Author Topic: Sonic Generations (PC) is the best Sonic game since Sonic 2. Discuss...  (Read 23274 times)

Offline CrazyT

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Agreed. If they kept using sonic adventure as a basis and kept refining and building on that, it would have been great. All that would be nescesary was to not include redundant characters(if they couldnt build interesting and good gameplay around them). FYI I don't consider sonic adventure 2 to be that game.

Sonic lost worlds for all the freedom it gives, just screams for the controls of the first sonic adventure. Sonic lost worlds would have been such a better game.

Offline Nirmugen

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  • Sneaking around in the city with blue,blue skies
I can say that all the work done in Lost World ,at least in the control and the gameplay mechanics, will be use in the next Sonic Game (not Boom obviously, although that game is trying to make different playable characters worthy and also the same characters will have more spotlight than before. It's intentional) .

I have a strong confidence about that because that happened before with Unleashed/Colors/Generations.

Mr.Iizuka has the last word. Remember that he was the director for both Adventure games and Heroes. Even with all the changes, these games all are similar in many ways.

Offline Radrappy

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I can say that all the work done in Lost World ,at least in the control and the gameplay mechanics, will be use in the next Sonic Game (not Boom obviously, although that game is trying to make different playable characters worthy and also the same characters will have more spotlight than before. It's intentional) .

I have a strong confidence about that because that happened before with Unleashed/Colors/Generations.

Mr.Iizuka has the last word. Remember that he was the director for both Adventure games and Heroes. Even with all the changes, these games all are similar in many ways.

I have considerably less faith in Iizuka.  Just look at the games he went on to direct following Sa1:

Sa2
Heroes
Shadow
Nights Journey of Dreams

that's a pretty awful track record. 


The thing about Sa1 is that it has aged just terribly.  It's got spazzy, jerky controls and levels that are chalk full of awkward collision detection problems.  I adored the game when it came out but you couldn't force me to play it today.  The fact that I can't recommend Sa1 to a non-fan without a number of caveats is demonstration enough to me that we need to start looking elsewhere for an example of Sonic done properly in a 3d space. 
« Last Edit: June 29, 2014, 08:38:17 pm by Radrappy »

Offline Happy Cat

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Sonic Boom proves that Sonic games should be left to the professionals, just as Iizuka has said

Quote
Eurogamer: LittleBigPlanet is a platformer that allows players to create levels and customise characters. Any plans for similar features in future Sonic games?

Takashi Iizuka: It's something the team is not looking into at the moment. Sonic games, it's pretty clear that how good the level design is directly affects the quality of the game.

The team believes the speed and the tempo is crucial. Sonic Team are the professionals at doing it. It's hard to leave it up to the users because it's quite difficult.

We have, however, allowed this feature through PlaySEGA, which allows our users to create their own levels. But in terms of future Sonic games, this is not in the plan.

see this new and improved G.U.N. truck? work of professionals

http://www.youtube.com/watch?v=_3gRHlJS478

That kind of improvement scares people. I know if i hadn't of had it spoiled to me I would of been like "WTF Ahhh!!!" when it took out the saw blades xD

http://www.youtube.com/watch?v=fpMCjCEqJQw
« Last Edit: June 30, 2014, 12:07:26 am by Will »

Offline Barry the Nomad

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I gotta admit, GUN trick driving on the side of the building was one of the biggest "OH MY GOOOOOOD" moments of the series in recent memories.

Offline Radrappy

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yes but the sequence plays itself.  Imagine how much money and time went in to what essentially amounts to a cutscene.  I was thinking yesterday how completely messed up these games' budgets must be.  In SLW there's an entire 2 player mode that obviously had a lot of effort put into it (the presentation is great) and there was a lot of time spent on the 1.5 player mode gadgets.  Neither really amount to anything though apart from being bullet points for the back of the box.  Imagine if that time/money had been invested in, I don't know, better level design?

Offline Nirmugen

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I have considerably less faith in Iizuka.  Just look at the games he went on to direct following Sa1:

Sa2
Heroes
Shadow
Nights Journey of Dreams

that's a pretty awful track record. 
Yes...as a director. As a producer, we have:


Sonic 4: Episode I
Sonic Colors
Sonic Generations
Sonic 4: Episode II
Sonic Lost World


This is not the best track record, but certainly is one of the most solid.


