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Sonic Colors Thread


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As long as between now and release they dont show off some new gimmicky bullshit idea
wisps.jpg

Jus' sayin'

I'm glad to see they're making use of the Hedgehog engine. I thought this was going to be some mediocre piece of shit at first, but it looks promising.

Also, I don't see the problem with other playable characters - it worked in S3K and the Sonic Adventure games :P

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Also, I don't see the problem with other playable characters - it worked in S3K and the Sonic Adventure games :P

A lot of people would argue it didn't on the latter, but I'm not one of those people. I do believe the original SA handled it a bit better than it's sequel, though.

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[qimg]http://img338.imageshack.us/img338/6942/wisps.jpg[/qimg]

Jus' sayin'

I'm glad to see they're making use of the Hedgehog engine. I thought this was going to be some mediocre piece of shit at first, but it looks promising.

Also, I don't see the problem with other playable characters - it worked in S3K and the Sonic Adventure games :P

Thats just the thing. The gameplay elements added by the wisps actually look like they'll feel natural. They're quick, to the point, and are more pathway enhancers and puzzlers than "we're just putting this in here so the stage will reach the 4 minute mark" material.

More wisps are cool. I thought the lightspeed thing and the drill was pretty damn awesome.

And about the characters...yeah, thats the point. More characters = more fun, but only when they add more fun and less bullshit story material and fanservice for characters that could die and everyone would laugh/jump for joy.

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More wisps are cool. I thought the lightspeed thing and the drill was pretty damn awesome.

When I saw the E3 trailer with the light dash cinematic I thought: "Wow this is pretty bad ass, if only they could make this into the game without losing coolness."

Then I saw the E3 demo gameplay...

Two Words.

Mission Accomplished

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Also, I don't see the problem with other playable characters - it worked in S3K and the Sonic Adventure games :P

GATDAM BIG THE CAT FUCKING SUCKS DONKEY DICK HELL YEAH LET'S GO FISHING FOR A FROG THAT'S SO RIVETING OH MY I THINK I'M GOING TO HAVE A MOTHERFUCKING HEART ATTACK I'M SO EXCITED

DR. ROBOTNIK AND TAILS HAVE FUCKING SHIELDS AND SHIELD METERS BUT THEY STILL LOSE ALL THEIR GATDAM RINGS IF THEY'RE HIT ONCE WHICH IS GOING TO HAPPEN SO YOU MIGHT AS WELL JUST BEND OVER AND TAKE IT UP THE ASS

WANT TO BE A FETCH QUEST BITCH? HERE'S KNUCKLES AND FUCKING ROUGE THE SLUT TO SAVE THE MOTHERFUCKING DAY, YEAH AT LEAST I GET TO SEE SOME TITS AMIRITE

fuck fuck caps fuck my brain is full of bees

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GATDAM BIG THE CAT FUCKING SUCKS DONKEY DICK HELL YEAH LET'S GO FISHING FOR A FROG THAT'S SO RIVETING OH MY I THINK I'M GOING TO HAVE A MOTHERFUCKING HEART ATTACK I'M SO EXCITED

DR. ROBOTNIK AND TAILS HAVE FUCKING SHIELDS AND SHIELD METERS BUT THEY STILL LOSE ALL THEIR GATDAM RINGS IF THEY'RE HIT ONCE WHICH IS GOING TO HAPPEN SO YOU MIGHT AS WELL JUST BEND OVER AND TAKE IT UP THE ASS

WANT TO BE A FETCH QUEST BITCH? HERE'S KNUCKLES AND FUCKING ROUGE THE SLUT TO SAVE THE MOTHERFUCKING DAY, YEAH AT LEAST I GET TO SEE SOME TITS AMIRITE

I love you.

I like the wisps too, I was just pointing out they kinda fall under the category of a gimmick :P Not all gimmicks are bad.

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And about the characters...yeah, thats the point. More characters = more fun, but only when they add more fun and less bullshit story material and fanservice for characters that could die and everyone would laugh/jump for joy.

