exactlyIt feels like it's trying to be 2D Sonic in 3D, almost like a different take on the original Sonic Adventure...
I don't get the love for the Utopia demo. It feels like it's trying to be 2D Sonic in 3D, almost like a different take on the original Sonic Adventure...
Can't 2D Stay 2D? We know that, for better or worse, 2d classic-styled or inspired Sonics aren't going away, so shouldn't the green-eyed master of faster get his time to shine in the sun alone, just once?
Or with Buddy, I'm cool with either or.
Utopia has no feeling of "exhilaration" while zooming past Petros the pelican and his friends through the cafe in Apotos, or getting that rail in Shamar...
You say this looks 2D hasn't stayed 2D for the past 20 years anyway. Change is nice sometimes.I don't get the love for the Utopia demo. It feels like it's trying to be 2D Sonic in 3D, almost like a different take on the original Sonic Adventure...
Can't 2D Stay 2D? We know that, for better or worse, 2d classic-styled or inspired Sonics aren't going away, so shouldn't the green-eyed master of faster get his time to shine in the sun alone, just once?
Or with Buddy, I'm cool with either or.
Utopia has no feeling of "exhilaration" while zooming past Petros the pelican and his friends through the cafe in Apotos, or getting that rail in Shamar...
Think about it. In 2D you have 4 options for the most part which is left, down, up, and right. In a 3D environment you can move in so many different directions that some of that accuracy is lost and why things like the Homing Attack exists.
Boost Sonic Unleashed/Generations style has you on a road when the speed is picked up and you're more focused on going forward and timing your left and right movements instead of going in various different directions and it adds this sense of control that you could akin to the 2D Sonic games. This combined with the speed and honestly, Boost being 3D's Spinball in a sense make me consider it the closest translation (even if different) of 2D Sonic.
This makes the assumption that 2D Sonic's primary characteristic is being 2D, rather than its physics systems and openness of the level design.Think about it. In 2D you have 4 options for the most part which is left, down, up, and right. In a 3D environment you can move in so many different directions that some of that accuracy is lost and why things like the Homing Attack exists.
Boost Sonic Unleashed/Generations style has you on a road when the speed is picked up and you're more focused on going forward and timing your left and right movements instead of going in various different directions and it adds this sense of control that you could akin to the 2D Sonic games. This combined with the speed and honestly, Boost being 3D's Spinball in a sense make me consider it the closest translation (even if different) of 2D Sonic.
I just got Sonic Forces on Black Friday, and at about stage 32. I honestly don't get all the hate for this game. Metacritic gave it a 58, but I feel its worth a few more points than that.
Can anyone break down why this is considered a bad sonic game? (Other than the slightly corny "Friendship always wins" story)
This makes the assumption that 2D Sonic's primary characteristic is being 2D, rather than its physics systems and openness of the level design.
Generations has varying level paths just like the Classic games as well. I mean, I don't think we've gotten an example of a Sonic game that actually plays as tight and simplistic as the original games in a 3D environment like we do Unleashed / Generations gameplay. Essentially what I'm saying is that this is the best we're gonna get IMO in something that incorporates the control of 2D Sonic but retooled to work in 3D.I mean Unleashed/Gens are more or less just Rush in 3D and despite both being 2D Rush and 1/2/3/CD/M play literally nothing alike. They have about as much in common as Sonic 3 and Mario 3.
I just got Sonic Forces on Black Friday, and at about stage 32. I honestly don't get all the hate for this game. Metacritic gave it a 58, but I feel its worth a few more points than that.
Can anyone break down why this is considered a bad sonic game? (Other than the slightly corny "Friendship always wins" story)
I really just can't agree with that. The free-flowing movement and creativity that the physics system provides is captured so much better in Adventure (1) and certain fangames like Utopia and Islands. None of those have quite hit the mark yet unfortunately, Adventure because it was rushed to market, a relatively early 3D title, and was held back by a CPU that struggled to compute the physics calculations, collision, and lighting all at once, Utopia and Islands because they're fangames/engines being developed from the ground up by amateur fan developers. In spite of their imperfections though, all three (and more) are far closer to capturing the feel of the classic tetralogy and Mania than any of the Boost games which I again have to say are really just Sonic Rush in 3D (which isn't bad! I fucking love Sonic Rush! But they're really not the same). How could it be the best we're gonna get, hard stop, when it's not even the best we've gotten so far?Generations has varying level paths just like the Classic games as well. I mean, I don't think we've gotten an example of a Sonic game that actually plays as tight and simplistic as the original games in a 3D environment like we do Unleashed / Generations gameplay. Essentially what I'm saying is that this is the best we're gonna get IMO in something that incorporates the control of 2D Sonic but retooled to work in 3D.
Classic Sonic does not work in 3D, it really is a type of game that requires 2D unlike Mario which can adjust accordingly due to his basic design and slower pace.
Once again what I'm trying to say is you aren't gonna get a game that is as tightly controlled as the Classic Sonic games other than Unleashed / Generations styled gameplay because to implement Classic Sonic into a 3D space adds so many variables that would in turn make it not as slick and you would have to get an inferior experience trying to adapt his style to every said variable that 3D offers. You won't get that fine tuned 2D feel just from how many angles there are, there's a reason Homing Attack exists.I really just can't agree with that. The free-flowing movement and creativity that the physics system provides is captured so much better in Adventure (1) and certain fangames like Utopia and Islands. None of those have quite hit the mark yet unfortunately, Adventure because it was rushed to market, a relatively early 3D title, and was held back by a CPU that struggled to compute the physics calculations, collision, and lighting all at once, Utopia and Islands because they're fangames/engines being developed from the ground up by amateur fan developers. In spite of their imperfections though, all three (and more) are far closer to capturing the feel of the classic tetralogy and Mania than any of the Boost games which I again have to say are really just Sonic Rush in 3D (which isn't bad! I fucking love Sonic Rush! But they're really not the same).
Right now it's just another physics testbed demo but in an even earlier state than Utopia.
Right now it's just another physics testbed demo but in an even earlier state than Utopia.
Until we start seeing actual levels come out of them they're promising, but nothing really worth comparing to fully finished projects.
Sonic isn't "open world" in the slightest. You're stretching like Dhalsim here. The only one that came close was Sonic CD, and we all know how that split people.Classic Sonic really almost was the platforming equivalent of an open world game for its time. It didn't carry the same impact, but sprawling massive levels that were based around exploration and tied to a robust physics system? Nothing remotely like that existed until Sonic hit the scene.
Sonic isn't "open world" in the slightest. You're stretching like Dhalsim here. The only one that came close was Sonic CD, and we all know how that split people.
But... I really don't get what you mean here. In Sonic Adventure the other day I was goofing around in Emerald Coast and at the section immediately after the whale, I noticed that the slope leading up to the spring on the mountain also had curved walls that Sonic could run on. Obviously I've seen speedrunning videos where the player just mashes B like a madman and Sonic rockets up the mountain with spindash, but I was curious to see if I could use the boost from a single charged spindash to run up the ramp, onto the mountain wall, all the way up to the top. It worked! Neat. I messed around with the physics and found a cute little shortcut that I created for myself - that's what Classic Sonic is about. You can't experiment like that in the boost games because 99% of the time you try to play in a way that isn't the immediately obvious route set out for you, you die. Which, again, is fine. It's fun. But it's not Classic Sonic.Once again what I'm trying to say is you aren't gonna get a game that is as tightly controlled as the Classic Sonic games other than Unleashed / Generations styled gameplay because to implement Classic Sonic into a 3D space adds so many variables that would in turn make it not as slick and you would have to get an inferior experience trying to adapt his style to every said variable that 3D offers. You won't get that fine tuned 2D feel just from how many angles there are, there's a reason Homing Attack exists.
My wording implied something else earlier but what I've been clarifying recently is that I'm more concerned about the tightness in control of a 3D Sonic game. Modern Sonic isn't 1:1 Classic replica but I'm also saying that it's the best chance we're gonna get at a tightly knit Sonic gameplay in the 3D space. One that has the simplification of 2D but in a 3D space.But... I really don't get what you mean here. In Sonic Adventure the other day I was goofing around in Emerald Coast and at the section immediately after the whale, I noticed that the slope leading up to the spring on the mountain also had curved walls that Sonic could run on. Obviously I've seen speedrunning videos where the player just mashes B like a madman and Sonic rockets up the mountain with spindash, but I was curious to see if I could use the boost from a single charged spindash to run up the ramp, onto the mountain wall, all the way up to the top. It worked! Neat. I messed around with the physics and found a cute little shortcut that I created for myself - that's what Classic Sonic is about. You can't experiment like that in the boost games because 99% of the time you try to play in a way that isn't the immediately obvious route set out for you, you die. Which, again, is fine. It's fun. But it's not Classic Sonic.
Edit - I think you're onto something with your ideas, Seeya. I love the idea of 3D Sonic levels serving as playgrounds for the player to experiment with the convergent mechanics, complex physics, and level design gimmicks. Even end-game Egg Fleet style levels could have players try to figure out ways to leap from plane to plane with numerous different methods of building momentum and avenues for exploration.
Also for the love of God bring back mid-level special stages like the big rings, and even robot generators to give extra incentive to explore and mess around.
They're a neat little reward for pathfinding. Kinda surprised that no one seems to have hacked them into 1/2/3&K yet, as they'd fit the classic games like a glove.Hot Take: I like the Red Rings and I hope they keep coming back, though they're way too easy to find in Forces.
Jack up the radius of the insta-shield, strip away the invulnerability frames so you can still use enemies with spiky bits, rename it to something that makes more sense at this point, and apply the heightened radius automatically if you have an actual shield.One of my largest concerns about Classic Sonic in 3D is the ability to hit enemies without the homing attack. You're going to need to make it easy to hit.
Red Rings are cool, albeit a little Mario rippyoffy but it works.Hot Take: I like the Red Rings and I hope they keep coming back, though they're way too easy to find in Forces.
Red Rings are cool, albeit a little Mario rippyoffy but it works.
Kinda wondering how this especially rips off Mario when Sonic's had in-game collectables of that nature since Sonic 3D Blast. This isn't a recent thing, the Red Rings in particular are new-ish, but Sonic Pocket Adventure had puzzle pieces, Adventure had emblems, Unleashed had the medals and so on.
It's just that it's a thing most platformers have you do? You could say Donkey Kong is a ripoff of Mario for all of the puzzle pieces and KONG letters you have to collect going off of this logic.
I don't really have much of a stake in this discussion, just bringing it up.
In a perfect world, the game would have the freedom fighters, and getting all the Red Star rings would unlock Overclocked Nicole.
Also, just make the enemies really large, so it's easy to hit them.Jack up the radius of the insta-shield, strip away the invulnerability frames so you can still use enemies with spiky bits, rename it to something that makes more sense at this point, and apply the heightened radius automatically if you have an actual shield.
In a perfect world nahIn a perfect world, the game would have the freedom fighters, and getting all the Red Star rings would unlock Overclocked Nicole.
They're also closer in purpose functionally. Emblems were more akin to Stars/Goalposts/Shines and the Medals were mandatory. Puzzle Pieces were pretty close, actually forgot about them.Red Rings look kinda like the Star Coins in the New Super Mario games, I guess.
Also, just make the enemies really large, so it's easy to hit them.
You can do this to an extent, but keeping the scale between Sonic and the rest of the world is important or you run into the Generations problem where he feels like a midget.Also, just make the enemies really large, so it's easy to hit them.
This is key, though, particularly as part of attack routines that need to be avoided, lest badniks become too trivially avoided.As well as marking more enemies that come to you like a goomba or basucally set themselves up by homing on you.
Sonic Spinball's soundtrack is badass. Would have loved to see STI make some more Sonic titles without SEGA Japan's input. That said, listen to it in the poorly emulated Xbox 360 and PlayStation 3 Genesis Collection version of this song if you want to feel real pain.