Author Topic: Sonic Generations Discussion  (Read 140192 times)

Offline cube_b3

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Re: Sonic Generations Discussion
« Reply #165 on: April 19, 2011, 09:13:51 pm »
I regret to inform that I banned Fuji is banned.

Not only did he insult our integral trick system discussion and it's origins.

He downplayed the magnificence and perfection of Adventure - 06 Gameplay model in favor of turbo pressed auto crap with even crappier side scrolling segments that can also be boosted through.

I am going to stop with Adventure model. I've said what I had to say, I love it, I like the 2D games and I dislike this Boost based gameplay with rails and more boosts.

I am no longer going to try and push my opinion down anyone's throat.

Edit by Barry: Yeah he's banned.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline upsidedown fuji

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Re: Sonic Generations Discussion
« Reply #166 on: April 19, 2011, 09:38:46 pm »
:afroman:
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Radrappy

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Re: Sonic Generations Discussion
« Reply #167 on: April 19, 2011, 10:50:43 pm »
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Suzuki Yu

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Re: Sonic Generations Discussion
« Reply #168 on: April 20, 2011, 12:36:31 am »
Quote from: "Sharky"
That trick system sounds far better then those QTE moments but I'm pretty sure I actually saw some QTE prompts in the Gameplay/Interview video...
you are pointing at what part exactly???
there are some parts where the game tells you to press XX for homing attack , [] to boost , O to slide .... those aren't QTE's

Quote from: "Aki-at"
I hope the 2D controls are better then Colours, Planet Wisp showed how bad it was (And the entire reason the double jump was needed)
i agree.
also the double jump wasn't any good actually.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Radrappy

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Re: Sonic Generations Discussion
« Reply #169 on: April 20, 2011, 01:00:06 am »
Quote from: "Suzuki Yu"
also the double jump wasn't any good actually.

You may not have liked it but it works MUCH better than this awkward "half homing attack" thing we've got going on here:
http://www.youtube.com/watch?v=zmN0Z6GAfj0&t=2m7s

That thing is just jerky.  Double jumping in Colors felt smooth and intuitive.  Sad to see it go.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline CrazyT

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Re: Sonic Generations Discussion
« Reply #170 on: April 20, 2011, 04:19:20 am »
Meh, the double jump wasn't all that great. I think you and I just got used to it but it was pretty bad cuz it removed all horizontal momentum, kinda like s4e1 when releasing d-pad (lolz)

Quote from: "Aki-at"
Sonic Unleashed sold better then Sonic Colours, so obviously they'll go with that. Pleased with that choice as I don't think Colours nailed the feeling of a Sonic game but was a good game. So far so good, I hope the 2D controls are better then Colours, Planet Wisp showed how bad it was (And the entire reason the double jump was needed)

Also nailed classic Sonic's animation.

I don't really get what you mean with sonic feeling exactly. Sonic colors showed lots of more similarities to the classics then the boostfest from sonic unleashed. If you're  talking theme wise than I am with you.

Classic sonic indeed looks perfect
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Aki-at

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Re: Sonic Generations Discussion
« Reply #171 on: April 20, 2011, 05:06:18 am »
Quote from: "Radrappy"
That thing is just jerky. Double jumping in Colors felt smooth and intuitive. Sad to see it go.

I don't really mind the airdash, so long as it's just that and not boosting in the air, although that is a fear.

I personally felt the entire reason double jumping was included was because the controls of Sonic Colours were worse than that of Sonic Unleashed. When playing certain acts in Planet Wisp or Starlight Carnival (?), if the double jump was not there, would have lead to much more deaths, and even with it's inclusion the controls still aren't as good as Sonic Unleashed (Which in itself had some control issues) and lead to some fairly cheap deaths.

Quote from: "CrazyTails"
I don't really get what you mean with sonic feeling exactly. Sonic colors showed lots of more similarities to the classics then the boostfest from sonic unleashed.

I actually dont feel Sonic Colours shows much similarities with it's level structure or feel to the classics as opposed to more similarities with stuff like Kirby, Mario etc, as I said, that is not a bad thing, since those are good games, but to me the level design does not feel much like Sonic at all.

Of course, Sonic Unleashed does not either, though I feel the fast paced nature in more inclined with the series, but at the end of the day if I had to pick which Sonic gameplay was going to pick to fill the other 50%, I would go with Sonic Unleashed, I just found it much more enjoyable than Sonic Colours which I've yet to complete despite having it for several months. As I said, does not mean it's a bad game, but I really did not enjoy the title much at all. Nor am I someone who wanted the boosts in the games (Or funky powers) but 50% of the game is going to be classic Sonic and so far so good.

My only worry is some of the stuff they put in Colours (Such as lower platforms to fall onto) are going to be completely forgotten, but thankfully the grindrail sequence we saw had lower levels of grindrails, I hope their forgiving streak continues.

And at the end of the day, Sonic Unleashed gameplay is needed for the most climatic battle in the series' history, the race against Metal!

-

Only a totally seperate note, Ruby made a few posts at NeoGAF that I see have not been posted so I'll post them here;

Quote
Stay tuned, though - there's some good stuff to come as we reveal which games and zones we picked from for the three main eras. (Genesis, Dreamcast, Modern.)

Quote
Also, I just tested the rolling off ledges bit as mentioned above, and many of you will be happy to hear that you remain in a ball form. And yes, you can also use the classic "hold down+jump" method to rev up your spin-dash. :)

Quote
Classic Sonic has his own set of distinct physics, which are closer to the classics than anything since - including Sonic 4: Ep1. It's not based on Colors.

Keep in mind it's Ruby and it's his job to sell the game, but I suppose there are stuff some people would be interested in knowing.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Barry the Nomad

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Re: Sonic Generations Discussion
« Reply #172 on: April 20, 2011, 05:55:23 am »
Very interesting stuff from Ruby!

