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Sonic Generations Megathread October 27, 2011: Street Date Broken

#9691 User is offline corneliab 

Posted 16 October 2011 - 02:33 AM

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View PostmuteKi, on 16 October 2011 - 01:11 AM, said:

I was hoping for something where the collapsing platforms were more pervasive (they pointed it out and I was like "that's it?").


I agree, thought it was sort of weird to see that brought up for only a tiny section. It would be nice if this was expanded upon in a different path, but I'm not counting on it.

Also, I was hoping for the Death Egg to have more of a presence in the modern stage. Not a dealbreaker (the stage looks fantastic overall), but it was a bit of a bummer to finally see it in the distance, only for the level to just end right after.
This post has been edited by corneliab: 16 October 2011 - 02:37 AM

#9692 User is offline Sonica 

Posted 16 October 2011 - 02:41 AM

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Damn, they should have given C Sonic a cute panic animation when he's standing and running out of air.

Wasted opportunity, SEGA. :colbert:

Anyway, If they had chosen to expand the collapsing, wit would have probably been a chase scene, and that collapsing didn't really do much except look impressive tbh.

#9693 User is offline sparkyscrum 

Posted 16 October 2011 - 04:58 AM

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View PostSonic Warrior TJ, on 15 October 2011 - 11:09 PM, said:

Whenever I realize I can now air dash and air boost with different buttons, I display a nice smile and raise my head and run. But seriously, it freakin' rules that if I need to shoot forward just enough to land on a platform, I can do it without firing off like a rocket into a pit.

Also, WTF, after finishing Sonic Adventure XBLA, I have a GS of 13999. I think I'm gonna let the 'Box rest a little while and break the 14k cherry with Generations. Which won't be too difficult since I bet most of us could get 3 or 4 of the Achievements in our first run through Classic Green Hill - Beat GHZ1, Get an S-Rank, Don't lose any rings, and if not much has been changed since the June demo, finish GHZ1 in under a minute.


I thought this had been posted but here's the achievement list for Sonic Generations. There 27 secret ones they don't list yet and I'm guessing they have something to do with the bonus missions?

http://www.xbox360ac...s/achievements/

As for completed Green Hill, well you can get 4 achievements in one act on first play.
This post has been edited by sparkyscrum: 16 October 2011 - 05:02 AM

#9694 User is online Mystical Ninja 

Posted 16 October 2011 - 06:15 AM

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View PostmuteKi, on 16 October 2011 - 01:11 AM, said:

The fuck was so wrong with the DS version of Colors? Easily the best handheld Sonic since the very first. By which I mean the one by Ancient.

Assuming you're not being sarcastic, I agree. I don't think the game is nearly as bad as people say it is. In fact, as strange as this may sound, I actually prefer the DS version of Sonic Colors over the Wii version.

#9695 User is online Blue Blood 

Posted 16 October 2011 - 06:51 AM

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View PostmuteKi, on 16 October 2011 - 01:11 AM, said:

The fuck was so wrong with the DS version of Colors? Easily the best handheld Sonic since the very first. By which I mean the one by Ancient.

A number of reasons; It takes about 5 minutes to 100% the game, side missions and all; it's ugly as sin with no parallax, and both the FG and BG look incredibly cheap (this has been the case since Rush); the music is horribly butchered for no reason; the storytelling is as basic as possible, with no attempt at making things interesting like in the Wii versions and to top it all off it's just so easy. I had some fun with it don't get me wrong, and it was my first version version of Colours. It just... sucks.

Generations 3DS looks like it's going to suffer many of the same problems. It's already shorter than the console version and seems to be lacking in extra missions, which is a real shame considering it's unique level set. And on the subject of level design, it's just awful. C.Sonic stages are flat-up remakes of the originals (even going so far as too look like 2D versions of the original 3D stages if EC is anything to go by), while the M.Sonic ones couldn't be blander. SEGA have also said that only characters important to the story will appear, so that's a knock to storytelling again I'll guess.

