Also, I seriously hope the 3DS version comes with something special too, would be nice if it came with a Soundtrack. I'm also going to pre-order both the Xbox 360 and Nintendo 3DS version while I'm down there.
Sonic Generations Megathread October 27, 2011: Street Date Broken
#6091
Posted 10 August 2011 - 10:12 PM
Also, I seriously hope the 3DS version comes with something special too, would be nice if it came with a Soundtrack. I'm also going to pre-order both the Xbox 360 and Nintendo 3DS version while I'm down there.
#6092
Posted 10 August 2011 - 10:26 PM
1stKirbyever, on 10 August 2011 - 10:12 PM, said:
I'd do it. I'll be 25 in a few weeks. Hell, I'll probably get at least Classic Sonic this weekend.
Edit: Wow, I'm an asshole tonight.
#6093
Posted 11 August 2011 - 01:18 AM
Chimera, on 10 August 2011 - 09:46 PM, said:
Also, I heard someone say that all the 20th anniversary toys contain levels that are going to be in Generations, and that seems accurate since Sonic's in Green Hill Zone and Tails is in Chemical Plant, both confirmed for Generations. I wonder what's going to be the toy for Sky Sanctuary...
Knuckles.
#6094
Posted 11 August 2011 - 03:46 AM
Hitlersaurus Christ, on 11 August 2011 - 01:18 AM, said:
Chimera, on 10 August 2011 - 09:46 PM, said:
Also, I heard someone say that all the 20th anniversary toys contain levels that are going to be in Generations, and that seems accurate since Sonic's in Green Hill Zone and Tails is in Chemical Plant, both confirmed for Generations. I wonder what's going to be the toy for Sky Sanctuary...
Knuckles.
Green Hill- C.Sonic and Motobug
Chemical Plant- C.Tails and Grabber
Sky Sanctuary- C.Eggman and two Egg Robos
Speed Highway- M.Sonic and Spinner
City Escape- Shadow and Beetle
Seaside Hill- M.Knuckles and Egg Pawn
Crisis City- Silver and Biter
Rooftop Run- M.Eggman and two Egg Fighters
Planet Wisp- M.Tails and Sandworm
That's not all there is however- there's the Classic and Modern Super Pack with no specific level, and a comic pack with C.Sonic and C.Amy. Apparently Jazwares also confirmed a few other figures (like C.Knuckles) on their Facebook page. So yeah, the toy list did eventually prove to be the Generations line. Our biggest clue should have been the Grabber art that appeared on the prototype.
#6095
Posted 11 August 2011 - 08:49 AM
LOst, on 10 August 2011 - 12:55 PM, said:
Taking an original Sonic game and remove one or more of its quality strengths, would seriously damage the original title. Especially for us, that need those original titles as proof and inheritance (life support).
Well, I don't really see it as removing a quality strength, to be honest. The biggest part, to me, that makes the original titles so good is the gameplay - the physics, collision, player handling, and enemy behaviors. Of course, those who would do the art for such an endeavor would merely have the same responsibilities as you guys on the S2HD team (and I remember earlier on y'all were gonna stick with accuracy to the original graphics as a main key, but then it was decided that things should be improved to take full advantage of the higher resolution while still being majorly inspired by the originals, but not to the point of making ugly bushes just because they're accurate to the original bushes, for example).
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3D objects would have individual scales, overlapping, twitching, and wobbling during interation (Just picture Saturn's Daytona USA polygon wobble), and as that happens, you loose game feeling as in "my brain saw at that moment it was possible to play the game, but when I did respond to it, it failed".
The motions of every object, including path collision would grid step (The smallest visible unit in original Sonic is a pixel, and scaling that up at any resolution would result in terrible visuals).
There are hundreds of objects in Sonic 3 & Knuckles that were specifically designed to work on pixel paths, and many of them have predefined data, so you would have to reprogram so much that it would be impractical.
Orignal Sonic player's motion is fixed point and can easily be converted into floating point to get a smooth motion for HD play, but as I stated above, all interations, including running in loops, down or up slope, will be like running on a staircase.
3D enhance an original Sonic game at a 1x1 aspect resolution will basically only enhance the perspective visuals (if you like seeing low res 3D models rotate while running). The perspective visuals is what I think Sonic Generation succeeded the best.
I'm sure the 3D engine, being tailored specifically to the Sonic engine, could smooth out object placement somewhat so that you don't see the "jumps" that you'd see if you did a pure X/Y mapping, since the original games are limited to an absolute max of 65536x65536 pixels for a level (and I'm pretty sure there's a smaller engine limit anyway, that's just what you could do without extending the coordinates to 32-bit per axis). It would take quality work, sure, not shovelware work, but I think it would have the ability to be a true reinvisioning of the visual and aural experience, while striving to keep the gameplay itself 100% accurate. I could, however, see another method that may or may not be as much work for the same quality - port the engine rather than emulate it, but ensure that the port logic is step for step the same as the 68k, and then extend things out as necessary to support finer precision.