I played a few stages of Unleashed last night and my major gripes were jumping with A and homing attack with X. That layout sucks, as often I'd attempt a homing attack, only to boost off into a death pit. So thank god that they now have it as A to jump and A again to homing attack. MUCH preferred. That fix and the removal of ABXY QTE's make me very excited for modern Sonic gameplay.

Now I just hope they kept drifting to the triggers, quick step to the bumpers and replaced death water with underwater sections. Or at least make it far easier to run on water.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Sharky

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Re: Sonic Generations Discussion
« Reply #173 on: April 20, 2011, 08:10:54 am »
As for Unleashed vs Colours I think people know my stance by now.

Whilst Sonic Colours may not have shared much with classic Sonic, it at least felt like a platformer rather than a race to the end as fast as you possibly can. In Sonic Unleashed even when I'm trying to pace myself I feel the game is pushing me to go, go, go! Race to the end!

Oh and I also liked the double jump addition. In fact I've always liked double jumps in platformers/action games... I enjoy the feeling of getting to the end of a jump and then BAM theres that bit more! It feels like theres that little bit more control of where I land.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »
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Offline Barry the Nomad

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Re: Sonic Generations Discussion
« Reply #174 on: April 20, 2011, 09:09:01 am »
I did some alternating between playing Unleashed stages and Colors stages last night, and Sharky is right on target. Unleashed really pushed me to boost like a motherfucker, whereas Colors promoted the occasional speedy section, but I would usually be cut short and encounter a platforming segment or would discover a little diversion from the main path that lead me to some extra life boxes or red rings. Though, I have to say that Unleashed's Mazuri was a fantastic stage. It had just the right amount of speedy segments and platforming moments. However, I wasn't really finding any diverting paths that lead to cool secrets as I did in Colors.

On/off topic: http://www.zazzle.com has an awesome design your own shoe thing. I tried making some JSR shoes, but my images weren't big enough, so I made some Sonic Generations shoes. They look bitchin', though at $65 I probably won't actually buy them:




« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Barry the Nomad

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Re: Sonic Generations Discussion
« Reply #175 on: April 20, 2011, 10:49:22 am »
(nearly) complete direct feed footage!

Confirms that enemies fill boost and that trick combos are not QTE based. Very awesome stuff.

[youtube:3j5p40xx]Wuj-6T_ymqg[/youtube:3j5p40xx]
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Radrappy

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Re: Sonic Generations Discussion
« Reply #176 on: April 20, 2011, 11:04:29 am »
Quote from: "Sharky"
Oh and I also liked the double jump addition. In fact I've always liked double jumps in platformers/action games... I enjoy the feeling of getting to the end of a jump and then BAM theres that bit more! It feels like theres that little bit more control of where I land.

It's this exactly.  It offers just that much more control.  The argument that if you took the double jump out, it would be hard to control doesn't stand because the game is designed around a double jump mechanic.  I'm not sure what you mean Crazytails by loss of momentum.  In that clip I posted there is a much much worse loss of momentum than double jumping could ever achieve.  Aki, while I respect your favoring speed over precision, the unleashed day stages (save for maybe 3) were barely playable.  They were full of more cheap deaths than colors by far.  I don't understand how you were able to stand beating Unleashed, which had terrible werehog segments and frustrating day levels, but can't bring yourself to finish Colors' 100% sonic levels with more forgiving design.  Baffling.

Thanks for the video barry!  So we've confirmed that tricks, rings AND enemies give boost.  Looks like players will have no problems spamming every stage with it!  Happy to see some platforming at the end of the modern segment though.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline CosmicCastaway

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Re: Sonic Generations Discussion
« Reply #177 on: April 20, 2011, 11:18:06 am »
Quote from: "Barry the Nomad"
(nearly) complete direct feed footage!

Confirms that enemies fill boost and that trick combos are not QTE based. Very awesome stuff.

[youtube:t6y63ofy]Wuj-6T_ymqg[/youtube:t6y63ofy]

That was magnificent! ^_^ Thank you Barry!
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »
Unlimited Continues:
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For this edition of Unlimited Continues I share five of my favorite video game ninjas, three of which are SEGA characters!

Offline Aki-at

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Re: Sonic Generations Discussion
« Reply #178 on: April 20, 2011, 11:18:49 am »
Quote from: "Radrappy"
It's this exactly.  It offers just that much more control.  The argument that if you took the double jump out, it would be hard to control doesn't stand because the game is build around a double jump mechanic.

My argument was the game has pretty terrible control for 2D platforming from the get go anyway and that the double jump is there to give that extra level of control. If you have better control, as Sonic 1, 2, 3 etc has, there is no need for a double jump. Of course M Sonic will probably not have that close level of control, but I found it to have better control in it's 2D sections then Sonic Colours.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »

Offline Dr. SEGA Monkey

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Re: Sonic Generations Discussion
« Reply #179 on: April 20, 2011, 11:56:36 am »
Quote from: "Barry the Nomad"
(nearly) complete direct feed footage!

Confirms that enemies fill boost and that trick combos are not QTE based. Very awesome stuff.

[youtube:3r4jaobj]Wuj-6T_ymqg[/youtube:3r4jaobj]

OH MY GOD THIS IS BRILLIANT!

I LOVE the Unleashed daytime stages, so I'm so glad they're including that kind of stuff. Plus, classic Sonic gameplay....wow, I already know I'm going to love this game.

Everything looks great. Even little things that add to the awesomeness like when Sonic is being chased underground by that giant badnik.

I kinda don't want to watch anymore videos of this game just so I can be completely blown away by it when I first play it.
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »