Good, I'm glad I'm not the only person who likes some of Sonic R's music.
I've barely played the game, but I have "Diamond in the Sky" on my iPod.
No. I'm not ashamed to confess that.
Good, I'm glad I'm not the only person who likes some of Sonic R's music.
I've barely played the game, but I have "Diamond in the Sky" on my iPod.
No. I'm not ashamed to confess that.
New Hands on of Sonic 4:
http://www.gamesradar.com/ps3/sonic-the-hedgehog-4-episode-i/preview/sonic-4-episode-1-updated-hands-on/a-20100810131746116054/g-20090909115153197035
A professional reviewer saying it's a great game and it's what everyone's been waiting for. But… you guys' offhand impressions that it must be shit are what I'm banking my money on.
New Hands on of Sonic 4:
http://www.gamesradar.com/ps3/sonic-the-hedgehog-4-episode-i/preview/sonic-4-episode-1-updated-hands-on/a-20100810131746116054/g-20090909115153197035A professional reviewer saying it's a great game and it's what everyone's been waiting for. But… you guys' offhand impressions that it must be shit are what I'm banking my money on.
Well, I'd like to hear the general consensus among many critics and fans.
Of course, I'm still gonna buy it regardless XP
Yeah, really though I think some people are coming around saying it could be pretty good. Sega's really seeming to try and appease the fans to at least improve their series. I think so, anyway. And I'm hoping Sonic Colors is a little better than the last few 3D sonic games. Seems possible.
Like this review says it's getting more into the level design rather than concentrating on sheer speed. It has exploration and different paths and that sorta thing.
I can't wait for this. I hope the seperate Episodes emulate the Lock-On stuff we got with S3&K. Like, getting to go back and play as Tails and Knuckles in Episode 1 :p
MC0hV3dea9g
Come on, now, RACE!
The worst thing about this song is that you have to unlock Super Sonic to get it.
And with the wonky controls, it's pretty damn hard to get the damn 7 chaos emeralds.
But when I got super sonic and chose that stage, it was like an explosion.
Edit: Oh god… I forgot about Tails Doll. That horrible... thing. I hear if you mention his name, "Can you feel the sunshine?" plays lightly in your ear.
New Hands on of Sonic 4:
http://www.gamesradar.com/ps3/sonic-the-hedgehog-4-episode-i/preview/sonic-4-episode-1-updated-hands-on/a-20100810131746116054/g-20090909115153197035A professional reviewer saying it's a great game and it's what everyone's been waiting for. But… you guys' offhand impressions that it must be shit are what I'm banking my money on.
Yeah, really though I think some people are coming around saying it could be pretty good. Sega's really seeming to try and appease the fans to at least improve their series. I think so, anyway. And I'm hoping Sonic Colors is a little better than the last few 3D sonic games. Seems possible.
Like this review says it's getting more into the level design rather than concentrating on sheer speed. It has exploration and different paths and that sorta thing.
That's a terrible preview that doesn't discuss the important things that needed to be changed. The level branching was in the old builds.
Sega USA are supposed to be giving an update soon though.
New Hands on of Sonic 4:
http://www.gamesradar.com/ps3/sonic-the-hedgehog-4-episode-i/preview/sonic-4-episode-1-updated-hands-on/a-20100810131746116054/g-20090909115153197035A professional reviewer saying it's a great game and it's what everyone's been waiting for. But… you guys' offhand impressions that it must be shit are what I'm banking my money on.
The person who previewed this said this so…yeah...:getlost:
I’ll be honest: As head-over-heels elated I was with the idea Mega Man 9, the execution didn’t really do it for me. Turns out, maybe you can’t hinge an entire game, let alone multiple games, on preexisting nostalgia alone. So whereas Capcom attempted to simply amplify “that old feelin” Sega’s building off of it in this direct follow up to Sonic and Knuckles, and I’m digging the holy hell out of it.
For one, the homing attack and midair dash Sonic gained from his 3D outings proves a fantastic addition to the 2D formula. Few people care to remember that Sonic was a recklessly piss-poor jumper, so this newly implemented technique not only increases accuracy and staves off spike/pit related peril, you may now chain homing attacks to achieve otherwise unreachable heights.
From what I can see, the homing dash will be a good inclusion, but I think it might make some stages too easy.
Also, the multi-chapter thing….I just really hope each episode will come with new, CREATIVE stages that make me want to keep playing.
And I bet you money...MONEY, $DLC will be released allowing you to play as Tails and/or Knuckles.
