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Sonic Remake Ideas


Perkilator

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Hey, guys. Here are my ideas for what I would add/change if I could create remakes of Sonic games.

Sonic Adventure
-Add drifting to where need be.
-Add markers to pieces of the Master Emerald for Knuckles’ stages.
-Up Amy’s speed a little.
-Make Big’s missions FREAKING OPTIONAL
-Give Gamma an HP bar that depletes when he has no Rings left.
-Make Angel Island a post-game stage with two parts (meaning Angel Island I and Angel Island II).

Sonic Adventure 2
-Add drifting and Quick Stepping to certain sections of Sonic and Shadow’s stages.
-Give Shadow Chaos Spear whenever he grinds on a rail.
-Add markers for Knuckles’ and Rouge’s stages.
-Have the option to turn Omochao on or off (like in Generations).
-Make the driving controls less slippery.

Sonic Heroes
-Add different bosses for different Teams.
       -Team Rose/Chaotix Beach Boss: Egg Octopus
       -Team Sonic/Dark Casino Boss: Egg Dealer
       -Team Dark/Rose Canyon Boss: Egg Buffalo
       -Team Sonic/Chaotix Mansion Boss: Egg Breaker
-Make the general controls less slippery.
-Make the BINGO table in BINGO Highway an optional mini-game.
-Create two new stages between the Mystic Mansion and the Egg Fleet; Snowy Peak and Hideout Mountain, which takes place in under-construction White Acropolis.
       -Team Sonic Boss: Egg Dragoon Mk. 0
       -Team Dark/Rose Boss: Vs. Team Rose/Dark
       -Team Chaotix Boss: Egg Genesis Mk. 0

Sonic ‘06
-Change the name to something like “Sonic and the Disastrous Flames”.
-Set it between Unleashed and Colors.
-Add Orbot and Cubot (having Cubot recently built and explain his malfunctioning voice chip near the end of Sonic’s story).
-Put Metal Sonic into the story like he was planned to be (for those who didn’t know that), such as having him kidnap Elise.
-Have the Mach Speed sections utilize Sonic’s Quick Step ability, and have mini-bosses near the end.
       -Wave Ocean Boss: Egg Wasp
       -Crisis City Boss: Metal Sonic
       -Radical Train Boss: Egg Ostrich
       -Kingdom Valley Boss: Egg Barracuda
-Keep Elise in her human form but write her in a better way.
-Remove the infamous kiss scene and something along the lines of just reviving Sonic with the Emeralds.
-FIX. THE. DAMN. PHYSICS.
-Make the Egg Wyvern less like the Egg Viper (yes, I know they’re both snake-like, but still).
-Put characters like Cream and the Chaotix into the story.


Common Changes
-Keep the current voice cast, but write their characters better.
-Bring back the Dash Pads and Rainbow Rings that allow you to do tricks (and for that matter, have it work like Sonic Riders, sound FX and all)
-Give some bosses additional attacks (for example, the Egg Hornet does two shuttle loops at low HP before charging into the ground).
-Redetail the bosses’ HP bars to represent which game they’re from (Adventure has the Mystic Ruins-themed border and turquoise HP; Adventure 2 has the G.U.N.-themed border and blue HP for Hero and red HP for Dark; Heroes has the generic royal blue border and yellow HP; and 06 has the 06 border and lighter red HP).
-On THAT note, give the final bosses their OWN HP bars themed after them.
-Sneak in references to other SEGA games (i.e. Papa’s Palace of Pain flyers in City Escape, or Hatsune Miku adverts in Grand Metropolis).
-Alter some of the music to be more in line with the times.

What do you guys think?

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Sonic Colors: Powered Up!

 

* Each Zone has branching act choices, as opposed to just six acts in a row. New acts are taken from the DS version and both versions of Generations,  as well as new act designs with more emphasis on 3D. 

* Every Zone has at least one fully 3D level. Each set of Game Land stages has at least one fully 3D one as well. 

