Mmmm ya idk when I look at them right next to each other I stand by it lol. They basically fill the same role but one is a cute Sonic design and the other is uggo trash to me 🤷
same... things just weren't the same after Christine left
Nack for lifeI find the bottom one and his crew infinitely ( Hehehe ) more interesting. But do you
The comic recently made a much better bark, and a smaller version of better bark
Honestly, this plays okay enough on a controller that Sega could probably put out an HD Remaster on PS4 or even on Switch at the very least and it'd work.
Maybe it's the mood I'm in today, but I'm over tech demo playgrounds that don't actually put forward any interesting ideas on how to make an interesting level
They probably could, but like, why
Maybe it's the mood I'm in today, but I'm over tech demo playgrounds that don't actually put forward any interesting ideas on how to make an interesting level
fuckin thank youI was over them the moment they started to become the expected way to construct a level in 3D Sonic fangame demos.
I think the Zeti can all work. Lost World being their debut game is significant because it is probably the most disliked game in the franchise's history. Another issue is that they had some of the worst writing in the series ever, but this was also true for every character in that game. In the Japanese dialog all of those characters are handled differently (except Zomom, the fat one) so there is a strong disconnect with how they have been presented.Gotta question for the forum. That will test your abilities to their highest levels.
Sega, Sonic team comes to you and asks you what they should do with the deadly 6
You are now allowed to throw them away, you have to use them. And you have to incorporate them more into the lore
How do you proceed ?
Love that Chinese New Year design for Blaze. Shame it is in Speed Battle though. I really liked it for awhile, but now I cannot stand it. Both Dash games are more enjoyable at a high level IMO.
I think the Zeti can all work. Lost World being their debut game is significant because it is probably the most disliked game in the franchise's history. Another issue is that they had some of the worst writing in the series ever, but this was also true for every character in that game. In the Japanese dialog all of those characters are handled differently (except Zomom, the fat one) so there is a strong disconnect with how they have been presented.
What I personally would do is establish a quality game design foremost then revisit the Lost Hex idea with different level tropes and more detailed artwork. This time however I would let the player find the pieces of that world and rebuild it as they themselves see fit. Consider making the game without Robotnik at all, but use his broken/destroyed tech to establish a different kind of threat with the Zeti. Give each one of them time to create distinct identities too.
Before that however I think they just need to casually show up in a quality game. I honestly am expecting people to become way less hostile with Zavok after Team Sonic Racing already. If Zazz, Zeena and the others show up in that game's story mode and it turns out to be enjoyable then I think most people will stop complaining about them outright.
I also am fond of the idea of large bodied or uniquely shaped Sonic characters showing up more often. Most of the 'recolor' discussion would disappear completely if we had more characters like the Deadly Six and Big showing up in different games people actually play.
Is this the first time the Sonic twitter account has mentioned the movie after the initial "reveal" posters?
I can't even begin to imagine the kind of PR nightmare SoA is preparing for..
Yeah, having them individually show up instead of being forced to be a team would help a lot too. Having to write six extra villains in games that are distinctly light on story is always going to be a bad idea. Just having someone like say Zeena butting heads with Rouge in a game where she shows up could be fun and unique.I appreciate the thought you put into this. I actually wanted responses besides " Throw them in the garbagio "
I wonder if it would work better if they showed up seperate? Like they used different ones in different games and not just the same two. LIke in that hypothetical game I mentioned above, having them be the bosses of it and having them kinda be seperate and interact with different folks giving them more personality and writing them to be enjoyable,
Speaking of writing and the zeti, again ... what in the hell is zavok gonna say to anyone in that new sonic team racing? Now i'm not expecting the best dialog, or knuckles's voice acting to be good, but that said they apparently spent a lot of time on it and there are a lot of lines. And obviously there will be references and character interactions, but zavok hasn't been around long enough to have like a substancial amount of any of those. He don't know no body and he been in like one mainline game. I am super interested in whatever the hell he's gonna be saying
Yeah, having them individually show up instead of being forced to be a team would help a lot too. Having to write six extra villains in games that are distinctly light on story is always going to be a bad idea. Just having someone like say Zeena butting heads with Rouge in a game where she shows up could be fun and unique.
A huge issue that has plagued the games is that Sonic Team for whatever reason never wanted to make a game where characters just casually cameo (except Sonic Adventure 2 multiplayer and Sonic Battle, I guess?). It always stood out because for a long time all of the anthro characters were the playable ones and the humans were NPCs. It never felt like a natural mix. Like, imagine how much nicer Sonic Unleashed would have been if say you could get some missions with Vector in Empire City where he needs your to help him scope out new musicians, or say Rouge was in Adabat requesting you to do her secret mission so she can sub bathe instead, or hell throw in a Secret Rings reference to the desert levels. It would seriously make that game feel more special and connected with the franchise.