So apparently, they're gonna start revealing the changes for Sonic 4 next week.
And here's a translation by me of what's being said.
After the disappointing Sonic Unleashed, SEGA once again tries with a high-speed 3D Sonic. But, this time without bothersome Werehog stages. The "Sonic Colors" titled game is being released exclusively for Wii and looks phenomenal, as you can see in these impressions of the first level. Once again it proves that there's a lot more in the Wii than muddy textures and "casual" simple graphics. Plus "Sonic Colors" runs unbelievably fast on the screen.
Similar to Sonic's 2D adventures, you speed through set sections that are full of junctions and secret areas. Most of the time, you'll see Sonic from behind while you're speeding through the tracks. Time and again the perspective switches to the side perspective and your blue runner becomes tiny. Like this "Sonic Colors" plays almost like the classic 2D adventures. At least shortly, because the perspective usually switches fairly quickly back to the familiar "Hedgehog From Behind".
As you can see, "Sonic Colors" is very colorful. but what does the reference to colors in the title mean? For that let's see the World Map first. This is an overview of Dr.Eggman's Interplanetary amusement park. The villain has converted the planets into attractions and it's up to Sonic to free these planets. But, that still doesn't explain the game's title. Time and again Sonic encounters small, alien beings that are imprisoned in capsules. If he frees them, he can use the powers of the blue or yellow creatures for a short time.
All that is done by a small waggle of the Wii Remote. If you have an alien, you just have to shake the controller to, in the case of the yellow alien, dig through the earth. The blue alien, on the other hand gives you a laser. Of course there are more colors in the final game to be found, but in our preview version, only the blue and yellow ones were implemented.
Overall, with "Sonic Colors" there finally seems to be a decent 3D game with the sneakered hedgehog in the making. We, at least, can not wait to play this Wii gem in its finished version.
I'm not gonna lie, that video makes the game look really good.
It made me think that sega have completely given up in trying to make sonic work in 3D.
Sonic Solors.
Solors.
So. Lors.
Solors.
Solors.
…what
Wow. That preview looks like it has every single problem the franchise has had!
Is official, they don't realize what the 3-D problems are, and they're never going to fix them. Its always going to be rail grinding and narrow paths for an illusion of nigh-incontrollable speed.
Only now with a smattering of psuedo 2-D where it basically runs on auto where it pretends to give the classic experience for 10 or 20 seconds at a time, with no real grasp of why it worked in 2-D in the first place.
Oh well. I wasn't getting Colors in the first place.
It's particularly pathetic when they weren't greatly far from a solution in the adventure games. A couple of years work on that engine and they would have had it, but sega obviously don't want to spend the time.
If that trailer is what the game as a whole is going to be like, will not buy; do not want.
I think a lot of Sonic's 3-D problems could be fixed if they didn't insist on behind-the-back camera. A general 3/4ths overhead could work well. It failed in Sonic 3-D blast, but thats because they screwed it up with the Flickie collecting and had horrible level design and well… they made it on the Genesis so it was basically Marble Madness.
Oh well. It's okay. I have Okamiden coming in March. Okami was a fantastic Sonic game. And a great Zelda game, too.
I hate to remind you that Capcom have scheduled it so badly that it's out the same month that the 3ds is supposed to be out in, and will undeservedly suffer for it.
I still have some hope for sonic 4 if Sega usa is running the show, we'll find out about that next week.
I hate to remind you that Capcom have scheduled it so badly that it's out the same month that the 3ds is supposed to be out in, and will undeservedly suffer for it.
But it wont affect me buying it.
It might ruin its shot at a third game, though, and that does suck. If they keep up the quality, its a franchise that deserves to endure.
I think another problem wih Sonic is they think he needs to run at a simulated 200 mph at all times, when really, no, he doesn't. Faster than Mario, with some exhilarating straightaways here and there. The occasional tract of speed, not… the entire level nonstop.
I thought this was a good read on what 3-D Sonic games are lacking.
