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Sonic the Hedgehog - New Screenshots! (Shadow is finally seen!)


Redsonic

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I've said it a bunch of times at the E3 thread that this would be just anouther SA2...I thought the trailers made it obvious...

Does having grinding in it automatically make it another SA2 rather than just another SA? It seems to share more in common with the first than the second... and there is new stuff that makes it completely different. For instance, being able to create and upgrade abilities on the adventure fields... That sorta gives it the whole Megaman Zero effect... since it actually gives adventure fields a purpose, which coincidentally reminds me of stuff I've been working on for the past year :/

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Wow you guys complain WAY too much. Even if this is nothing more than an SA2 game it's already got more things going for it. First of all, some sections are 20x faster than in SA2 (assuming you're playing as Sonic). Second, you can actually choose the character you want to play as rather than being thrown back and forth between the three. Third, adventure fields are back to kind of "gel" everything together and not just have level-after-level with nothing else going on. And with the fact that you can "buy" addons and whatnot for the characters these adventure fields should work out a lot better than in SA. SA2 was infinitely better than SH and StH. That should be enough for now. There's no possible way to truly go back to "oldschool" design. Otherwise you end up with completely linear level design. You can't say you want that back, and then turn around and complain that there aren't enough paths.

I'm very pleased with what I'm seeing. The ONLY things that irk me are these:

- I wish we had the shields back the way they were in the old games as opposed to some of the addons that have replaced them (Light Speed Dash isn't really that cool).

- I'd like back some of the more traditional levels. What ever happened to levels filled with water where you have to not only kill badniks but grab air bubbles, find the shields, and bust through the surface to avoid drowning?

- And last but not least, I'd like to see some more SA-influenced level design. In my opinion, and also pretty much by fact (seeing as how it contains the most old-school "stuff"), it is the closest thing to the old games we can get. Ladders, monkeybars, puzzles, etc have all disappeared. As someone else mentioned the SA levels didn't feel like platforms just hanging there. Sure some of them were, but not nearly as much as the later games.

But in spite of those 3 things, is it REALLY that bad to return to SA2-styled level design? What exactly do you want if not that? Straightforward paths? SA design? It can't be SA design, the majority of the people here prefer SA2.. unless they've been lying for the past few years. What exactly do you want? And don't give me that bull "a homing attack that doesn't send me flying off the edge." If you were able to hit an enemy EVERY single time that wouldn't be so great either. The majority of you liked Sonic/Shadow's levels on SA2 more than Sonic's levels in SA, yet you don't want SA2-style back. I guess if you like that more than SA chances are you don't want SA design back either. Do you want Heroes or StH design? Or do you just want a straightforward path and the only place where it branches off is either above or below you? I really have no idea. Shove in pretty much everything DW said ->here<-. I mean really.. this is more of a hybrid of SA and SA2 that's been improved upon. I can't see why this is bad. Maybe one of you can apply at Sonic Team and show me because everytime we end up talking about this no one truly gives a decent answer.

Edit: The "Now Loading" bit screws it up. It'd be better if you actually landed on the platform and immediately started sprinting rather than a loading screen that slows things down (even if only for two seconds). Another thing I'm still complaining about is bump maps. But I'm alone on that note. xD

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- I wish we had the shields back the way they were in the old games as opposed to some of the addons that have replaced them (Light Speed Dash isn't really that cool)."

Perhaps you should change that to an old game rather than the old games. Afterall, S3K was the only Sonic game on the Genesis ever to actually have shield functionality, and no, Sonic 3D is not a Sonic game and its not on the Genesis... even if it has Sonic as the main character and was ported to the Genesis.

- I'd like back some of the more traditional levels. What ever happened to levels filled with water where you have to not only kill badniks but grab air bubbles, find the shields, and bust through the surface to avoid drowning?

Let's hope for a new hydrocity zone eh? I'm all for it, but to be perfectly honest... that was the only watery stage I liked at all. Chemical Plant doesn't really qualify as a watery stage I think... and Labrynth never really suited my taste for that. I think the coolest way of doing things would probably be to have pathing that can make the level aquatic or non-aquatic ala Aquatic Ruin Zone.

- And last but not least, I'd like to see some more SA-influenced level design. In my opinion, and also pretty much by fact (seeing as how it contains the most old-school "stuff"), it is the closest thing to the old games we can get. Ladders, monkeybars, puzzles, etc have all disappeared. As someone else mentioned the SA levels didn't feel like platforms just hanging there. Sure some of them were, but not nearly as much as the later games.

I know I've said this before, but monkey bars and puzzles were not a part of the oldschool, only a part of S3K. As for the platforms just hanging there bit... some of my favorite stages were the crazy floating platform ones, but I agree that it isn't the most aesthetically pleasing method. I do say, I liked the hell out of Final Rush in SA2 and Cosmic Fall in Shadow though. Final Rush more so than the rest.

And hell yes, I'm looking forward to a return to the Sonic Adventure/2 style levels. Anything is better than SH, and Shadow still left a good bit to be desired.