More characters also = Muti-player something were losing. But I cant really see this in this game unless shadow, blaze or Metal is in this. I think Im going to add this game to my want list... both wii and ds but I wish it was for ps3 cause I lack games for it.

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[qimg]http://img338.imageshack.us/img338/6942/wisps.jpg[/qimg]

Jus' sayin'

I'm glad to see they're making use of the Hedgehog engine. I thought this was going to be some mediocre piece of shit at first, but it looks promising.

Also, I don't see the problem with other playable characters - it worked in S3K and the Sonic Adventure games :P

I thought the Hedgehog Engine was a Graphics Engine that did Real time Global Illumination that isn't Possible on the Wii? (did I say that right?)

Also many of you (and more) are really, really, really over thinking the Whole Wisp issue. I seem them as nothing more than Monitor replacements. =\

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RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE FUCKING ROUGE THE SLUT RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE RAGE I GET TO SEE SOME TITS

Son, I am disappointed...

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I thought the Hedgehog Engine was a Graphics Engine that did Real time Global Illumination that isn't Possible on the Wii? (did I say that right?)

I was just going to say this. The Hedgehog Engine is indeed the graphics engine on the other two consoles, and not a gameplay engine.

However the visuals on this are nice.

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I was under the impression that the Hedgehog engine was a general gameplay and graphical engine based on Havok. Still looks pretty, though.

"Hedgehog Engine" was simply the graphical engine Sonic Unleashed used for the really freaking pretty environments and neato lighting effects, specifically Global illumination, which made light reflected off the environment hit sonic in a way that helped him blend into the environment, as well as help give the game a sort of "Realtime CGI" feeling to it. For what I understand, the engine mostly just took the finished level and calculated all the light reflections and whatnot that the stage would have, and put them in an engine that would reflect them onto sonic when he passed by, as if the lighting calculations were done in realtime. They also did this to the stage environments i believe.

Neat effect, and it worked very well, as anyone who's played the game could see. However, i don't know how advanced it is, or if we should really care that it has its own name. Apparently its an effect not always featured in games or something. I dont know. I could have sworn i've seen Cryengine do it in realtime, and Final Fantasy XIII's Crystal Tools do it as well in-game.

Havok is used for the physics engine, for random objects and likely even for sonic himself.

The movement engine however, that whole 2.5D thing and sonic's physics themselves, seems to have been directly ported over. In that sense, this game is simply Sonic Unleashed with some monitor powerups, no ___hog, and no fancy lighting techniques, although the game is quite obviously still gorgeous, which makes me wonder what the fuck it would look like if they USED the Hedgehog Engine.

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For what I understand, the engine mostly just took the finished level and calculated all the light reflections and whatnot that the stage would have, and put them in an engine that would reflect them onto sonic when he passed by, as if the lighting calculations were done in realtime. They also did this to the stage environments i believe.

Oh, so that's how it's done. :U

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Cant wait for it!

What isnt there to like about it?

-No Werehog *check*

-No Gimmicks *check*

-Powerups *check*

-Level Design *check*

-Graphics *check*

-Speed *check*

-Classic 2d *check*

-Storyline *check*

-Handheld port *check*

Everything about it is THE PERFECT SONIC GAME!

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From what I understand, most people think SONIC gimmicks suck(sword and werehog, anyone?). Speed is a main point of a Sonic game's need for skill and fast pace(if you make pacman go 2x faster, wouldnt the hardness and fun go up,but not too much to make it frustrating?). Lots of people enjoy graphics that look real, making it more enjoyable for most. How can you say storyline and level design is a "moot point" when it's one of the most important parts of a Sonic game.

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Its moot because of course it has those things. Like I said, games use buttons but people don't brag about that. You didn't say "realistic graphics *check" you just said graphics. A game without graphics is either imagination or sports. Also, realistic graphics? No one plays Sonic for that I hope. Same with level design. You just said its presence alone made the game great. You don't want the level design to be good or well though out? Nope. It just being there makes the game perfect.

People here like Sonic level gimmicks from the genesis games. See-saws, ziplines, casino levels, etc. Gimmicks like "ooh now he has a sword" are dumb in pretty much any series.