* More mini-Boss encounters have been added. For example, Planet Wisp’s actual boss is Drillinator, with Refreshinator reduced to the mini-boss. Globotron is a mini-boss for Starlight Carnival. Even some of the S3K (and possibly Mania) mini-bosses come back, along with some machines driven by Orbot & Cubot.

* At the same time, the regular bosses have become tougher, and usually take eight hits each. Drillinator even has two phases, the second being a 3D arena fight! They also become more aggressive with every hit, and they have pinch modes with new tactics. 

* On top of all of this, Adventure-style, plot-relevant climax bosses have been added independently of any Zone. Amongst them are: 

** Brainwashed Tails

** Brainwashed Giant Yacker (And unfortunately, if you didn’t get the emeralds in time, you have to put him out of his misery)

** Mecha Sonic mk3 (new design of Mecha Sonic)

** A fake Tails made of negative energy (sometimes turns into Blaze)

** Nega-Mother Wisp (once again, depending on your performance, she may end up killed)

** Nega-Wisp Armor (with multiple phases, including one inspired by Egg Viper)

** And a transforming battle fortress made of the Tropical Resort linking with the Death Egg 2 and Eclipse Cannon, with the Nega Wisp Armor serving as the head.

*** Each of these bosses are even tougher than the stage bosses, giving them more narrative weight. They have last-ditch attacks, multiple phases, and 12 hits or more.

* Terminal Velocity has become a full Zone, with its own Boss before the aformentioned Major Boss. 

* Re-animated cutscenes. 

* Even More Wisps can be found and unlocked, including ones from Lost World. Players will have to search for all the Wisps, as most of the extra Wisps are hidden away. For example, come back with the Void to Starlight Carnival to get Rhythm, which is needed for Bomb and Quake in Aquarium Park and Tropical Resort.

* Heavily, HEAVILY altered story. Much less goofy and obnoxious, but same basic structure until near the end. Overall? The jokes are better and the story isn’t overall a lot darker. Plot points actually pay off in the end, and aren’t ignored. 

* Additional unlockable Characters. Blaze is one of them.

* The Last Story is obtained after beating all the levels and bosses,  collecting the emeralds, and creating a good future for every Zone. This true finale ends with a battle against a revived Devil Doom. The Finalhazard also appears.

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Hi!  Not a big deal or anything, but I edited your post so the text size would be a little more manageable.  There's no need to have an entire text body of size-20 or whatever font on a message board, and it kind of makes it a chore to read.  Please refrain from that in the future! ;P

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Might be unpopular but I'm kinda against remakes, they detract development time and money that could be spent on brand new games, brand new experiences. Maybe the classics deserve it, but not every game.

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Sonic 1

  • Add Spin Dash
  • Change Sonic Sprites to Sprites From Sonic 3
  • Add 7th Chaos Emerald
  • Add Super Form
  • Add Secret Final Boss, unlocked with 7 chaos emeralds
  • Add Elemental Monitors
  • Add Minibosses in 2 act
  • Add Playable Tails And Knuckles
  • Change Music
  • Change badniks sprites
  • Change level sprites
  • Add new levels
  • Add unlockable Super Peelout
  • Change Eggmobile sprites
  • Change Music
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Sonic 1 needed the spin-dash so bad. A few more zones on that game wouldn't have hurt either.

Sonic Heroes needed much better controls , I've always felt like you were moving on Ice.

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45 minutes ago, Stelgard Maximus7 said:

Sonic 1

  • Add Spin Dash
  • Change Sonic Sprites to Sprites From Sonic 3
  • Add 7th Chaos Emerald
  • Add Super Form
  • Add Secret Final Boss, unlocked with 7 chaos emeralds
  • Add Elemental Monitors
  • Add Minibosses in 2 act
  • Add Playable Tails And Knuckles
  • Change Music
  • Change badniks sprites
  • Change level sprites
  • Add new levels
  • Add unlockable Super Peelout
  • Change Eggmobile sprites
  • Change Music

So basically not Sonic 1 at all. 

