Kyoko Soryu

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About Kyoko Soryu

  • Rank
    New Member
  • Birthday March 03

Profile Information

  • Gender Female
  • Fan Gaming Specialty Uh...I remember Sonic Battle 3 and Knuckles Millennium?
  • Current Project Xonic S
  1. What is your favorite zone gimmick?

    Funny how Sonic Spinball had a garbage engine. All you had to do was take the same engine they'd built for the main series, but apparently we can't have nice things. I get it was a different developer, but...why?
  2. That's not at all what I'm saying. I'm very specifically referring to when you have a 13 year old insisting they're going to make an AAA game by themselves. In that case, they should hold off on doing that specific idea at this specific point in time. Focusing on something effectively impossible for you to do is a waste of time when you could easily be spending that time actually learning game design with a simpler project. I'm talking trying to make Sonic Colors when you don't even know how to make Pong. My point is that nobody ever gets to start with their dream project, but everyone wants to. The people who are truly passionate about making games will keep going when they figure this out, so I personally think you're doing them a favor in suggesting a more realistic approach. Like I said, put the dream on the backburner, focus on the basics so that you can eventually pursue your passion project with the necessary skill. I definitely don't think you should shout someone down for not knowing what they don't have the experience to know. And, of course, as you gain experience in a field you'll come up with much better ideas than the ones you started out with. By time you make your passion project, it will have changed, perhaps to something else entirely. And it'll be something far better than what you came up with at the beginning.
  3. I was mobbed by its fans and given a million excuses from a dev for why they refuse to even try to improve the wonky controls. And that was after I praised the rest of the work they did on the game, but pointed out that the controls are so stiff and slippery it really takes away from what could be a great experience. Even that kind of half-praise criticism was too much for them. The real reason they don't want to fix the controls is that they'd rather keep adding another dozen playable characters than make sure the fundamentals are working correctly. Y'know, ignore the necessary but tedious part and just do the fun stuff. Hell, maybe they literally don't have a programmer on hand who's even capable of digging into the engine itself. Wouldn't surprise me, because they clearly don't see anything that could be improved about that clumsy Blitz engine. I'm a seasoned video editor. Video editing involves loads and loads of tedious, repetitive bullshit mainly to do things people will never notice are there, but would notice the lack of because they're so fundamental as to expected by default. It would feel "off" for them to be missing. It's the same with making games, you can't avoid the boring technical stuff and just do the fun parts. Not every progress update needs to include brand new levels, sprites or something major and interesting like that. Sometimes you just need to sit down and work out how to make the game stop triggering people's anti-virus software, or why the "PRESS START" text on the title screen keeps appearing too far to the left. That's probably another good point, you don't need to post constant progress updates. You're excited, but nobody else is going to be as pumped for it as you are especially if you're just starting out. You're just going to burn people out, and then they won't be reading when you finally have some real progress to show. Don't take for granted people are going to be excited for your project. Give them a reason to be excited. And that doesn't mean just tell them about the cool stuff you're going to do, because anyone can talk about their ideas. We've all seen a million kids talking about their super elaborate game idea that would require a team of paid devs and millions of dollars to actually create, and how they're going to make it all by themselves with their zero years of experience. Show people that you are capable of bringing your ideas to life before you can expect them to get excited about them. Never argue with a seasoned dev telling you something isn't remotely feasible. They know. Don't argue back about how you have the greatest idea ever and they just can't understand that, and how they just want to crush your dreams. They don't. They're trying to save you wasted effort on an impossible idea, one you might not even think is a good one anymore as you learn how things are done. A lot of these Dos and Don'ts apply equally to any kind of project you do online.
  4. What is your favorite zone gimmick?

