, but Sonic team has shown they can make a good boost game... Several actually. This could be an exception, but until I play it I'm reserving judgment

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Just now, Gabz Girl said:

Anyway Aaron Webber confirmed the demo won’t be released overseas so never mind. -__-; I guess Sega didn’t want anymore backlash against it, hmm.

I think they knew the West wouldn't fancy it even before the demo was released, as Nakamura said it was Japan-only even before people started manipulating the region-free properties of the Switch. Really, this was entirely self-inflicted on the fans part. :P

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1 minute ago, VEDJ-F said:

I think they knew the West wouldn't fancy it even before the demo was released, as Nakamura said it was Japan-only even before people started manipulating the region-free properties of the Switch. Really, this was entirely self-inflicted on the fans part. :P

Just like last weeks 100 ring cap mass panic

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1 minute ago, VEDJ-F said:

I think they knew the West wouldn't fancy it even before the demo was released, as Nakamura said it was Japan-only even before people started manipulating the region-free properties of the Switch. Really, this was entirely self-inflicted on the fans part. :P

If playing Sonic Forces is like a self-inflicted injury, maybe they should just not release the whole game overseas, either.

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Just now, FFWF said:

If playing Sonic Forces is like a self-inflicted injury, maybe they should just not release the whole game overseas, either.

I was referring to the backlash against the timer, something Japan was fine with. 

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16 minutes ago, Sr101 said:

This is the most negative fanbase in the world. I didn't love the demo, and I haven't loved what I've seen so far, but come on. This is the tutorial level of modern Sonic, it's very obvious and Unleashed had a tutorial level that was very similarly short and simple. I know there is not a lot of Hope for this game, but Sonic team has shown they can make a good boost game... Several actually. This could be an exception, but until I play it I'm reserving judgment

"This level was short and simple, but that's OK because other games also had short and simple first levels."

Excusing a game's bad design by pointing out other games that also have bad design doesn't suddenly make the bad design good.

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2 minutes ago, Mayor D said:

 

So then... Sunset Heights, Tag Stage, Casino Forest, Space Port and... every other level shown that is only 60 seconds long, or artificially inflated due to automated segments

As well as having enemies with no Ai.

Or having no enemies at all....

Or being a flat plane surface.....

And full of QTEs...

 

Are they also tutorials?

THE ENTIRE GAME IS ONE GIANT TUTORIAL FOR THE NEXT SONIC GAME!!!

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21 minutes ago, Sr101 said:

This is the most negative fanbase in the world. I didn't love the demo, and I haven't loved what I've seen so far, but come on. This is the tutorial level of modern Sonic, it's very obvious and Unleashed had a tutorial level that was very similarly short and simple. I know there is not a lot of Hope for this game, but Sonic team has shown they can make a good boost game... Several actually. This could be an exception, but until I play it I'm reserving judgment

To counterpoint that, I refer back to a previous comment I've made:

On 25/10/2017 at 7:24 PM, Captain Metallix said:

Keep in mind that Windmill Isle was also Sonic Team's first level in their first 3D boost game.

They've made 3 boost games between then and now. I would've expected to see some improvement since then, but I'm struggling to see any.

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Also tutorials don't have to be bland, boring, flat experiences that lob you over the head with message windows. There's plenty of opening levels in the same series that do a much better job at acclimating players to the game's mechanics while still being genuinely enjoyable to play. Sonic Adventure 1 and 2, Generations, even Lost World spring to mind.

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So it was a tutorial stage then, huh? That's crazy then, since it doesn't even explain all of your move sets in one sitting and has plot going on. And why cut a tutorial level so short?

Ahh fuck it lol. Not even gonna stress it any further.

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28 minutes ago, GuyWithThePie said:

By four years, they probably mean over three years in development hell, and less than a year rushing to complete whatever they already had at that point. I refuse to believe otherwise.

 

On 17/10/2017 at 7:53 PM, Razule said:

Well, if that was wrong this whole time, they've technically already told us when it began development.

Sonic-2017.jpg

"Project 2017 start!"

There, it began development the exact day it was revealed we can go home now

I'm getting ready to pick up that phone

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3 minutes ago, StriCNYN3 said:

So it was a tutorial stage then, huh? That's crazy then, since it doesn't even explain all of your move sets in one sitting and has plot going on. And why cut a tutorial level so short?

Ahh fuck it lol. Not even gonna stress it any further.

I don't like doing the "other game did it too"  excuse, but didn't Generations also explain stuff like stomp/light dash in later stages? 