At that point you're changing so much of the game you may as well make something new. 

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9 hours ago, Stelgard Maximus7 said:

Sonic 1

  • Add Spin Dash

 

8 hours ago, Eurisko said:

Sonic 1 needed the spin-dash so bad.

Maybe I'm the only one, but I think Sonic 1 is fine without the spin dash and would be kind of unhappy if they added it with no option to disable it. I guess I just find it interesting how you can't just get a sudden burst of speed, but have to work with the terrain and be careful if you want to go fast. Don't get me wrong, I like the spin dash and certainly use it plenty in games where I can, but I just think not having it makes things interesting in its own way, so it would be a shame to do away with that completely.

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Sonic 1 3D has the Spin Dash, and I think the only place I ever found it useful is in Spring Yard Zone.  And even then, it was used more for fixing a dumb mistake I'd made, rather than being an optimal strategy. 

I think Sonic CD is the only game that benefited from having a re-tooled Spin Dash for mechanical reasons (since the 1993 version's Spin Dash is so frustratingly awful), which was thankfully given to it.  On the other hand, though, giving it to Sonic 1 does make it so that the classics all have a unified control scheme, which would be useful to newcomers as well as makes it less of a hassle to adjust to the differences between Sonic 1 and its sequels.  It potentially prevents conversations like "Sonic 1 is a good game, but play it first because it will be difficult to go back to it after playing the subsequent games."  Which, I guess, is a smart move on Sega's part.

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Eventually, a semi open world game representing some of the time between 1 and 2, that would at least have both Sonic and Tails playable would be interesting; initially I thought that recreating Sonic 1 as semi open world similar to how the Master Sys/GG version does take place visually along a path across the landmass! 

This could be more dynamic to have Eggman taking an intermittent role, occasionally sending minibosses to whichever island this would take place, sometimes appearing himself, and sometimes sending in the UFO ships to place badniks. 

Playing as Sonic, sometimes Tails would appear either scripted or unscripted, and vice versa.  The main drive/purpose of this game would be exploration and to provide a representation of the time during which Tails and Sonic were meeting and Eggman was regrouping, which again I think would be more able to be portrayed in a semi open world style than a full on Eggman VS Sonic and Tails etc plot!!

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On 2/17/2018 at 10:14 AM, Miragnarok said:

Sonic Colors: Powered Up!

 

* Each Zone has branching act choices, as opposed to just six acts in a row. New acts are taken from the DS version and both versions of Generations,  as well as new act designs with more emphasis on 3D. 

* Every Zone has at least one fully 3D level. Each set of Game Land stages has at least one fully 3D one as well. 

* More mini-Boss encounters have been added. For example, Planet Wisp’s actual boss is Drillinator, with Refreshinator reduced to the mini-Boss. Globotron is a mini boss for Starlight Carnival. Even some of the S3K mini-bosses come back, along with some machines driven by Orbot & Cubot.

* At the same time, the regular bosses have become tougher, and usually take eight hits each. Drillinator even has two phases, the second being a 3D arena fight! They also become more aggressive with every hit, and they have pinch modes with new tactics. 

* On top of all of this, Adventure-style, plot-relevant climax bosses have been added independently of any Zone. Amongst them are: 

** Brainwashed Tails

** Brainwashed Giant Yacker (And unfortunately, if you didn’t get the emeralds in time, you have to put him out of his misery)

** Mecha Sonic mk3 (new design of Mecha Sonic)

** A fake Tails made of negative energy

** Nega-Mother Wisp (once again, depending on your performance, she may end up killed)

** Nega-Wisp Armor (with multiple phases, including one inspired by Egg Viper)

** And a transforming battle fortress made of the Tropical Resort linking with the Death Egg 2 And Eclipse Cannon. 

*** Each of these bosses are even tougher than the stage bosses, giving them more narrative weight. They have last-ditch attacks, multiple phases, and 12 hits or more.