Uh, this seems like a total rag on Colours DS, but my main point is that after Advance 3 all the Dimps titles have been greatly lacking in quality. Especially now that they're making the side-versions of main games, everything is coming up worse. Generations 3DS should be able to hold it's own. But it doesn't. It's looking like a very sub-par title, regardless of the console version.

EDIT: In response to the below, I'm pointing out the bad parts of Colours DS and how I feel it's severely lacking in quality. Like I said, I still had fun with it.
This post has been edited by Blue Blood: 16 October 2011 - 07:21 AM

#9696 User is offline corneliab 

Posted 16 October 2011 - 07:04 AM

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View PostBlue Blood, on 16 October 2011 - 06:51 AM, said:

View PostmuteKi, on 16 October 2011 - 01:11 AM, said:

The fuck was so wrong with the DS version of Colors? Easily the best handheld Sonic since the very first. By which I mean the one by Ancient.

hyperbole


Boy, you sure showed him! Also, that music sounds fine- don't know why you would think it's "butchered".

Colors DS is pretty good. It probably has the best level design out of the Rush games, and the wisps actually complement the gameplay surprisingly well. People just like to throw it under the bus since it's not the "main" game and that Dimps made it. I could understand that sentiment for Unleashed Wii, but definitely not for this.
This post has been edited by corneliab: 16 October 2011 - 07:07 AM

#9697 User is offline Zallirog 

Posted 16 October 2011 - 07:25 AM

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Well I didn't mean to say that it was absolute garbage but it definitely didn't add anything to Colours from a design aspect and certainly didn't change much from the Rush series either, aside from the inclusion of the wisps, it still had pretty much all of the problems that the Rush series had. Poor quality graphics, which was just partially because of the handheld's limitations, okay-ish renditions of the music for the different stages, often confusing and aggravating level designs and a very poorly told version of the console's story. Now of course purely because of the fact it was a hand-held title, it was of course going to be inferior to the console version but it could have been much, much better than it turned out to be, which to me was a Colours re-skin of Sonic Rush. That's why I dislike Colours DS so much, it just felt incredibly lazy and lack luster to me over all.

It's similar to how I felt the 360 and PS3 versions of Unleashed were FAR superior to the Wii version, but some of the reviews I saw just confused the heck out of me. I mean I know the Werehog was bad but my god I would rather play through those sections with the 360 or PS3 controllers over a Wii remote or classic controller any day, however I'm getting WAY off-topic and shall stop before I get carried away.
This post has been edited by Zallirog: 16 October 2011 - 07:26 AM

#9698 User is offline Kail 

Posted 16 October 2011 - 08:06 AM

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There was an extended title screen menu available in the 3DS version of Generations that confirms missions, I even unlocked one when I boosted to win on radical highway. Didn't bother looking to see what it was like though. Dimps got it right with Sonic Advance which was speedy but had platforming, Advance 2 was where the obstacle course business started really. Sonic Team just sort of ran with that.

You know what Sonic Adventure 2 showed me? That modern gameplay should be a mixture of platforming/obstacle coursing/AND Tony Hawk style gameplay. City Escape had the snowboard, the rails were in spots where actual rails would be and for the most part they were optional AND fun, and the layout of the level just resembled a good Tony Hawk game. Think about it, Colours had some levels that were PURELY obstacle courses, some levels that were PURELY platforming, and you know what? Some Tony Hawk style explore the area and pull off cool tricks and discover new areas of that level would be awesome. City Escape did that, they should keep that up.

#9699 User is online Lanzer 

Posted 16 October 2011 - 09:56 AM

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View PostDark Sonic, on 15 October 2011 - 08:10 PM, said:

I doubt it. That version is ancient history at this point. It may be GHZ but it's probably the more refined Modern Sonic version if anything.

Or they'll be awesome and have a totally different level. Oh and of course I expect said demo to be ripped apart so we can discover everything.


Meh I don't know it may be worth looking into at the very least. I've been wanting to hear the "results screen" track for awhile now and it sounds like this demo has it. if anything hack it to see if some new tracks can be dug out of it.

