The Sonic Problem.

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Proto Cloud

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I think the next should take him back to his roots and go for a 2.5D style like they did with Street Fighter 4. Because all of these 3D games are horrible and who decided that Knuckles would be fun to play as if he did scavenger hunts?
 

rossatdi

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Two things:

3

and

d.

Simple as. The first person to have suggested Sonic (famous for speedy, flowing platforming) should move to 3d should have been shot as an example.
 

JediMB

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Onmi said:
Sonic Adventure 2 Battle
...Is a good game. Might even say great. Sure, it has some camera issues, but overall the game has a lot more playability than, say, Sonic Heroes. I don't care if the levels are oddly semi-realistic while floating in voids, because they were fun to play, and bouncing between enemies with the Homing Attack is as much combat as I need in a Sonic game.

Can't say anything about the games that followed, because after Heroes is when I stopped supporting Sonic Team's stupid gimmicks, crappy ports and lazy beta-testing.
 

Prons

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What made Sonic 360 bad was the massive ammount of loading times, show stopping bugs, annoying characters, an out of date arcade style "lives" mechanism, and a lousy story.

Also it was too difficult. Partially do to it's crappy bugs, sometimes due to Silver the Hedgehog being a little *****.
 

rossatdi

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corroded said:
rossatdi said:
Two things:

3

and

d.

Simple as. The first person to have suggested Sonic (famous for speedy, flowing platforming) should move to 3d should have been shot as an example.
I'm pretty certain i've never seen my thoughts quite so eloquently put.

I've never played Rush, but 2.5D Sonic would be the way forward. Albeit backwards.
Why thank you!

Its so simple I'd do if it I had the money/influence. Get the sonic team guys. Fill up a disc with stunningly beautiful 2d levels (think Braid) and away you go. Can you imagine a 20 hour package of epic sonic levels? I've had less exciting wet dreams (sorry, funny mood this morning).
 

Proto Cloud

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Onmi said:
Proto Cloud said:
I think the next should take him back to his roots and go for a 2.5D style like they did with Street Fighter 4. Because all of these 3D games are horrible and who decided that Knuckles would be fun to play as if he did scavenger hunts?
apparently you haven't played or HEARD of Sonic Rush. a 3D game on the DS which kicks much ass.
Sorry, but I haven't played with my DS since Phoenix Wright.

PS. Please don't threadstalk me.
 

JediMB

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Onmi said:
And Unleashed is NOT THAT BAD it is a GOOD GAME, as much as the Werehog is 'Unnecessary' it is not a game breaker, the combat is good, a little text book but not dull (To me) And the day stages where just awesome.
Haven't tried it yet, but I probably will. The Wii version, at least. But Secret Rings comes first.

Oh, and a were(man)hog(pig) is hardly the correct term to use for a hedgehog who transforms into a wolf. :)
 

GloatingSwine

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Prons said:
What made Sonic 360 bad was the massive ammount of loading times, show stopping bugs, annoying characters, an out of date arcade style "lives" mechanism, and a lousy story.
And even worse camera, controls, level design, and character action design than ever.

Take, for example, a longstanding problem (since Sonic Adventure 2, in fact) with the controls, everything except jump is on a single button.

That means that if you try and use the light dash move in the air and press at anything other than exactly the right time, you get a bounce attack, and usually that means a plummet to instant death.

Why? There are two more face buttons on the controller that aren't mapped to anything. Even on the Megadrive there would have been a free face button left for a third action rather than stacking two on one button.

Also, if you don't line up perfectly for a light dash, you simply fly at an angle through the line of rings and once again plummet to instant death.

This, combined with the fact that these situations become more prevalent in Sonic 360 than ever, and that the simple process of making Sonic move is more finicky than ever due to his extremely high acceleration and inability to stop precisely make it frustrating and crap.

That is what's indicative of the real problems with Sonic. The games are made by utter morons.

But it's alright, I hear making sonic go faster will make it all better...
 

Theo Samaritan

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Jul 16, 2008
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corroded said:
rossatdi said:
Two things:

3

and

d.

Simple as. The first person to have suggested Sonic (famous for speedy, flowing platforming) should move to 3d should have been shot as an example.
I'm pretty certain i've never seen my thoughts quite so eloquently put.

I've never played Rush, but 2.5D Sonic would be the way forward. Albeit backwards.
THIS
And entire sonic game in decent 2.5D (and not like Rush, more like the side-scrolling sections of Unleashed) would be made of win. Pure and unadulterated.
 

JediMB

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Onmi said:
JediMB said:
Onmi said:
And Unleashed is NOT THAT BAD it is a GOOD GAME, as much as the Werehog is 'Unnecessary' it is not a game breaker, the combat is good, a little text book but not dull (To me) And the day stages where just awesome.
Haven't tried it yet, but I probably will. The Wii version, at least. But Secret Rings comes first.

Oh, and a were(man)hog(pig) is hardly the correct term to use for a hedgehog who transforms into a wolf. :)
Touche, unfortunately the Wii has more night stages than the PS360 version, yes their is an actual difference. the PS360 version has more content and more Day Stages.
My decision is partially based on that I only have a Wii so far, and partially because IGN gave the Wii version a 7.2 and the 360 version a 4.5.
 

Wargamer

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One of the best levels in the Mega-Drive era was also, arguably, one of the slowest.

The Hydro City Zone was mostly under water, and as such quite 'slow' for a Sonic level. However, there were "Turbo-Charge" sections where you would build up speed, then let fly across a track. You'd go through loops, up / down ramps, and hit the surface of water-areas so fast you'd scream across like the water was solid ground.

This, I feel, is the right way to balance a Sonic game - you give us a bit of tricky platforming, then you slam on the Afterburners and let the player scream off at extreme speed, before slowing up a bit to get back into the platforms.

Think about it; the Megadrive games actually slowed you down a lot. Most often, it was because you ran face-first into a wall, which had to be jumped over / rolled through or whatever. However, the game quickly got you back up to speed. This stop-start nature wasn't a 'flaw' in the game design; it simply made it a challenge to get through the level at break-neck speed (and thus formed the foundation of some really top-notch Multiplayer action - trying to race through the Mystic Cave zone was hellish!).

Actually, while I'm on the subject of Multiplayer, Sonic 2 had it right. Sonic 3 gave us unique "race stages", and they sucked. Sonic 2 gave us full Zones, and that rocked. Part of the reason is that most of the Zones have a degree of multi-path gameplay to them. As such, you could wind up splitting up five seconds into the race and potentially not see your opponent for half the level. That was really fun - it became about not just waiting for the other guy to fail, but about working out the fastest route out of several possibilities. Also, some of the routes became unavailable if you were in second place (ie: needing a winch that the other guy was using).

All of that made Sonic 2's multiplayer really good. I don't recall any multi-path options in the later sonic games (although I've not really played them properly in fairness).