* Terminal Velocity has become a full Zone, with its own Boss before the aformentioned Major Boss. 

* Re-animated cutscenes. 

* Even More Wisps can be found and unlocked, including ones from Lost World. Players will have to search for all the Wisps.

* Heavily, HEAVILY altered story. Much less goofy and obnoxious, but same basic structure until near the end. Overall? The jokes are better and the story isn’t overall a lot darker. Plot points actually pay off in the end, and aren’t ignored. 

* Additional unlockable Characters. 

* The Last Story is obtained after beating all the levels and bosses, and collecting the emeralds. This true finale ends with a battle against a revived Devil Doom. The Finalhazard also appears.

1. I’m not so keen on altered story. I get that you don’t like Pontaff (Colors was the only time I liked them), but with this much change, you might as well call it a sequel of sorts.

2. I don’t wanna kill Yacker or Mother Wisp. Even depending on performance, that seems like something only acceptable for Shadow (the game).

3. As cool as it sounds (and I’m sorry if I sound like an asshole), where in God’s name would Devil Doom and Finalhazard fit into the story? I’m just curious, that’s all.

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Sonic Adventure: But Good This Time

General:
-This would have to be a massive, ground-up remake, not just polishing a few rough edges. Imagine SA if it was made for the first time today and if Sonic Team didn't suck ass.
-Everybody plays more or less like Sonic; quick, agile, strongly influenced by momentum and slope physics.
-Make hubs that are bigger but still easy to navigate. Make Station Square into a Sonicy version of the main area of New Donk City or something.

Sonic:
-Fix the physics, make the levels bigger, wider, and more curvy, minimize automation, basically all the stuff I usually suggest for a 3D Sonic.

Tails:
-Severely nerf his flight. Instead of having relatively lengthy freely controlled flight, focus on short bursts that work more like long jumps and high jumps. Keep his gameplay closer to Sonic's, with flight being used for quick shortcuts or accessing alternate routes instead of letting him fly over half the level.

Knuckles:
-Ditch the treasure hunting gameplay. Put an emerald shard where the animal capsule/goal ring/whatever would be.
-I want to say they could put some shards in the hubs too, but I'm not really sure of the best way to work that into his progression. It'd be annoying if you were forced to stop and search for them but I wouldn't want the player finishing his story without getting them all, so...???
-Like Tails, nerf his abilities. Have his glide drop off over time instead of maintaining a steady descent and only let him climb certain (common, but not omnipresent) walls.

Amy:
-Faster gameplay, less puzzles. There should still be a sense that she's the "normie" of the cast, but I'd communicate that through more platforming, less of an "extreme" style, and contrasting her against Zero as an unstoppable pursuer, rather than being slow and matching colored blocks.
-Make Zero more of a threat, or at least seem like more of a threat. He's a big idiot robot smashing his way through stuff; have that impact the level.

Gamma:
-Instead of combos being based on how many targets you can tag at once, you keep and build your combo by hitting more targets before a timer runs out. this changes the gameplay from stop (at a group of targets, so you can hit them all at once) and go, to something more fluid as you rush from target to target.

Big:
-Make fishing into a minigame rather than his main gameplay. Open up a fishing hole for each hub once you find it and each of his levels once you beat them.
-His main gameplay would be a sort of comedic "bull in a china shop" take on Sonic gameplay. He's a living wrecking ball bumbling through enemies, obstacles, and whatever else gets in his way.
-Use his fishing rod as a grappling hook, maybe.

Super Sonic:
-Have a "ruined Station Square" stage. Maybe even two; one before transforming and one after.

