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November 20, 1992
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  1. In Topic: Sonic Forces

    Yesterday, 01:05 PM

    I would like to think so, but I won't write off their return just yet. Dimps games have always been supplemantary - not the main ones. After SEGA stopped the handheld side-series following the release of Rush Adventure, Dimps were relegated to doing secondary versions of the main games (e.g. Unleashed Wii, Generations 3DS etc) and S4. S4 crashed and burned in the end, while Forces simply doesn't have a handheld version. I think it's got less to do with SEGA ditching Dimps and more to do with SEGA just wanting to do things differently now. Forces at least has it's handheld version by way of the Switch port.
  2. In Topic: Sonic Forces

    Yesterday, 11:54 AM

    View PostTimmiT, on Yesterday, 10:28 AM, said:

    Sonic Forces page is up on Steam. Seems like Hardlight (the developer behind the Sonic Dash and more recent Sonic Jump games) is handling the PC port since they're listed as developer. Also it uses Denuvo like Sonic Mania.

    Wow, Hardlight? That's totally unexpected. They've only done mobile games up until now. And a lot of SEGA Europe's PC ports are outsourced to some no-name third parties. This is interesting! I wonder how good it will be.
  3. In Topic: Sonic Forces

    19 September 2017 - 01:06 PM

    View PostFenrir, on 19 September 2017 - 12:57 PM, said:

    Ahhh, good point. Hopefully they'll have at least SOME exclusive stages. Classic probably will at least. :v:/>

    But seriously, is it bad that I'm actually fairly excited for this story? Like, I'm actually interested to know what happens and what will happen, I haven't felt that way about a Sonic game since I was a lad. I don't think it'll be PERFECT, and Pontac being on deck is still concerning, but... for real. Between this and the 40 dollar asking price, I think Sega is seriously trying to earn our good faith back. Whether or not it's working (Hi Denuvo) is another debate entirely, but it's an attempt at least.

    ...Level design is still awful too.

    I was ready to write off everything about this game before. Now I'm happy to say that most of the soundtrack that we've heard so far ranges from okay to really good (Classic Sonic's music is awful though), and the story is legitimately getting me interested too. The gameplay looks utterly awful. It's completely and utter shit. But the story, contrary to what I previously expected, looks like it could actually be very good. This footage of Shadow is clearly him fighting against Infinite and Eggman. So what happens to get him on Infinite's side? I want to find out. I also want to see everything else that the story tackles, including the Phantom Ruby.
  4. In Topic: Sonic Forces

    19 September 2017 - 12:43 PM

    View PostFenrir, on 19 September 2017 - 12:37 PM, said:

    Assuming the main trio has even stages, I guess this confirms they'll all have 10+ stages, plus Bosses and Tag Team levels.

    From the looks of it, Modern Sonic and Your Name will be sharing levels, ala half of the extra "acts" in Colours or the optional missions in Generation. This footage of Shadow is the same GHZ shown with Modern Sonic in the Japanese story trailer and the Custom Hero at E3 (except it's now 99% crates).

    The clearest example so far is Ruined City. The Custom Hero's version is the same as Modern Sonic's, just with rejigged object layouts.

  5. In Topic: Sonic Mania (Switch, PS4, Xbox One, PC) - WARNING, SPOILERS

    17 September 2017 - 09:55 AM

    View PostJohnBoyAdvance, on 17 September 2017 - 09:11 AM, said:

    View PostMissingNoGuy, on 16 September 2017 - 09:49 PM, said:

    View PostPengi, on 16 September 2017 - 03:18 PM, said:

    In the classic games, the time limit was practically a non-entity.
    Sandopolis would like to have a word with you.

    Carnival Night Act 2 also says hi.

    Also am I the only one surprised that neither of the Sonic CD levels does a Mushroom Hill Act 2 and you'd run through different time zones? Thought that would be a given.

    That would have been a lot of work for a minimal amount of time spent in each time zone. And wouldn't have so effectively allowed either zone to flourish. I'm glad they went with the route of each act being a different time zone in SSZ and blending together the time zones in MMZ.

    Still surprised that MMZ and OOZ even ended up in the game, honestly. They weren't kidding when they said that not every level would be a fan favourite. Great choice bringing back those two stages.