Camera:
One of the worst aspects of current 3d platformers starring Sonic is the camera, which can be easily solved if we remember what the most important aspect is in a Sonic game: not speed, but momentum. Momentum has direction and speed, but also acceleration if it ever changes. What the camera should focus on is the momentum, or if possible, the momentum's acceleration. If we have the camera always point in the direction Sonic is moving, that would be great, momentum, but if it always points where Sonic is being urged to go, whether by the environment or himself, momentum's acceleration, we will continue to be able to see what's coming, which is exactly what Sonic needs at his speeds. This means the Camera would look up when we start a jump and look down when we're ending it, point just ahead of the curve in a loop to see what's next, look to the left when we start to veer there, etc. It would follow us through half-pipes and always look where we were going if we wanted to go that way, or where we wanted to go if we started to inch in that direction.Controls:
This comes second because it builds off the above: momentum. Your joystick literally represents acceleration, and distance from center = power of change. If you're moving, you probably won't have momentum altered by anything other than the friction of the ground, but start pushing the joystick around and you can manipulate what your momentum is, and through that, changing direction. It would be easy to change directions when stopped, no preset momentum, you just point in a dir and that's the way you start to go, but like Sonic 2d controls, it's hard to change directions once you start moving. Pressing the opposite direction skids you to a halt, but pressing left and right only changes your momentum in those directions. One would probably still need to hold the joystick slightly forwards at all times to fight friction, but other than that running should feel like a joyride, and sudden joystick changes should only veer you left or right, or start to stop you, never immediately altering your path until you're down at a reasonable speed.Controls2:
Ahh, the other half of the controls, jumping and spin dashing. These ones don't rely on physics as much, jumping is just a single boost against gravity, which ultimately pulls you back down. What I want is a two button system, like the old games, but we can't exactly use a direction on a 2d joystick for "crouch" in a 3d world, now can we? So, let's assume A = Jump, as always, or A/B/C if we get accurate. That's all fine and dandy, but how should one spin dash? Hold B? Bah, no! That's not how we did it back in the day. Let's add a crouch button. The crouch button, usually a Joystick button or a Left trigger/bumper button, will do just what the down button did in the 2d games. Hold it when stopped to bend over, then press A rapidly to charge up a spin dash, release crouch to go-go-go. Already got… momentum? (if you can't tell by now, momentum is key, just like the 2d games) Tap the crouch button to switch to ball mode, a spikey form that can take on any enemy in your path. No stopping for jumping, no slowing down to dodge, you're going to ram through that thing, and maintain momentum.That way, you can make it through the loop up ahead, because you have enough momentum.
Levels and Environments:
Sonic should be one with the environments. Collision boxes should let you slide against them, lose some momentum, but keep most of it, so you keep your movement. Rings should collect themselves, Sonic never meant to collect half the rings in the old games, but we have to aim for them these days in 3d Sonic Platformers. My best suggestion is to make small hills and valleys, and areas where because of gravity, Sonic would naturally flow to, and then fill them with rings at various intervals. The level designers never really wanted Sonic to die, and backtracking for rings is the worst thing that's ever happened to Sonic. As for making Sonic one with the environment: Sonic shouldn't need boost pads, he has his momentum, and as long as that goes hand in hand with the level, playing as Sonic is a beautiful experience, it becomes a Sonic game. We should never need to fight the environment, we should work together with it. There's a reason the curves of the earth are much preferred to the metal boxes of a Death Egg environment. Sonic should run free, and the levels shouldn't stop him if the player knows the way. My fondest memories of a Sonic game are when I got those moments where I felt like a skipping stone, keeping my momentum and jumping over pit after pit (or spikes after spikes). Sure, there should be obstacles that hurt us if we don't "keep up" with the level, but it should be a rewarding ride for the good players.Gimmicks:
Here's where it gets fun: due to all this beautiful work we've put into Sonic's momentum engine and ball form, there are all kinds of things we can do with that, like the pinball zones. Of course, all kinds of new opportunities awaken with a 3d engine, and those were almost realized at one point, but we must remember to keep the camera where it's always been, even with these gimmicks, otherwise it feels like we've switched to a minigame, and that's not the right idea. A good example would be making one of the levels a skatepark, except, Sonic is still the exact same. I don't think we need grinding in a Sonic game, but the basic premise of this would be Sonic needing to navigate through the ramps and half pipes without getting hit by fast moving skaters in the process (probably robot skaters). It would take full advantage of the Sonic engine already in place, but use it for the computers as well as Sonic, making it a gimmick, but making it a fun use of something already there. We could also see a golf green where Sonic had a limited time period to get from start to the hole, or a sling shot where Sonic had to push it back as far as possible before letting go, as well as pushing it back at the perfect direction and precision. It would use Sonic's momentum to build up potential energy in the slingshot, until Sonic stopped using any momentum acceleration and allowed the slingshot to take control.Progression:
No linearity. Of course, there has to be an easy path: North. Just go North and you'll get there eventually. Maybe you need to back track a little, but go North and you're set. Really, you CAN go anywhere you want, there has to be that exploration factor, that emerald to find, but going North gets you to the end of the level. You just need options in terms of how you want to go North, if you're going that direction at all at this time.Oh and, no bottomless pits. Spikes? Sure, and maybe one spike pit, ONE, but nobody liked that anyways, so honestly, just give us the ability to keep living.
