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Sonic Remake Ideas


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This presents a problem with Tails’ gameplay since day 1. When playing any of the classics, Tails is easy mode. It’s hard to put him in a level designed for Sonic and not have it be easy mode when he is basically a flying Sonic. To fix the problem you need to alter the level.

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45 minutes ago, Plasme said:

Tails' flight is less fun and useful in Heroes and Sonic 4 because of how nerfed it is.

It's less fun and useful in those games because they're shittily-designed implementations of his flight, not simply because it's not as powerful as it was in other games. Flight formation in Heroes is incredibly slow and the fixed ceiling while flying is awkwardly limiting. Team-up flight in S4E2 is always delayed just for the sake of a high-5 animation and looks to control as jankily as everything else in S4. Neither of these would suddenly become good if they let you fly further or for longer.

And the problem with the "good" implementations of Tails' flight is that it keeps you away from (what should be) the core mechanics of the series. The more time you spend in the air, the less you spend interacting with the ground. There's no reason to roll downhill or run along walls or do loop-de-loops if you can trivially fly over and around any obstacle. And level design alone isn't going to solve this. Most of Tails' levels in SA, including the half of one actually designed for him, break down horribly immediately because there's no sensible way to stop him from beelining from point to point, barely even interacting with the level. The only ones that don't break are the one where you can't fly and the one where you're boxed in from start to finish. Being so "free" that you're not even playing the level isn't fun, and boxing him in so you can barely even use his abilities isn't fun. And of course all of this applies the same to Knuckles; you give him unrestricted climbing and gliding and people are just going to climb the first tall thing they see, glide from that to the next tall thing, and repeat until the end of the level.

And keep in mind I'm not suggesting the just nerf it in whatever way's easiest and then consider it "balanced" and thus good; I'm saying to rework the abilities from the ground up and find a way to make them fun without being broken. Figure out a way to make their abilities synergize with the core gameplay elements instead of rendering them irrelevant.

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43 minutes ago, Diogenes said:

The only ones that don't break are the one where you can't fly and the one where you're boxed in from start to finish.

Which is unfortunately just one level.

In Adventure's case.

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Well what are Tails’ weaknesses? Can they be exploited in order to ground him? (This sounds like an evil plot to destroy Tails lol)

Tails is vulnerable while flying and that weakness could be exploited. Create an anti-air badnik (or use existing badniks and give them anti-air) and place them in areas where you anticipate level skipping will be most egregious. Give them homing missiles that chase Tails. This will force players to ground more quickly. If you want to make more gameplay out of it, give Tails an acrobatic move to dodge aerial enemies, or a ring drop move to shake missiles. One of my issues with flying is not so much that it can be used to skip, but that there is no input from the game or player to that happening.

Tails also cannot homing attack. I’m sure this can be exploited to force Tails on different paths, but it’s cheap level design and shouldn’t be used too often.

Finally, update the damn levels. Players are flying to nowhere when they use Tails to skip sections. Every large open space tempts players to hurtle Tails off into emptiness towards the goal. Fill the space with suspended islands and new areas that suit Tails, so players have something to do in the sky.

 

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For some reason they made Tails fly faster in SA1, when in the classic games he was a slow riser and a fast faller.

They should do that again.

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On 7/23/2019 at 8:41 PM, Diogenes said:

 

And keep in mind I'm not suggesting the just nerf it in whatever way's easiest and then consider it "balanced" and thus good; I'm saying to rework the abilities from the ground up and find a way to make them fun without being broken. Figure out a way to make their abilities synergize with the core gameplay elements instead of rendering them irrelevant.

Whenever I actually try and figure this out I come to the conclusion that Ray is actually the 'solved' version of Tails's flight mechanics, but they're altered so heavily that the core point of Tails(easy mode for younger siblings and less experienced players) is lost. I'm sure the team considered this and It's why Ray exists in Sonic Mania with Tails being more or less unaltered despite how much terrain he makes redundant even in the 2D games. With Tails and Knuckles, the mindset seemed to become that people enjoy the freedom they're given so It's better not to rock the boat despite how they break game design conventions. For the sake of remaking a game I'd probably follow this mindset with any drastic reworking of their flight mechanics saved for a new game and maybe even given to a new character.

 

 

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I'd say Ray's mechanics would be a better fit for Knuckles than Tails; that swooping motion doesn't really fit with Tails' method of flying. Though an unaltered "Ray but in 3D" moveset would probably still be pretty broken anyway.

