- 24 years old
- November 20, 1992
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Posts I've Made
Today, 01:12 PMSo yeah, Classic Sonic just looks like Generations again, physics and everything. Hell Green Hill doesn't look all that different from Generations bar the lack of water in the stage. Which makes it look dull. I don't know why it has to be Green Hill again, I don't know why they don't do something different in there like throw in rain or different time of day. (Yes I remember Sunset Hill from Advance 3.)
All of the water being replaced with sand and the appearance of damaged flowers doesn't make Green Hill look different, but changing it to rain supposedly would?
The sand is just a background element. It doesn't actually come into the playable are at all, nor does it seem to be impacting on the level. When you can't see the sand, it's just Green Hill as we've always known it. And damaged flowers? Really? I wonder how many people actually even noticed that the purple flowers are missing a few petals. That's all there is to it. You can barely even tell. Everything else is pristine.
Today, 08:06 AMThe supposed bullshots look gorgeous. The level of detail is absolutely on-point, and the soft blue lighting looks particularly lovely. To me as a seasoned fan, it does look like a visual improvement over Generations' GHZ and I can tell them apart easily. Plus, there's much less clutter and Sonic and the camera are fixed on a purely 2D plane, so it's much easier to recognise the foreground from the background. I'm not sure that more casual onlookers would notice the visual difference though - once again, this game looks so similar to Generations that it's almost hard to tell that they're not the same game. And I don't like the sand. It's poorly lit, so just looks like a relatively flat and static plane.
It's easy to miss entirely. What's the point? It's also related entirely to the background. If SEGA had to insist on bringing Green Hill Zone back, they should have tried a bit harder to show that it's in a sorry state due to Eggman's interference. Cause at the moment, the only thing that's in a sorry state is SEGA's creative skills. Green Hill shouldn't be lush, vibrant and lively like this. The plant life ought to be suffering, the sky should be clouded over or filled with pollution and the overall colour scheme ought to give the impression of decay. At the moment, it is literally just Green Hill but with sand off in the distance. It's a lazy attempt really. Why doesn't the actual level layout incorporate some of the elements of ruin?
Whilst we're on the subject of level design... fuck NO.
Boosters and springs galore. They don't serve any purpose beyond playing the game for you. And because they're still so shoddily programmed, they completely destroy any sense of flow and momentum. Every time he hits a booster or a spring, his speed to reset. There's even more evidence of invisible automation when he comes to the S-tunnels and the ramp that launches him into the air to grab some rings. Slopes and loops don't do anything, whilst the platforming is blocky. Even hitting enemies seems to be pretty broken - Sonic can come to a stop unnaturally. The physics are bad.
Why is that rock even there? The level is perfectly flat at that point. It's not even a clever obstacle that brings inexperienced players to a stop before they run into danger or miss a jump. It's just pointless. The game has no flow, which is quite mind-boggling considering how much it wants to play itself. If you compare the level design to Sonic 1...
In Forces, Sonic comes hurtling off the ledge on the left courtesy of a booster and misses the swinging platform, but that doesn't matter because he hits the invisible spring that puts him back on the path anyway. He may also be approaching from a lower path, and the swing is still useless because the spring is so much easier and faster. The reward of grabbing a handful of rings for taking the swing doesn't pay off. In S1 however, it's a different story. There's a rock that stops Sonic from falling down to the lower route by mistake, but more experienced players might think to jump over it and land on the swing. The swing also serves as the main way of staying on the upper path. If Sonic falls, the player can either take him on a new lower path or make some clever use of the physics to scale the ramp and return to the upper route. There's no hidden spring doing the work for you. In fact, the only hidden item in the scene is a shield that you can miss if you rush through.
Whilst all of these were issues in Generations, I could turn a blind eye to them back then. The game was an overall improvement over Sonic 4's attempt at Classic gameplay, and at least showed some effort. That's no longer the case with Forces now that it can be compared to Mania and shows no signs of improvement over the past 6 years. SEGA seems to be so arrogant/ignorant/inept/unconfident that they don't want to address any concerns. Arrogant because Generations got praised and therefore doesn't need fixing, ignorant because they don't understand the Classic Sonic formula that they're trying to emulate, inept because they literally lack the skills to make it better or unconfident because Generations was a fluke and they're worried that attempting to fix anything will result in a worse product. Take your pick - I personally think it's a combination of all four. They have no idea what they're actually doing.
Try harder, SEGA.
Yesterday, 06:57 PMIt's not a bad song, I actually have a feeling it's a jingle used elsewhere, though!
You mean you don't think it's the level music? I'd be really surprised if that was the case, especially cause it's a fairly long track and even contains a little excerpt of Splash Hill. Granted it is weird that they'd not go with the actual Green Hill music in a title like this.
Yesterday, 06:39 PM
I wouldn't be so keen to admit to it.
Yesterday, 04:33 PMAs we all know, Sonic Forces is the only Sonic game to feature springs hidden in the ground. Angel Island Zone in Sonic 3 definitely didn't have any.
Lost World featured them excessively too, just as they're in Forces. Unlike in Sonic 3, the springs in Forces cut Sonic's speed and neuter his aerial control. They function only to push Sonic forwards automatically. They're not used any differently to the boost pads, and show just how much Sonic Team doesn't understand what the hell they're doing. It's embarrassing that this is coming following Mania.