Bonus levels and Super Sonic:
Honestly, I think the Bonus levels should train you for how to control Super Sonic so that it feels natural. Give us another case of the Sonic Advance ones where we fall downward continually, only, just Sonic this time, no surf board. Let us fall forwards at a steady rate, and control our fall on a 2d plain using the joystick. We would push technology to its limits with beautiful atmospheric levels of clouds and stars, noticing how incredibly detailed the ground was as we fell to it, or how big it was at the start. These levels should be rewarding, but fun too. So basically, fall straight and change left/right/forwards/backwards with the joystick, momentum like on the ground, only with the constant -9.8 accel of gravity, which we can't fight, pulling us downwards, causing the camera to usually point that way (although we can veer the camera L/R/F/B by accelerating that dir w/ joystick). Going Super Sonic is the same thing, only this time, we're flying forwards, so we control up/down/left/right instead. A button might be a temporary attack boost, straight forwards, crouch might make us fall back. Super Sonic levels are always a chase, so this should fall right in very naturally, as well as giving us good flight control. Imagine Star Fox 64 with its boosting and braking system, only with no lasers and the Arwing was Super Sonic.
SOURCE: http://www.sonicfangameshq.com/forum/showthread.php?t=4347
Speaking of fan-games, what is everyone's stance on them?
@robbybedfart:
But it wont affect me buying it.
It might ruin its shot at a third game, though, and that does suck. If they keep up the quality, its a franchise that deserves to endure.
The problem with okami is that stylistically it's aimed at a Japanese audience, but the gameplay is something that seems to be more popular in the west, and it's ended up not doing that great in either territory.
@robbybedfart:
I think another problem wih Sonic is they think he needs to run at a simulated 200 mph at all times, when really, no, he doesn't. Faster than Mario, with some exhilarating straightaways here and there. The occasional tract of speed, not… the entire level nonstop.
Some of my favourite things in sonic 3 was finding the giant rings amongst destructible scenery. Trying to avoid being underwater in hydrocity. Staying high up in icecap zone. Getting totally lost in marble city. Basically, slowly exploring branching levels. I don't think sega understand what a draw this is for fans.
@Cyan:
Sonic Solors.
Solors.
So. Lors.
Solors.
Solors.
…what
I translated it at 2 in the morning -_- I didn't even notice that.
I thought this was a good read on what 3-D Sonic games are lacking.
SOURCE: http://www.sonicfangameshq.com/forum/showthread.php?t=4347
all that really needs to be said is:
Sonic levels from Adventure with better camera work, better handling/physics, better level design.
Speaking of fan-games, what is everyone's stance on them?
I don't play them, so I have no idea on their quality.
Hmmm… Sonic still sucks, yes?
Looks like .
Okay.
leaves
I think Sonic Colors looks really fun to play. It looks slower than Unleashed and it seems there are more branching paths.
But the camera is still wonky and it's still LOLSPEED.
Momentum, Sega, momentum.
all that really needs to be said is:
Sonic levels from Adventure with better camera work, better handling/physics, better level design.
The thing about the Adventure games is, there is at least some concensus between fans that the Adventure games are either Great games, or they're at least a step in the right direction.
Why doesn't Sega realize this?! Sega, you're making Sonic 4 right now, next make Sonic Adventure 3… Please. Make that your next 3D sonic game. Take the base Sonic/Shadow level engine from SA2, and repair and build on THAT. I SWEAR people will love it... at least a lot more than they like most of the stuff coming out now.
Though, Sonic Colors actually looks like it MIGHT have promise, I will cautiously give this one my own hands-on approach before saying it is or is not crap... but yeah...
The thing about the Adventure games is, there is at least some concensus between fans that the Adventure games are either Great games, or they're at least a step in the right direction.
Why doesn't Sega realize this?! Sega, you're making Sonic 4 right now, next make Sonic Adventure 3… Please. Make that your next 3D sonic game. Take the base Sonic/Shadow level engine from SA2, and repair and build on THAT. I SWEAR people will love it... at least a lot more than they like most of the stuff coming out now.
Though, Sonic Colors actually looks like it MIGHT have promise, I will cautiously give this one my own hands-on approach before saying it is or is not crap... but yeah...