I don't know how you can say story is one of the most important parts of Sonic games, because the best Sonic game stories were only alright stories.

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I mean very good level design, and well textured graphics. See-saws and etc. arent gimmicks, their objects and not big enough to be a gimmick(for example, is a new boss a gimmick? no. Is a redesigned or slightly changed object a gimmick? no. Is a werehog a gimmick? yes) . Casino levels are pretty much standard now,so you cant even call it a gimmick.

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I mean very good level design, and well textured graphics. See-saws and etc. arent gimmicks, their objects and not big enough to be a gimmick(for example, is a new boss a gimmick? no. Is a redesigned or slightly changed object a gimmick? no. Is a werehog a gimmick? yes) . Casino levels are pretty much standard now,so you cant even call it a gimmick.

For you to get the context :

Gimmick in level design = In my definition, anything that alters sonic's regular movement state, or gives one of his regular moves a different function. In other words, if you just ran into an object that made you float, you just used a gimmick. If you spindash on an object and it spins, thats a gimmick. If you run into an object and it starts spinning and has some effect on the level progression, it was likely a gimmick.

Gimmick Sonic Team defines = Anything that would piss us off. Werehog, Sword gameplay on rails, hunting games shooting games ect ect, anything that makes us not play a sonic game. These "gimmicks" usually make up the game, instead of being used to augment the gameplay. There is a big difference there.

So yeah. A See-saw is most definitely a gimmick. So is a moving platform, a breakable wall, bumpers, lightdash rings, rails, ect. ect. Anything that isnt a slope or a stationary platform is a gimmick.

The issue with current sonic games? They make no new ones. They take about 5 concepts (dash pads, lightdash rings, rails, trick hoops, and those Directional Air Shooter thingies (introduced in Sonic Rivals, i believe. Damn sega.) and they spam them to bloody hell. The ENTIRE level is comprised of these gimmicks.

Now, note that this isn't particularly a bad thing -- you can take three or four gimmicks and have them specific to a level. Afterall, Gimmicks are primarily used to set one level apart from the rest of them. The issue is, they take these few gimmicks and apply them to the ENTIRE game, the WHOLE way through. Everywhere you go, there will be a lightdash ring, directional shooter, rail, dash pad, or trick hoop. This essentally means Sonic the Hedgehog gameplay has been reduced to levels comprised entirely of these things, and nothing else.

The issue with this isn't their choice of gimmick. When these were introduced (exception will be directional air shooters, i dont like them), they were all REALLY awesome things. I'll give you a prime example; Sonic Adventure 2 had Rails, and I believe they were featured in every stage. The difference is, the levels in SA2 all had very different gimmicks that were not included in every stage. And if the stage had no new gimmicks, it was likely used to introduce a new one (metal harbor) or was made to focus on one in particular (Sky Rail, Final Chase/Rush). Regardless of when they were used, they ALWAYS were used differently. Sky Rail did NOT have the same rails as Final Rush. Same gimmick, different way to approach them. Might as well be called a different gimmick, in all truth. This isn't exclusive to Sonic/Shadow's gameplay either. The other characters did the same thing.

Here's an even better example. Sonic 2's casino level introduced MULTIPLE gimmicks that were never again used the entire remainder of the game. They include: Various types of bumpers, Slot machines, Destroyable chilidogs, elevators, Pinball bumpers (controllable), score pits (the things u fall into that give u points), and spring pits (hold down the button to charge the spring.)

Those are seven gimmicks specific to one level. Seven. Why aren't they used in other levels? Not because they were bad gimmicks, no. But because they served their purpose -- to make you feel like you were Sonic the Hedgehog running through a huge interactive casino. This is the dilemma with Sonic the Hedgehog. It has become an automated, completely visual experience. You'll go to a level with giant hamburgers and ice cream just to pass the pretty editable backgrounds by as you grind a rail or spring your way through the level. You dont interact anymore. Hell, Pokemon Snap was a completely visual on-rails experience and you could still interact with your environment more than with these recent sonic games.

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