Going back to Zavok's dialog, I think most of the discussions between all characters in Team Sonic Racing is going to be mostly generic quips and overall super light on references. If I am wrong I think Zavok is mostly just going to be a calm and cocky guy that scares the more easily frightened characters.
Islands is my favourite physics-based-3D-Sonic-with-multiple-routes-and-paths take thus far for this reason. (The others are fab though). It's more akin to a direction I hope the official games might take;There's a ton of potential in these nascent open environments when applied to a Sonic game. My main complaint is that there isn't a whole lot to do just yet. Picture it something like Mario Odyssey; the level is completely open and maybe the goal isn't just to get to the end as fast as possible, maybe there are a ton of things to collect, mountains to scale, impossible jumps to make and ingenious puzzles to solve, some involving the elemental shields I'm sure (burning a wooden bridge or magnetising a metal lock or example).
It's about enjoying the levels at different scales. Large it's collecting rings, killing badniks and getting to the Goal. You need more things to do on a micro scale to stop the open worlds being these barren, aimless open spaces.
I think they should start focusing on making one major Sonic game every three or four years (before you ask, Forces did not take even half that long) while SEGA America and Europe tackle their own titles commissioned or otherwise to fill in the gaps. Sonic does not need to be a yearly game franchise.
They really just need to start embracing how multi-faceted the franchise is, like Nintendo does with Mario. Each generation gives us 1-2 3D Marios, 1-2 2D Marios, and a plethora of spinoffs done by different developers but some of them carrying a pretty high pedigree.I've thought about this yesterday, and I actually agree with this. Releasing multiple mainline 3D Sonic games yearly did more harm than good in quality assurance, regardless of outliers. I'd be more content with the Nintendo style output honestly.
I agree. It absolutely blows my mind that they have never really pushed to make individual Knuckles, Robotnik or Tails games past the 90s. Instead of experimenting with weird Sonic games every year they seriously could just push a new style Knuckles game with different themes and aesthetics and I am sure it would have a decent amount of interest. Hell, a Blaze game with a different style and focus would be an especially cool idea now that I think of it.They really just need to start embracing how multi-faceted the franchise is, like Nintendo does with Mario. Each generation gives us 1-2 3D Marios, 1-2 2D Marios, and a plethora of spinoffs done by different developers but some of them carrying a pretty high pedigree.
It wouldn't be too hard to replicate that for Sonic not that they've got winning formulas for both 2D and 3D, except for their whole scorched earth philosophy whenever something fails to perform. Sonic and All Stars was nothing but gold but with TSR looking like a step back... that's not great.
oh wow we're stickied now what a crazy coincidenceSo hey guess what, Sciz went and helped to add banners to the OP! It's totally not for a special occasion or anything!
They tried this with Shadow(one of the more popular characters in the cast) ten years ago and we all know how that happened.I agree. It absolutely blows my mind that they have never really pushed to make individual Knuckles, Robotnik or Tails games past the 90s. Instead of experimenting with weird Sonic games every year they seriously could just push a new style Knuckles game with different themes and aesthetics and I am sure it would have a decent amount of interest. Hell, a Blaze game with a different style and focus would be an especially cool idea now that I think of it.
Forces might be a rushed piece of shit but the game itself is very prettyThere are ways to mitigate some of the asset requirements. Fast Racing Neo on the Wii U and Switch use procedural generation and photogrammetry to fill in outside track details. Leaning more on stylization would also cut back on needing tons of detail. Sonic Lost World kind of does this, and it doesn't look bad. Sonic Forces mainly looks bad because it looks unfinished, and given that the rest of the game is kind of a jumbled mess, I think you can blame the development schedule for that game being ugly more than anything else.
The city looks really cool.The genuinely new environments in Forces look great, there just aren't many of them.
Islands is my favourite physics-based-3D-Sonic-with-multiple-routes-and-paths take thus far for this reason. (The others are fab though). It's more akin to a direction I hope the official games might take;
As of now, it has a more collectathon-like structure - you search and rescue Flickies to progress, collect Emeralds to gain abilities, power them up with the Pedestals you find to gain more abilities, which you can use to get to other areas to find more Flickies. So it definitely takes advantage of the level being a sand-box/playground.
The game itself feels and controls like an almagamation of the Classics, Adventure and Lost World.
Honestly, this plays okay enough on a controller that Sega could probably put out an HD Remaster on PS4 or even on Switch at the very least and it'd work.
There are ways to mitigate some of the asset requirements. Fast Racing Neo on the Wii U and Switch use procedural generation and photogrammetry to fill in outside track details. Leaning more on stylization would also cut back on needing tons of detail. Sonic Lost World kind of does this, and it doesn't look bad.
Motherfu-Make sure to click the banner for the music section in the OP for an Easter egg! :D
Honestly, that version of Big Arms isn't even the worst track from Chronicles. Diamond Dust and Quartz Quadrant (US Good/Bad Future) suffered worse fates, if that's even possible.Make sure to click the banner for the music section in the OP for an Easter egg! :D