I'd forgotten about Worms. Fuck you 3d, fuck you!Onmi said:Or Lemmings... poor poor lemmings.Codgo said:Sonic didn't make a good jump to 3D, same as Worms.
I'd forgotten about Worms. Fuck you 3d, fuck you!Onmi said:Or Lemmings... poor poor lemmings.Codgo said:Sonic didn't make a good jump to 3D, same as Worms.
No more goddamn Chao anything! That's it, I'm getting Sonic Team and locking them in a room (with some computers) until they get it right.bue519 said:All of your ideas would certainly help the sonic franchise. But, please no more Choa Garden.(its taken too much of my life already)
Onmi said:But they are so CUTE!rossatdi said:No more goddamn Chao anything! That's it, I'm getting Sonic Team and locking them in a room (with some computers) until they get it right.bue519 said:All of your ideas would certainly help the sonic franchise. But, please no more Choa Garden.(its taken too much of my life already)
LOOK AT IT!
[img src=http://ui10.gamespot.com/1225/picsshinysonic_2.jpg][/spoiler][/quote]
[b]BURN THEM, BURN THEM ALL[/b]
Onmi said:But they are so CUTE!
LOOK AT IT!
[/QUOTE]
Ak! I can feel it boring into my very soul!
Personally, I would love Rush on a console... I think. It's so awesome on the DS right now though that I'm worried it would somehow get messed up in translation and I would be extremely disappointed.Onmi said:So you want Rush on a console then?SidVicious said:You know what I think would really be a good move for the next Sonic game?
Make it sidescrolling again. Sure, it can keep 3-D graphics, just take away the stupid behind-the-character view. The only good Sonic games were the sidescrolling ones.
Haha! I agree with you completely. My friends over the summer decided they wanted to beat Sonic 360 for some reason. They were determined. I played a Sliver level or two to help out, but it was just so bad! Running through the same generic cityscape killing bad guys.. and not having any direct attacks? Having to pick up boxes to throw at enemies every single time? Really?GloatingSwine said:And even worse camera, controls, level design, and character action design than ever.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said:What made Sonic 360 bad was the massive ammount of loading times, show stopping bugs, annoying characters, an out of date arcade style "lives" mechanism, and a lousy story.
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...
I agree. They're a lot of fun, incredibly addicting, and if you hate them for who-knows-what reason, they're COMPLETELY out of your way. If I recall correctly, you could basically go through all of Sonic Adventure without doing one thing with a chao. And the VMU minigames where you could hook them up all tomagachi-style was pretty fun too.bue519 said:All of your ideas would certainly help the sonic franchise. But, please no more Choa Garden.(its taken too much of my life already)
Honestly, I think it is. I think Sonic Adventure did a pretty good job, and most importantly, I think people need to remember that what made the original Sonic games so fun wasn't that they were fast all the time - sure they were fast sometimes, but that wasn't the entire game. If devs and fans alike could remember this, it could go a long way in helping the franchise.Erana said:Just answer me this:
Is it possible to translate the original Sconic goodness into a non-sidescrolling game?
I wanted to reply to this separately because 1) I agree with a lot of what's being said here, and 2) the other post was getting really long.Wargamer said: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!).
There's a lot of really good stuff in here, and I admit to have forgotten about 2-D sonic multiplayer when thinking about multiplayer in the OP. This would give a lot of motivation for replaying games - learning the secret paths, cutting off seconds of time.. sure, time trials might make you do that too, but they don't have nearly as much inspiration as the desire to beat your trash-talking friend.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).