    If we include Mania, I have a laundry list of them. As for Sonic 2, I'd have to side with the pinball of Casino Night Zone. It's one of the only levels where you can just stick in one spot fooling around and have something to do (and rings to be won/cruelly spikeballed away). Later taken to the next level by Sonic Adventure, with Casinopolis and its fully-fledged pinball machines. That game just tried everything, and that was one of the most successful experiments.
  5. Sonic Mania.

    No, you don't quite understand. This isn't just any DRM, this is Denuvo. It can never be turned off. You're stuck with it forever, and because of it you need internet to play Mania on PC. SEGA of Europe were buddies with the anti-tamper guys and decided to cram this into Mania last minute. That "two week delay for optimization" was a complete lie, it was purely for adding Denuvo and nothing else. It was the polar opposite of optimization, adding anti-tamper software that makes the game run worse. The devs are furious, and even Webber is encouraging the fans to yell at SEGA for it. And considering how hard it is to get Denuvo off your computer even if you uninstalled the game, even if you're an expert, just call it what it is: Packaging the game with a fucking trojan horse. Because it's as hard to remove as some of the more competent malware, and there's loads of conjecture that it's capable of damaging harddrives with excessive reading and writing. Nice one, SEGA. You had it in the bag and you still managed to fuck it all up. I guess that's just what you do.
  6. Sonic Mania.

    I only have one PS4 controller and the damn things cost a million dollars. I haven't been able to try 2P yet.
  7. Sonic Mania.

    This is the first time I've been excited or surprised by a Sonic game in years. This game is far more new content than old, and furthermore the levels are designed better than the majority of those in the original Genesis games. Add to that how many different paths there are to travel through them, and you have more replay value as well. Doubly so because the game plays totally differently between the 3 characters, and every level gives you stuff only one of them can reach. Mania is Genesis Sonic taken the next level.
  8. Sonic Mania: Spoiler-free thread

    My spoiler free review: It's really, really, really good.
  9. Sonic Mania.

    I think it's fucking fantastic, and I'm one of those assholes who thinks there hasn't been a good Sonic game in well over a decade. Been playing all morning and the only glitch I've encountered was getting jammed into a wall in Chemical Plant by a moving block, but I got right out by jumping.
  10. Sonic Mania is loads of fun and beautifully put together. The bosses in particular are clever and properly difficult, actually requiring you to think at times (and I can't believe the Chemical Plant Boss, that was fantastic). The levels are huge and well constructed, full of nice little touches and clever design elements.

    Fucking hell, a new Sonic game and I love it. It's a very good day.

  11. Sonic Mania.

    I want Sonic Mania on my computer, and I want it now. Which button do I have to press?
  12. Sonic Mania.

    The special stage is a pretty cool expansion of the one from CD with touches from Sonic 1 and 3 from what I can spot. But to me the most interesting aesthetic touch is the low poly player models, which really reminds me of the full 3D special stage from the Saturn port of 3D Blast. Whether or not that reference is a deliberate one is open for debate, but it's neat to see something so strongly evocative of what is probably one of the least known Sonic special stages. But if they really wanted to be accurate to the "2D Sonic on the Sega Saturn" look the game seems to be going for, they should've done like Sonic R and had an absurdly low draw distance on the special stage. If you've only ever played R on PC or in Gems Collection you won't know what I'm talking about, but, trust me, the Saturn version is basically Silent Hill at 50 miles an hour. Great to see Blue Spheres back. I fucking rock Blue Spheres, which is why 3&K is the only Genesis Sonic I've ever 100%ed despite being the biggest and most complicated by far. I always get stuck embarrassingly early into Sonic 2's special stages (at least until I find somebody to assist as Tails who can avoid the damn bombs), and I don't care enough about Sonic 1 to bother. I've always thought that Blue Spheres would've made a great Sonic arcade game.
  13. Help. I'm suddenly a newbie with 0 posts and 0 likes. I'm a filthy peon like one of you people. Somebody promote me back to my proper position, quick, before I commit seppaku to spare myself the indignity of peasanthood. P.S. I love you all. <3