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I seriously doubt such a project would be worse, given the work that some of the Sonic sceners have done to outright trump the fuck out of Sega. The problem may be getting some of those people on board, but I don't think scener involvement would negatively impact it (outside of perhaps maybe lack of modern game development, but if any of us helped, it would be more on the emulated side of things, assisting with ensuring that the emulator knows what every bit of RAM represents at all times. Yeah, people might bitch because of Sonic Team's involvement, but you'll always have that unless the original Sonic Team rebanded. Nothing's going to be as good as S1-3K for a large chunk of the people who have played the shit out of the old games. Wouldn't it be awesome, though, if for something like Sonic's 30th or 35th anniversary, the original Sonic Team came back to remake the original games in their vision (and they have the right to do so, it being their original vision in the first place), with scener assistance when necessary (if requested and offered by sceners, of course)? As long as they wouldn't pull a Lucas and try to change too much, I think it'd be a very fitting thing to do for such an occasion.
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I do have to say, Generations is shaping up to be the best modern Sonic game so far, in my eyes (with MAYBE the exception of SA1, but this is getting pretty close). This is not to put it anywhere near the lofty status the MD games have, but there is definitely an attention to detail, in the way that the fans want, that I haven't seen from Sega in quite a while. After the debacles of S2k6 and S4E1, Generations is at least shaping up to be a solid 14 karat turd-shape instead of a 10-karat gold plated and shit-filled turd, and there's still room for it to even be less of a turd if things keep going the way they're going now. At this point, I'm leaning about 60/40 on the side of "buy or rent" (assuming I can get my 360 working again).
#6096
Posted 11 August 2011 - 03:26 PM
LocalH, on 11 August 2011 - 08:49 AM, said:
I totally agree. That would be actually pretty amazing, and if anyone who liked the Classic games bitched at those games, they would be ass-heads permanently since they're complaining about SEGA not staying true to the classics (it not being sidescrolling I guess, if the original team had a different vision) when in reality they were staying true to their original idea, the idea that, although limited at the time, everyone loved. :P
Also shit, 30th/35th anniversary. Wonder if Sonic will keep on going that long o_o (and why not 25th? :P)
#6097
Posted 11 August 2011 - 05:49 PM
#6098
Posted 12 August 2011 - 11:09 AM
EDIT: Fixed the awkward wording.
#6099
Posted 12 August 2011 - 01:51 PM
KeebeeNacho, on 12 August 2011 - 11:09 AM, said:
EDIT: Fixed the awkward wording.
I think the real question is if the continuity in a Sonic game is really worth discussing...
...This is going to be the subject of the next few pages, isn't it?
#6100
Posted 12 August 2011 - 03:19 PM
TimmiT, on 12 August 2011 - 01:51 PM, said:
KeebeeNacho, on 12 August 2011 - 11:09 AM, said:
EDIT: Fixed the awkward wording.
I think the real question is if the continuity in a Sonic game is really worth discussing...
...This is going to be the subject of the next few pages, isn't it?
Considering this is a game about revisiting past sonic games, I don't think discussing continuity is exactly outrageous.
#6101
Posted 12 August 2011 - 03:41 PM
Unleashed seemed to take the bare-bones approach to characters, etc. from the Genesis-era and the feel was so jarringly different from its predecessors in the preceding 8 or so years, it felt like thing had just been completely re-worked.
Sonic's continuity is really not that convoluted, and any confusion about the events that will take place in Generations will be more from Sega possibly not paying attention to paradoxes that will almost assuredly surface. Up 'til Adventure, continuity was pretty tidy, and the gap between 1-3&K and Adventure didn't drastically contradict each other, which is all I can ask.
The only thing I take issue to is the fact that Sonic's home is on South Island but we've not canonically been to South Island since Sonic 1. I'd like that to be addressed.
#6102
Posted 12 August 2011 - 04:16 PM
I can't, however, seem to find a fix for that particular plothole presented here. Surprising. o.o
As for Sonic's home, well, I kinda took things to mean that Sonic went on to explore the world post Sonic 1 with no one place to stay at for long. : V
#6103
Posted 12 August 2011 - 06:41 PM
TheKazeblade, on 12 August 2011 - 03:41 PM, said:
Unleashed seemed to take the bare-bones approach to characters, etc. from the Genesis-era and the feel was so jarringly different from its predecessors in the preceding 8 or so years, it felt like thing had just been completely re-worked.
Sonic's continuity is really not that convoluted, and any confusion about the events that will take place in Generations will be more from Sega possibly not paying attention to paradoxes that will almost assuredly surface. Up 'til Adventure, continuity was pretty tidy, and the gap between 1-3&K and Adventure didn't drastically contradict each other, which is all I can ask.
The only thing I take issue to is the fact that Sonic's home is on South Island but we've not canonically been to South Island since Sonic 1. I'd like that to be addressed.
I always assumed Sonic probably went back at some point in between games, as it has been stated on several occasions that he travels around the world.
#6104
Posted 12 August 2011 - 08:46 PM
Oh also, Modern Sonic just seems a little bit more interesting than Classic Sonic so far, but not by much, his levels seem still to be easy and full at interesting things to look at or to see Sonic running through, but seriously lacking interesting things to do.
#6105
Posted 12 August 2011 - 09:12 PM
Rave, on 12 August 2011 - 08:46 PM, said:

I don't think they're missing the opportunity of adding multiple paths that make the levels less linear.
If I remember correctly, the latest City Escape footage with Classic Sonic shows another path with rings in the background, which seems like an alternate way to go.