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So I’ve been pretty glum about Forces lately, but I figured at the end of the day I would still manage to have some shallow fun with the game. This demo has made me even more wary of this title though.

Modern Green Hill is pretty, I’ll give it that. The sand worm is a neat touch I guess? I wonder if it actually does anything in the level? Beyond that though, the controls seemed surprisingly off. Maybe it’s just because I was playing on the Switch but something felt wrong about the way Sonic moved. More slippery than I remember. Anyway, that doesn’t matter too much when you can just boost down an empty hallway. Maybe the rest of the stage is more satisfying but man...I don’t feel great based on this or Park Avenue.

Really the thing that surprised me the most though is how much I HATE the Avatar. I wasn’t looking forward to it, but I thought it would at least be playable. Instead, the Avatar is a reminder of just how broken the controls are in Modern Sonic games. Navigating even the limited 3D space is janky and frustrating. I found myself bumping into enemies and losing rings simply because of wonky controls. There was no sense of speed. Everything is touch and go. It’s everything bad about Modern Sonic with none of the good. I cannot imagine how critics, many of whom I’m sure don’t even want to review a Sonic game, will respond to being forced to play this through to the end.

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Ok some of you are nitpicking for the sake of nitpicking. A super short tutorial stage with lots of hints (that can probably be turned off) is nothing new for the series. 

 

That said, it seems like the tutorial stage is not the only stage that is super short, basic, largely automated, and linear. 

 

Also: how incredibly ginormous is the DeviantArt fanbase for Sonic, anyways? I honestly had NO IDEA about any of this stuff until the reveal of the Avatar character (or at least the silhouette trailer). Is it really worth devoting a ton of resources on something stupid like this?

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Tried the PS4 demo for like an hour.

So yeah I have a question:

Why can't I boost during loops?

Anyway Green Hill is so automated, linear and devoid of anything interesting I might as well watch someone playing it.

The boss is the least offensive thing in the demo to me, the controls are just like in Generations, which I expected, Drop Dash works more or less the same.

The Avatar is basically Modern Sonic plus worst momentum plus gadgets.

Not impressed. At all.

I can still go back to Generations and have fun there, this however feels like it was intended for babies.

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3 minutes ago, pppp said:

Tried the PS4 demo for like an hour.

So yeah I have a question:

Why can't I boost during loops?

Anyway Green Hill is so automated, linear and devoid of anything interesting I might as well watch someone playing it.

The boss is the least offensive thing in the demo to me, the controls are just like in Generations, which I expected, Drop Dash works more or less the same.

The Avatar is basically Modern Sonic plus worst momentum plus gadgets.

Not impressed. At all.

I can still go back to Generations and have fun there, this however feels like it was intended for babies.

I think that much is clear. The game is targeted toward little kids.

 

What SEGA doesn't understand is that the best kid-oriented games/shows/anything are the ones that can also be entertaining for adults. Like Mario. It's just sad. I have no idea how they went from Colors and Generations, to this. 

 

I never played Lost World, either, but it didn't seem like a bad attempt. Worse than the first two, for sure, and deviated from the series' identity to copy another's, but it at least seemed like a more competent product than the Shadow/06/Riders/Secret Rings/ZG/BK/Free Riders/Werehog era. 

 

This game is just full of bad decisions, it seems.

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3 minutes ago, pppp said:

Tried the PS4 demo for like an hour.

So yeah I have a question:

Why can't I boost during loops?

Anyway Green Hill is so automated, linear and devoid of anything interesting I might as well watch someone playing it.

The boss is the least offensive thing in the demo to me, the controls are just like in Generations, which I expected, Drop Dash works more or less the same.

The Avatar is basically Modern Sonic plus worst momentum plus gadgets.

Not impressed. At all.

I can still go back to Generations and have fun there, this however feels like it was intended for babies.

Because you can't control Sonic during loops.

Btw I'm playing on the PS4, and I can't seem to be able to use the Red Wispon to get a jump boost? I've pressed triangle multiple times but nothing happens.

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17 minutes ago, CleverSonicUsername said:

Also tutorials don't have to be bland, boring, flat experiences that lob you over the head with message windows. There's plenty of opening levels in the same series that do a much better job at acclimating players to the game's mechanics while still being genuinely enjoyable to play. Sonic Adventure 1 and 2, Generations, even Lost World spring to mind.

Don´t forget Seaside Hill. Yes, Heroes were pretty much linear hallway all way round, but still it´s a good enough level.

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