#9700 User is offline Eggomaticwaffles 

Posted 16 October 2011 - 10:47 AM

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At this point, I'd really love to know the development cycle for Generations 3DS...although I'm not convinced yet it's being pushed to early 2012, it seems that Dimps/ST has really been wrestling with this title over the past 6 months.

Back in the spring, there was a lot of talk from the creatives that they were representing recent handheld stages but as the summer went on, it became clear that the majority of the stages would come from console titles. Not necessarily a bad thing IMO, but I get the sense that the 3DS version underwent a massive overhaul at the last minute and have been playing catch-up ever since...?

#9701 User is offline Shadow Hog 

Posted 16 October 2011 - 10:54 AM

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View PostKail, on 16 October 2011 - 08:06 AM, said:

Advance 2 was where the obstacle course business started really. Sonic Team just sort of ran with that.
They're probably the ones who asked for it...

#9702 User is offline McAleeCh 

Posted 16 October 2011 - 11:48 AM

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One thing I'm wondering is about the Red Rings hidden throughout the levels. I've just finished collecting them all in Colours today, and enjoyed the challenge of having to find them all to unlock Super Sonic. However, it's got me thinking about what we've seen of Generations so far in this regard. There are 9 stages per Sonic, each with 5 Red Rings - from what we've seen, there doesn't seem to be any sort of Red Ring counter above Challenge or Boss acts, so I'm assuming there aren't any in those. That leaves a total of 90 Red Rings to collect; half the amount Colours had (unless Hard Mode has its' own set) - hopefully they'll be hidden as well as, if not better than, the ones in Colours were. I've had a lot of fun hunting for those! = )

Based on the precedent set by Colours, I'm assuming that collecting Red Rings will have something to do with how you earn the Chaos Emeralds and, eventually, the Super Sonics. In Colours, collecting the Red Rings unlocked the Sonic Simulator stages, which then unlocked the Chaos Emeralds - here, given the lack of Special Stages or any kind of alternative mode (at least, not that we know about), I'm guessing it'll be more direct, and that certain numbers of Red Rings will unlock the next emerald in sequence. However, what intrigues me is what Aaron Webber mentioned in the c|net video that was posted - that the Red Rings are linked to a variety of unlockable content. Could they also be something to do with unlocking the alternative musics/equippable skills?

Also, I'm hoping that the Super Sonics won't be too easily exploitable for getting a good rank in a stage. Colours did this right, in my opinion - Super Sonic was invincible and could power through the stages, but the way the scoring system works in that game meant that you still had to work as hard (if not harder, without the aid of the Wisp Powers in upping your score) to get a good rank. Hopefully they've thought through the implementation of the Super Sonics in Generations as well as they did in Colours, so that you can't just S Rank every stage by getting 50 rings and rushing through to the end.
This post has been edited by McAleeCh: 16 October 2011 - 11:51 AM

#9703 User is offline synchronizer 

Posted 16 October 2011 - 11:50 AM

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It was impossible to S rank any stage as Super Sonic in any level other than Terminal Velocity 1. I would rather have a separate Super-Sonic exclusive ranking system.
This post has been edited by synchronizer: 16 October 2011 - 11:51 AM

#9704 User is offline McAleeCh 

Posted 16 October 2011 - 11:54 AM

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View Postsynchronizer, on 16 October 2011 - 11:50 AM, said:

I would rather have a separate Super-Sonic exclusive ranking system.


Hmm, good point - I hadn't even thought of that possibility. I doubt that they'll have one, but it'd be an interesting dynamic that'd add replayability as it would encourage players to try to S Rank stages both with and without Super Sonic. It'd require Super Sonic being able to be toggled on/off in the menu like in Colours, though, otherwise once you'd unlocked him I'm guessing there'd be no easy way to return to the non-Super rankings.
This post has been edited by McAleeCh: 16 October 2011 - 11:55 AM

#9705 User is offline Solid SOAP 

Posted 16 October 2011 - 11:58 AM

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I feel like S-ranking is going to be easier with Super Sonic in this than it was in Colors, considering the rank is mostly based on rings and time as opposed to the actual score earned in the level.

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