We already got Sonic Adventure 3. Except they rebranded it as a reboot, and failed monstrously at it.
Sonic 2006 was Adventure 3.
ze582VGaAkY
I think Sonic Colors looks really fun to play. It looks slower than Unleashed and it seems there are more branching paths.
Except 98% of the 3D stuff that trailer showed was on rails.
No. On rails is like Resident Evil Darkside Chronicles. This is different.
It's really not.
There was only ten seconds of footage(1:55-2:05) where it looked like you had any kind of thinking choice.
Just asking left/right every now and then is nowhere near enough.
Lol @ getting this stupid looking hat
! if you pre-order Sonic Colors or something..
Anyway, here's the fucking lead designer for Sonic Colors practically telling all the hardcore old-school Sonic fanboys to fuck off and not be excited for this game..
_Wow Sega, way to absolutely kill the good grace your game has earned! Sonic Colors' lead designer, Takashi Iizuka, has said that anybody who liked Sonicback in the Genesis days should stop looking forward to the upcoming Wii game, reiterating the previous message that Colors is for children in no uncertain terms.
"We know there are sometimes opinions about control from core gamers, but we're intending Sonic Colors to be played by children of probably between six and twelve years-old," he explains. "So, with Sonic Colors we have aimed to make a game that everyone can control and have fun in. So, it's not really a game for the core gamers. If you take the rail grind, it's something that's fast, not difficult but is fun to do and looks great. It's about making a game that's right for the core audience of the game."
Weird that he says that "everyone" can have fun with Sonic Colors … except for Sonic's oldest fans. Apparently the "hardcore" gamer is incapable of enjoying Sonic Colors, which is an amazing PR claim considering the fact that so far, many hardcore gamers are more excited for Colors than they are for Sonic 4.
I really liked what I played of Sonic Colors, but according to Sega, I should just stop looking forward to it. Fair enough, guys! I'll henceforth write the game off as a load of crap, since apparently that's what you want. Seriously, what a dreadful way to go about promoting your game."_
http://www.destructoid.com/sonic-colors-designer-tells-you-to-stop-being-excited-181331.phtml
I think the hat is awesome xD I wouldn't wear it in public, and maybe not even at home, but I think it is cool.
@ZeArmyOfHalen:
Lol @ getting this stupid looking hat
! http://wii.kombo.com/images/content/news/sonic_colors_pre_order_hat.jpg if you pre-order Sonic Colors or something..
Anyway, here's the fucking lead designer for Sonic Colors practically telling all the hardcore old-school Sonic fanboys to fuck off and not be excited for this game..
Waste of time if you ask me they can easily do that without a third party doing it for them.
@ZeArmyOfHalen:
reiterating the previous message that Colors is for children in no uncertain terms.
That's surprising?
"We're only interested in making games for those not old enough to tell yet that they're playing crap."
Gotcha. I'm tempted to just let this thread close now and let that be the final word on the matter.
Well since most of us only bitch in this thread including myself, I'd say it's a good idea.
Do it Robbo! For Sonic!
Finish him off! :cwy:
I'll wait for Darkstorm and KI's opinions, since they post in here a lot too.
Sure all we do is complain about how its hopeless and Sega just doesn't listen, but its a nice vent. But for it to OFFICIALLY be the case, from a public statement, "Yeah, we really don't care or give a shit about our customers, buy our hastily churned out garbage".
I dunno. Thats pretty terrible.
Are you seriously going to wait?!
stares at Sonic's soon-to-be corpse
SERIOUSLY?!
Soon-to-be…????
HA.
Yeah, I know.
He's been dead.
Hahahaha that was something really dumb.
Ok Robby if KI and Darkstorm also agree with killing this thread delete all posts after this post:
@robbybedfart:
"We're only interested in making games for those not old enough to tell yet that they're playing crap."
Gotcha. I'm tempted to just let this thread close now and let that be the final word on the matter.
I didn't care for Sonic in a long time but this made me really fucking angry holy Moses
Make this the last post of the thread of this dead series.
Goddamn I totally fucked up on that one.
But yeah I say we just let the thread die
As much as I enjoy Sonic and defend his games, there really is nothing to discuss. Seriously, it's the same damn cycle. I was hoping to eventually share a game I was working on with you guys, but it'll be a while until its off the ground. With that said, by all means, close it.
Sincerely,
Kitsune, The Sonic thread's answer to Juju
Wait for the new sonic 4 stuff next week. If that sucks then that's it for sonic for at least another year & I agree this cesspool should be sealed.