And I can see the logic in keeping them roughly the same in a remake and saving the reworking for a new game, but...honestly there's so much stuff in SA that's broken or poorly designed that I can't imagine not making some radical changes for the game to actually be viable among modern games. Everyone's going to draw the line differently but I can't imagine anything like Tails' existing gameplay working.

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You'd be free to rethink Sonic convention in a product that's not explicitly made to attract the attention of older fans that want their experience recreated. I'd be all for improving the game but changes as drastic as the ones you're suggesting would have more room to breathe in a new game entirely. 

I've always been conservative when it comes to remaking existing games though(even ones that aren't received well) so that's just my perspective. With more grand reimaginings like RE2 and FF7R I end up wishing I had a new story and characters to go with this new gameplay to make a completely fresh experience. 

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  • 1 month later...

Sonic Adventure Duology:

General:

Updated Graphics, Control Tweaks, just remake stuff...

Red Star Rings are added in both games.

Chao Garden is now it´s separate game, thus being removed from both SA1 & 2

The homming attack works more like it did in Lost World

There´s a boss rush mode for both games, accsessed after beating the respective games

Game´s got Brand new voice acting, the original voice actors still reprise their roles tho.

Sonic Adventure:

There´s now a part where you gotta control Sonic before the first chaos fight.

After beating the game, you can accsess BETA Windy Valley

There´s more pinball tables in Casinopolis

Tails´ flight is nerfed. 

Sonic Adventure 2:

Knuckles´/Rouge´s Emerald Radar is fixed and Works more like in SA1

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My English is too limited to give a better and more detailed explanation of this idea, but I'd remake Sonic Battle in 3D with the same Arena gameplay of Power Stone 1 and 2 while maintaining the Story/RPG mode and the customization options you can choose. The Power Stone franchise uses some ideas that can be found in the Super Smash Bros. series like itens, boss battles, weapons and interactive stages, but their execution is totally different from these games, containing very frantic battles.

 

 

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Hey, since this thread is here, I'll step in to ask.

So I was listening to BSC's PreE4 2019 Discussion and near the very end, John mentions something about Adventure remakes previously being canned when Sonic & SEGA came up. Was that a thing that happened and what's that about?

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  • 1 month later...

Sonic Advance Redux -

(for Nintendo Switch cause rip 3ds)

. use the retro engine (slightly altered for Advance 2 & 3)

. update the sound chip (or remix the tracks)

. keep the sprites

. utilise level transitions for Advance 1 & 2

Sonic Advance -

. update the animations (make them smoother)

. put multiple special stage springs in a level and have an option to retry them (bounce on the spring again)

. be able to jump on grind rails at any point on the rail

. let Tails and Knuckles grind on rail

. be able to play as Super Sonic, Tails and Knuckles in stages

. make Amy be able to jump on enemies

. map Sonic’s air dash to the b/a button 

Sonic Advance 2 - 

. be able to only need one special ring to get to special stage (if you collect like 3 special rings during a level, those count for retries)

. be able to jump on any part of a grind rail

. map sonic’s air dash and homing attack to the B/A button 

. play as Super Sonic, Tails & Knuckles  during stages

. remove the boss rush from the XX zone (maybe make a level instead)

 

Sonic Advance 3 -

. give Sonic an air dash during the Sonic + Tails pairing

. swap the Chao for special keys and collect 1 to go to the special stage (if you collect more during the stage, more retries)

. Give Tails infinite flight paired with cream (and vice versa)

. play as Super Sonic, Tails & Knuckles during stages

.

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Here's a few Sonic CD remake ideas

  • Revamp visuals (done with animation kinda like Rayman Legends)
  • Add new past themes for the american soundtrack
  • Add new final boss theme for the american soundtrack
  • Add Desert Dazzle and R2 (now known as Relic Ruin)
  • Add Knuckles as a playable character
  • Remixed music
  • Add Drop Dash
  • Fixed spin dash
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  • 1 month later...
On 7/18/2019 at 9:17 AM, Enderwoman said:

sonic game bad. you get wrecked. take that sonic gmae

remake sonic game! sonic game not bad when remake sonic game

 

perfect!!!