Chao:
-Rather than a complicated and time consuming virtual pet system, use them as a simple, streamlined system for character customization.
-You equip a character with a chao and it follows you throughout the game. Playing stages gives them EXP which lets them evolve. This should only take a couple of stages; Sonic games are short (even moreso when split six ways) and players should be able to enjoy the system before the credits roll, also grinding sucks ass anyway.
-Items found or purchased in hubs could influence their evolution or grant them (and thus the player) special skills. These could also be rewards for Big's fishing minigame and whatever other minigames might exist.
-This would create a bit of a plothole regarding Chaos' motivation but I think it'd be easy enough to tweak the script from "Chaos is mad that they're dead but it turns out they're not" to something like "Chaos is mad that they're being (ab)used by outsiders again but it turns out that people treat them well and the chao like people".

This is all incredibly unrealistic but, well, so's any good 3D Sonic at this point so whatever, may as well shoot for the stars.

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2 hours ago, Perkilator said:

1. I’m not so keen on altered story. I get that you don’t like Pontaff (Colors was the only time I liked them), but with this much change, you might as well call it a sequel of sorts.

2. I don’t wanna kill Yacker or Mother Wisp. Even depending on performance, that seems like something only acceptable for Shadow (the game).

3. As cool as it sounds (and I’m sorry if I sound like an asshole), where in God’s name would Devil Doom and Finalhazard fit into the story? I’m just curious, that’s all.

1. It still follows the same exact outline as the original, but way more fleshed out. Not really a sequel, except to Unleashed maybe. 

2. Sorry, but 06 still had deaths even without Shadow involved. And, I forgot to mention players would also have to make a good future in the levels to spare Mother Wisp. At least their deaths, unlike previous deaths in the series, can be avoided. 

3. Eggman’s Hyper-Go On would end up reviving them, setting them back on the warpath to Earth. This was all part of his plan; to set up a scapegoat so that he can look heroic when he himself defeats them, and win the world single-handedly, ala Syndrome. 

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12 hours ago, Monkey Destruction Switch said:

 

Maybe I'm the only one, but I think Sonic 1 is fine without the spin dash and would be kind of unhappy if they added it with no option to disable it. I guess I just find it interesting how you can't just get a sudden burst of speed, but have to work with the terrain and be careful if you want to go fast. Don't get me wrong, I like the spin dash and certainly use it plenty in games where I can, but I just think not having it makes things interesting in its own way, so it would be a shame to do away with that completely.

I never missed the spin dash for Sonic 1 as a kid as it wasn't a thing until Sonic 2 and the game works just fine without it. But over the years as I've gone back to Sonic 1 the spin dash's absence stands out more and more. In my opinion The spin dash is probably the best addition to Sonics arsenal of attacks and abilities to this day. Some will agree with that and others won't which I guess would make that topic itself a very interesting discussion too.

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6 hours ago, Miragnarok said:

1. It still follows the same exact outline as the original, but way more fleshed out. Not really a sequel, except to Unleashed maybe. 

2. Sorry, but 06 still had deaths even without Shadow involved. And, I forgot to mention players would also have to make a good future in the levels to spare Mother Wisp. At least their deaths, unlike previous deaths in the series, can be avoided. 

3. Eggman’s Hyper-Go On would end up reviving them, setting them back on the warpath to Earth. This was all part of his plan; to set up a scapegoat so that he can look heroic when he himself defeats them, and win the world single-handedly, ala Syndrome. 

2. The fact that Sonic 06 and Shadow had deaths is zero excuse at all. I’m glad you’re giving the option to avoid Yacker’s and Mother Wisp’s deaths, to say the least.

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Adding on a few of my own suggestions to Diogenes' awesome list of Sonic Adventure changes:

* Move Speed Highway to the beginning of Sonic's story.  Why?  Two reasons:

   1.) Always seemed a bit dick-ish to start the player with a boss fight regardless of how easy it was.  At least give them a level beforehand so they can grasp the basic mechanics. I'd also give Tails a starting level so he doesn't start out fighting the Egg Hornet.

   2.) Story-wise it would make a bit more sense.  Think about Speed Highway's current placement in Sonic's story.