Yes, Adventure 1 has aged very bad but it's not the only one game of that era that doesn't aged well.
Rememeber OoT and the 20 FPS? M64 and the problem with the textures and the inertia? and all the ghosting/draw distance in many 3D N64/PSX/Saturn Games?


Imagine if that time/money had been invested in, I don't know, better level design?


Are you really play City Escape Act 2 in Generations from beginning to the end? I can find many, many routes to reach to that point with the truck and all.


Seriously, that's a level design that is pushing forward replay the levels. You know..some of the most important aspect in the classic sonic games.


All the multiplayer stuff in SLW was maded because they needed to make something for the Nintendo Strategy of multiplayer gaming: not online only, in the couch with your friends. And also, they wanted to do something for multiplayer for the next sonic games. It's really obvious what are they doing that.
« Last Edit: June 30, 2014, 02:32:49 pm by Nirmugen »

Offline RegalSin

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Level design is not the problem
Sonic Adventure has Aged extremly well: SEGA just makes poor ports of the Dreamcast original
Ocarina Of Time has aged very well. I could play that game a billion more times, compared to SA1.
The GUN truck........basically SA2, version of the Whale. I mean yeah that was nice.

The problem is originalism with respect to the original fan base. Meaning the game has to be unique, replayable, and enjoyable like the fun game, without over doing it. Reason why SG is nice, is because of the designs, and that memories that accompany the gameplay.....uptil the time boss.

I wish SEGA could just bring back ground, scratch, Sally, and even the stupid characters from other toons, as well as the videogame world. Even so, they will not even be able to execute it. Some Sonic fans are thinking in terms of the videogames, other Sonic fans are thinking about the comics, and the noobie fans, are thinking in  terms of the GBA games. It is just so silly, because this could go on forever.

In another ten or twenty years, SEGA will release, SONIC GENERATIONS II, and will have all the stuff we found wrong, being released as greatness.

Yeah SONIC, made lots of money for SEGA as with Mario did for Nintendo. It was great times, I will admit, and I could and would rather go to my game system, and play some Sonic right now, I mean it. I could play the original games, including the auwsome extra long Sega CD game. I could play the SEGA Dreamcast SA1 a couple of times, and Shadow is great.

Offline George

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I think judging any game on fan modification is not a great way of stacking games. That is saying, Sonic Generations might be a better experience due to mods, but suggesting its the best since Sonic 2 because of fan made mods is not really fair. I think we should judge a game base on what you bought and what Sonic Team developed.

Offline JeanLucAwesome

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Sonic CD says hello.

Offline Sharky

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Made by SEGA

Offline JeanLucAwesome

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Eh.

 :-\ I think it's the best Sonic game to date, only reason it doesn't get mentioned is next to no one has played the freak'n thing.


Same great platforming and all the speed of the originals and then some. Tons of exploration, various versions of each zone and not one but two awesome soundtracks. Not to mention the debut of Metal Sonic and Amy Rose.

Offline CrazyT

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I have considerably less faith in Iizuka.  Just look at the games he went on to direct following Sa1:

Sa2
Heroes
Shadow
Nights Journey of Dreams

that's a pretty awful track record. 


The thing about Sa1 is that it has aged just terribly.  It's got spazzy, jerky controls and levels that are chalk full of awkward collision detection problems.  I adored the game when it came out but you couldn't force me to play it today.  The fact that I can't recommend Sa1 to a non-fan without a number of caveats is demonstration enough to me that we need to start looking elsewhere for an example of Sonic done properly in a 3d space. 
Despite me enjoying sa1 the most, yes it aged horribly. It would have still been a great basis to build upon. Moreso than any other. I wonder why sonicteam has never done that with previous codes. Sa2 while polished, always felt like a step back control wise. A bit heavier?

Offline George

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You'd think with a huge resurrection of 2D games like Rayman, Donkey Kong Country, New Super Mario Bros, Kirby, that new Yoshi game all going to retail for 60 dollars and selling well that SEGA would figure that making a super tight 3D model platformer using Genesis like physics with interesting overworld map would be a no brainer.

Hey, but what do I know. Its not like Sonic Retro, which mostly covers retro Sonic game is one of the biggest Sonic websites online or anything... oh wait.

Offline Chaosmaster8753

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Did Sonic 4 underperform SEGA's expectations for it or something?