 

you literally can't comprehend the sheer volume of how much lack of correction i requrie in this

This gave me a thought; at what point does remaking a game become polishing a turd? I'd consider Lost World to be on the borderline of polishing a turd. A lot of the levels would look and sound completely different, not just play completely different. The ones in the original managed to range from being too similar to Sonic 2, being very generic, and making no sense whatsoever. Even Forces and 06 had better level sets, even 4 if we include Episode 2. The storyline not only has plotholes a-plenty, but particularly large ones, and moral problems too. Other than Parkour gameplay and the basic premise, what would remain?

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9 minutes ago, Miragnarok said:

This gave me a thought; at what point does remaking a game become polishing a turd? I'd consider Lost World to be on the borderline of polishing a turd. A lot of the levels would look and sound completely different, not just play completely different. The ones in the original managed to range from being too similar to Sonic 2, being very generic, and making no sense whatsoever. Even Forces and 06 had better level sets, even 4 if we include Episode 2. The storyline not only has plotholes a-plenty, but particularly large ones, and moral problems too. Other than Parkour gameplay and the basic premise, what would remain?

What counts as a turd is completely subjective to begin with. How much a remake should keep varies from person to person which is why debates about the ones we have in gaming are so heated. 

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On 2/19/2018 at 2:06 AM, Miragnarok said:

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. 

Not seem rude but even if that would explain why they were back they wouldn't really fit in. They'd seem shoehorned in for cheap fan service.

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The reasons people don't like the Wisps don't really have anything to do with the lore. It's just the easiest thing to point to when you can't articulate how you feel about them for one reason or another. If they provided an explanation people would just complain about some other equally petty thing.

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  • 2 weeks later...

Remakes are always going to be that gray area; because you have to decide how much are you going to change to accomodate for modern audiences versus preserving what made the original so good for the sake of nostalgia.

The obvious contenders here are the Adventure titles, but to be perfectly honest I'm not sure what I would change. Obvious things include improving the graphics, lip-syching, sound design, voice acting, and the script for cutscenes.

 

But on the gameplay front...I'm kinda lost. Think Sonic's gameplay is fine enough for what it is, but the problems start going when you get to the other characters. The points about Tails being broken...well...yea, he is. That's certainly a fundamental part of his design, but that doesn't exactly make for an interesting game... But I'm really not sure how you'd balance it without just making him uninteresting. 

 

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Earlier in the topic I felt like Tails in the 2D games represents a toyetic sort of design where he's meant to be fun to mess around with as a novelty more than anything else so I thought his implementation was mostly fine. That being said I'm trying to distancing myself from how I feel about the game and it's easier to see why someone else would think he should be reworked. He could represent another piece of meaningful content to sell players on the game and be more than just a goofy side campaign if you made him play with the level more. I'll admit that I was misguided on that point.

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  • 3 weeks later...

If we're focusing on gameplay, Lost World could've used the Deadly Six's Mechs attacking you in at least one level of their area. Also, extend some of their boss fights to last a little longer and feature a few more moves--particularly Zavok's first fight. 

Though if there's a bit more creative freedom, maybe tweak some of the stage motifs to be more unique and the presentation to have a little more spectacular cohesion.

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On 1/20/2020 at 7:15 PM, DabigRG said:

If we're focusing on gameplay, Lost World could've used the Deadly Six's Mechs attacking you in at least one level of their area. Also, extend some of their boss fights to last a little longer and feature a few more moves--particularly Zavok's first fight. 

Though if there's a bit more creative freedom, maybe tweak some of the stage motifs to be more unique and the presentation to have a little more spectacular cohesion.

And also remove the ambiguity about the fates of the Six, making it clear that they survived. 

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3 hours ago, Miragnarok said:

And also remove the ambiguity about the fates of the Six, making it clear that they survived. 

That kinda feels like a cutscenes thing, but to be fair, that really just applies to Zavok; the others angrily poofing away is more convenient to work with, but he literally drops offscreen into a possible lava dunk.

But yeah, clarification or at least an ominous hint would've been nice. 

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3 minutes ago, DabigRG said:

That kinda feels like a cutscenes thing, but to be fair, that really just applies to Zavok; the others angrily poofing away is more convenient to work with, but he literally drops offscreen into a possible lava dunk.

But yeah, clarification or at least an ominous hint would've been nice. 

Maybe showing him run away and emerge out of the lava injured would be good? Or fall on a convenient ledge? 

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