      * Twinkle Park - ZERO (I'd change it just to E-100 Alpha for consistency's sake) chases Amy and the flicky in there and Sonic chase after them where he and Amy are separated somewhere inside.

     * Speed Highway - Sonic searches here for Amy to no avail but upon exiting does spot her being taken to the Egg Carrier by ZERO and chases after them.

     * Red Mountain - Sonic chases Amy and ZERO here where the Egg Carrier is currently residing.

Wouldn't it just make for smoother story-telling if Sonic spots Amy and ZERO after Twinkle Park and then chases them to Red Mountain?  Plus going through Speed Highway to get to Chaos 0 would make more sense than Sonic just being there.

*Someone on Sonic Retro found three potentially scrapped levels digging into the PC version; "mushrooms", "jungle", and "desert" (probably Sand Hill as a full-fledged level instead of a re-skinned snowboarding segment).  Make these levels from scrap if need be (see if there's any concept art or notes still around first) and insert them into the story for the other non-Sonic characters since his story is the longest and most complete anyways.

*After beating the game, make it so any character can go to any level or fight any boss, something 2006 was apparently going to do.  I wanna see Sonic in Hot Shelter, Tails, Knuckles, and Amy in Emerald Coast without glitching, etc. etc.

 

I've got more ideas for more games that I'll post later. Maybe...

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In addition to what Diogenes and andrewteull said, I think an SA1 remake should have these things:

  • A new script that follows the Japanese one more closely. No more "Oh yeah, this is happening!" or "All's well that ends well, right?"
  • A better spin dash that needs a few seconds to charge. One complaint I see a lot is that it's too easy to spam.
  • I almost forgot: better animation in the cutscenes so we don't have stuff like Sonic's "Something bugging you?" face.

I also have a concept for a Sonic Unleashed remake that I posted on DeviantArt: http://fav.me/dc3t5gi

 

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Sonic Colors

  • Make the game HD and with some sweet Generations-esqe graphics
  • REMOVE. THE. CUTSCENES. Colors is a game that's better off without a story, especially considering that the cutscenes don't add up ANYTHING besides shitty jokes.
  • Make the game run at a smooth 60 FPS, for that extra speed and flow.
  •  Remove the profile thing. It's as pointless as it sounds.
  • Release the game on Sony and Microsoft systems. Like, I don't have anything against Nintendo, but, hey, maybe giving other people the chance to play it would be good.
  • Maybe make the Black Arms make an appearance as DLC with playable Shadow, too. The game's set in space, so, who cares.

The Game Gear titles

  • Updated Mania-esqe graphics.
  • Better physics.
  • Release them all as a compilation, kinda like what Square's been doing with Kingdom Hearts.
  • Remixed music.
  • Probably make the emeralds obtainable via special stages in Sonic 1 and 2.
  • Make Tails playable after beating S2 100% 
  • Make the characters from Sonic Drift 2 playable in the original.
  • Sonic Labyrinth doesn't need fixing, since it's an okay game honestly. Maybe keep it as an easter egg

Shadow the Hedgehog

  • Make the story-shifting things more "Decisions in the cutscenes", rather than missions. For instance, at the end of Westopolis you are confronted by Black Doom, who asks you to join him. If you say "Yes", then the game will warp you to the next stage, and if "No", then Black Bull will attack you.
  • Obviously, the missions should be removed/kept as optional challenges.
  • Make the final story accessible by default, by beating the Hero story (Which will have the hardest stages BTW) without beating ANY OTHER STORY BEFORE.
  • Make some of the endings crazier, so that the players will have a reason to play through all the stories. Like, I don't know, make Sonic join the dark side at the end of the dark story, and then having a boss battle with EGGMAN, who says something like "I'm the only one allowed to be evil here!".
  • Redub some of the lines. Like, Vector and Charmy especially sound a bit off. 
  • Add some more bosses. Like, how about fighting King Boom Boo at the end of Cryptic Castle? Or fighting Metal Sonic at the end of Iron Jungle? That'd be awesome!
  • Up the graphics, cos, god, do those Heroes models look bad.
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2 hours ago, A person, that exists said:

Sonic Colors

  •  
  • REMOVE. THE. CUTSCENES. Colors is a game that's better off without a story, especially considering that the cutscenes don't add up ANYTHING besides shitty jokes.
  •  

Or change jokes

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Just now, Stelgard Maximus7 said:

Or change jokes

Colors' jokes are fundamentally flawed, my friend. 

The best way to fix them is to destroy them.

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  • 1 year later...

Maybe a Chaotix remake to re-establish it into the Classic series canon and change out some elements that either didn't work or would clash with current mandates? Maybe finally lump the Freedom Fighters into the games with it, and have them replace the original Chaotix?

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On 2/18/2018 at 9:32 AM, Osmium said:

So basically not Sonic 1 at all. 

At that point you're changing so much of the game you may as well make something new. 

Ah good then, cause my perhaps unpopular opinion is Sonic 1 sucks. Sonic 2 was the real first game XP. Just like how there was a Street Fighter 1, but it sucked so we say Street Fighter 2 is the real start XD

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The only Sonic games(and really the only games period) I want remade are the Adventure games. I know there are some posts about them above, but....I don't really agree with them much, so yeah. 

On the whole I think the stories are fine in both games so I wouldn't make any major changes. Rewriting, reboarding and reanimating every single cutscene would be pretty much required, obviously, but the character arcs would be exactly the same. 

I always thought the game needed more subtle mechanical changes than drastic ones. In terms of game feel most of the characters are already in a good place, so I wouldn't want to drastically inhibit their movement and make the game less fun for balance reasons. Instead, the focus should be on giving the characters more space to play in. The changes to the level design would be my most drastic take. The Adventure games simply could use a lot more routes to go with their freeform movement and lack of invisible walls. The levels often take place in huge open air locations that have a lot of space that could be used. Windy Valley could be a sprawling chain of floating islands instead of more or less a track, for instance. 

This goes for every character, but Tails and Knuckles especially need expanded spaces and exclusive areas for their abilities. Knuckles's arenas are so small that you could sometimes find the emeralds in under a minute. Give him more places to go and be more committed about hiding spots. Tails is the only character I'd consider nerfing, but I'd tweak based around extended level design rather that  gimping his flight entirely. 

I like the sort of quirky horror game vibe Amy's levels have so I want to keep the puzzle solving to some degree, but a lot of them were a little on the tedious side. Zero should definetly be more aggressive instead of just being strangley cheesable. 

I never liked the idea of changing the Chao into a means to an end rather than keeping them a relaxing feature. The pet simulator aspect is simply why people like them. It didn't matter that it didn't directly serve the platforming experience. I think the grinding should be cut down and more items should  be placed in levels that more directly give the chao the stats players want them to have. 

Lastly in terms of new content I think it would be neat if NPCs could give out sidemissions for the players to do to give them more incentive to explore the hub. 

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On 2/19/2018 at 1:02 AM, Diogenes said:

Sonic Adventure: But Good This Time

I more or less agree with everything you said, except I halfway disagree on your Chao idea. I do and have always liked the idea of equipping them as passive power-ups, especially as it makes collecting them have more purpose. However I fully disagree with removing the digital pet aspect of them, because that part was the bulk of Chao fans favorite aspect playing those Sonic games. Just making Chao rising fully optional, perhaps decreasing the time/methods it takes to rise them and don't hide non-Chao related bonus content behind them such as extra levels would be enough of a compromise. Removing the digital pet aspect altogether would massively disappoint Chao fans and would feel like a big slap to the face to them who would look forward to a remake. Personally I feel the Chao minigame to be the best digital pet game out there made so far, and would like to see the concept expended upon instead of being thrown away.

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