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Yea, you're right. I mean S3K. xD

Well.. I've always loved Chemical Plant and Hyrdocity Zone. I never really liked Labrynth but that was only because I suck at it, if I had to say whether I thought it was a good level or not, I'd say that it is. It's just it pwns me all the time. And yes something like Aquatic Ruin would be awesome. And umm.. I guess chemical plant doesn't technically qualify.. but it's still.. you know.. not just dry land. The only reason I'm not saying anything about a pinball level (I loved Carnival Night) is because the last attempt was soo.. I dunno.. lacking. I mean.. the Casino in SA was cool because it was an actual pinball table. However in SH when they tried to put you into a pinball level.. it just.. I dunno it didn't work the way I was hoping it would.Then again.. that could be because of the fact that the pinball wasn't actually a bigger part of the level. It was a level made up of pinball tables rather than a level with pinball tables.. if that at all makes sense.

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I could see the multiple paths as the guy played along it was amazing.

...I really hope that was Sarcasm..

Anyway, this game being like SA2 isnt really a bad thing at all. But i said it before and ill say it again - Grinding is nothing but a way to easily half-ass a level. Most grind-specific stages are the ones that i hate playing at. Sonic Heroes abused grinding to bloody hell in all their stages, and the ONLY time i liked it is at the last two stages because it had an awsome feel to it. (Bullet Station, i really didnt like that stage at all.)

SA2 had grinding in it, but they implemented it into the game ALOT better than Sonic Heroes and StH did. You grinded off rails and poles to get score and get to another part of the stage, but ever SINCE SA2, grinding has become about 30-40% of the level. And that sucks. Its awsome to be able to bust a grind on a rail in the city or on a vine every now and then, but doing it all the time is just kills it.

Sa2 level design was 10x more strightfoward than SA, but they did it so well it diddnt make a difference. There were tiny things in each part of the level that made it work. (grinding the rail down the stairs, running from G.U.N Trucks, airplanes attacking you and blowing up platforms, loops, swinging vines, more loops, Gravity switchers, and just various things to do that earn you points AND are fun to do.) You can keep the player on the most strightfoward path ever and have it kick ass if you give them content. (And thats EXACTLY how the old games worked.)

Sonic doesnt work having huge rooms that span out, unless its like Sonic Adventure and you have to solve puzzles to get out. (and i guess Sonic Team doesnt like doing that anymore.)

Personally, I think sonic team needs to do what they did with the old games in terms of speed. Sonic is able to go fast, but the only way he can reach top speed is through a Speed pad, spring, downhill running/rolling, ect ect. Giving sonic the ability to reach high speed by simply holding a button really takes away from the experence. I think sonic shouldnt be able to go faster than he could in Sonic Heroes. (that was definately enough speed. Top speed there was like SA2 top speed x2.5 at least.)

Im still going to get this game eventually though.

------

And i saw sonic run through like 8 boxes on that super fast part.

-----EDIT:

And watching that video seriously makes me know this game is going to be great, but it wont surpass SA2 most likely. Its cool and all, but it just looks.....boring..

Homing enemy, Homing enemy, pretty physics, light dash, grind, grind, grind, homing enemy, jump on rope, homing enemy, pretty physics, run on a wall, springs, springs, run on a wall---Now Loading..........---run, run, run, run, run, run, run, run, run, run, run, run, run, run, jump, jump, jump, jump, jump, jump, I WIN YAY.

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Here's my beef with the game from what I've seen in videos and such:

Sonic sprints, jumps, and lands on a rope and comes to a halt, which would be, to my knowledge, physically impossible. Sonic would fall foward and off of the rope. It's a little thing, but it makes me made everytime I see it.

Level design seems to be like in SA2, which means more speed...and more falling to my death because Sonic's not hitting the right enemy or whatever (don't get me started on SH when Espio refused to go off of this one speed ramp...I went on a rampage.) I don't mind the occasional floating platform level (some are actualy kinda cool I guess) but I don't recall having a constant fear of falling in every level of the 2D Sonic games.

Oh, and grinding needs to be toned down a tad. It was cool in SA2, but it's not so fun that we need a whole level around it (RAIL CANYON)

Sonic seems to be more of the same. Ok, he's faster, but unless the moves that he can buy are worth buying, and keep things fresh without making it all too easy (I'm sure SEGA will give us a crapload of useless moves, or a bunch od moves that make the game too easy) then I'm not too impressed.

No Bump maps.

Shadow. Curse his fanbase...

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Eraysor: You got stuck there too? Someone from this board told me how to get out but I forget how. xD

PG: Yes I agree about the grinding thing. It's basically what I've been saying about Light Speed Dash. It was cool for awhile but after you pimp it like crazy.. not so much. However, as far as SA2's level design, yes it was awesome. However, it was missing that feel the original SA had. I think the SA/SA2 styles of level design should simply be merged. That would pretty much satisfy everything. In fact by adding multiplatforms you could have a few paths that had SA styled puzzles and open-areas, and others that had the SA2-styled stuff. Meh.. maybe it's just me.

And yes.. this game needs bump maps. I know people like Kaze will say that Sonic will look odd with bump maps but for crying out loud there's already detail in every other aspect. 5 years ago no one would've wanted lightbloom or any of the stuff currently being used in Sonic Next, so why not go the whole mile? Chances are it will happen eventually anyone. Why not now?

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