Sonic Colours out for Wii/DS No copyright law in the universe is going to stop Retro.
#6677
Posted 04 March 2011 - 07:28 AM
QUOTE (Lanzer)
Trolling fuck just wants more stuff from sega doesn't he?...
I don't know what I'm talking about
...yeah, clearly.
SoA sent that guy some Sonic-related stuff, (including a massive poster-like thing) BECAUSE of his rant. It was bit of a jokester prod on their part, all in good humor of course.
That's the context of the joke.
#6678
Posted 04 March 2011 - 11:01 AM
SoA sent that guy some Sonic-related stuff, (including a massive poster-like thing) BECAUSE of his rant. It was bit of a jokester prod on their part, all in good humor of course.
That's the context of the joke.
That's the context of the joke.
Yeah, I know. I don't understand why it's considered 'trolling' when SEGA are in on the joke. oh wait jim gives troll reviews harr
#6679
Posted 04 March 2011 - 11:22 AM
Ok putting the joke that laserlove didn't get aside, does anybody have the issue and can scan the article?
Heres some quotes from the article cutersey of TSSZ:
Sound Familar?...
Really?...Really?!
Aaron Webber and Ken Balough team up with Jim Sterling as well in the article. I just fucking love the fact that gamepro printed this and yet gave sonic colors a decent review. doesn't make sense...
Heres some quotes from the article cutersey of TSSZ:
QUOTE (gamepro march 2011)
In the case of Sonic 4, every time a video was released, official or otherwise, the more extreme Sonic fans analyzed them on such a microscopic level that by the time the game was out, it felt like you already played it many times over.
Sound Familar?...
QUOTE (gamepro march 2011)
If all fan feedback was taken verbatim, we'd be making a ‘Silver + Shadow + Amy + Big’ isometric-dating-sim game. And it would be absolutely terrifying.
Really?...Really?!
Aaron Webber and Ken Balough team up with Jim Sterling as well in the article. I just fucking love the fact that gamepro printed this and yet gave sonic colors a decent review. doesn't make sense...
#6680
Posted 04 March 2011 - 11:24 AM
QUOTE (gamepro march 2011)
If all fan feedback was taken verbatim, we'd be making a ‘Silver + Shadow + Amy + Big’ isometric-dating-sim game. And it would be absolutely terrifying.
Really?...Really?!
#6681
Posted 04 March 2011 - 11:37 AM
QUOTE (gamepro march 2011)
If all fan feedback was taken verbatim, we'd be making a ‘Silver + Shadow + Amy + Big’ isometric-dating-sim game. And it would be absolutely terrifying.
Really?...Really?! Ok your right there. I'll give them that.
#6682
Posted 04 March 2011 - 11:45 AM
QUOTE (gamepro march 2011)
If all fan feedback was taken verbatim, we'd be making a ‘Silver + Shadow + Amy + Big’ isometric-dating-sim game. And it would be absolutely terrifying.
Really?...Really?!
You know what happened last time fan feedback was taken verbatim? This.
Although if Big was in a dating sim, it'd be the most awesome dating sim ever.
EDIT: That's better.
This post has been edited by DigitalDuck: 04 March 2011 - 11:46 AM
#6683
Posted 04 March 2011 - 12:19 PM
Jim can say whatever he likes. All I know is I didn't care much for his review of Colors. The game did have some inexcusable niggles like the wonky jump and double jump juxtaposed with the overextended range of the homing attack, some of the Wisps controlled like a sloppy joe dipped in bacon grease (well, really just two of them), and the 3D sections could've controlled better and been designed with a more deeply satisfying gaming experience in mind, but overall it was a far more fun and expansive experience than I had gotten from Unleashed Wii or Heroes. That counts for a good chunk of change. I just don't think SEGA should stop there and rest on their laurels or backtrack to moronic mediocrity, no. They should springboard into a brighter tomorrow with their games.
Oh, as for fan feedback? There's a difference between waiting on every beck and call from a set of the fanbase, or even the most quantifiable power set, and taking their suggestions based on what they should already know about how to make a good game, let alone a good Sonic game. There's a reason why they're the professionals working in the industry and we're the ones congregating on forums to talk about them and their products, and not the other way around.
Oh, as for fan feedback? There's a difference between waiting on every beck and call from a set of the fanbase, or even the most quantifiable power set, and taking their suggestions based on what they should already know about how to make a good game, let alone a good Sonic game. There's a reason why they're the professionals working in the industry and we're the ones congregating on forums to talk about them and their products, and not the other way around.
This post has been edited by MegaDash: 04 March 2011 - 12:21 PM
#6684
Posted 04 March 2011 - 12:49 PM
QUOTE (gamepro march 2011)
In the case of Sonic 4, every time a video was released, official or otherwise, the more extreme Sonic fans analyzed them on such a microscopic level that by the time the game was out, it felt like you already played it many times over.
I certainly felt like I played Splash Hill Zone a billion times over when the game came out from the months of nothing but Splash Hill Zone media released.
#6685
Posted 04 March 2011 - 01:40 PM
Colors is a damn good game. If I had to think of anything they would need to improve in the future, it's Sonic's jumping. It's not terrible, but it's not as smooth as I wish it was.
Everything else balances out for it be one hell of an enjoyable game. I really should play through it again soon.
Everything else balances out for it be one hell of an enjoyable game. I really should play through it again soon.
#6686
Posted 20 March 2011 - 09:31 AM
So guys, turns out Sonic 1 isn't the only game Colors steals basic level structure from. With no opening cutscene, no hub worlds, no missions, no extra unlockables, and about five hours of gameplay, this totally warranted full retail price, amirite? Congratulations Sega on creating the most cowardly game this side of Mega Man 13. At least it would actually feel like a Mega Man game.
This post has been edited by PC2: 20 March 2011 - 09:34 AM
#6687
Posted 20 March 2011 - 09:34 AM
I don't see it. Like, at all. It's a scrolling level with lots of platforms and a bottomless pit, it's not like Mario has a monopol on that kind of structure.
#6688
Posted 20 March 2011 - 09:47 AM
I don't see it. Like, at all. It's a scrolling level with lots of platforms and a bottomless pit, it's not like Mario has a monopol on that kind of structure.
The levels start out exactly the same with the one initial small pit that's there or no reason. At around 0:37 in the first video and 0:42 in the second video, there's the same "floor and ceiling" structure, followed by the same raised block that lets you pause before the next platforming section. The worst kicks in at around 0:56 in the first video and 1:02 in the second with the "platform against a block wall" structure, with the same exact platform hovering at the bottom of the screen and afterwards.Also notice the "L"-block shape they snuck in during the vertical section. I'm convinced there's another area somewhere in SMB3 or SMW that's similar to the vertical part too, but I can't be bothered to go check. For the record, SMW, Mega Man, and DKC have had scrolling levels as well, but none of them were designed specifically like this.
I'm going to check to see where they got the stupid little conveyor belt in Planet Wisp from. I don't remember seeing it in any Mario game, but it seems like a basic structure that I've seen in some platformer (perhaps all of them) before.
This post has been edited by PC2: 20 March 2011 - 10:01 AM
#6689
Posted 20 March 2011 - 10:04 AM
I don't see it. Like, at all. It's a scrolling level with lots of platforms and a bottomless pit, it's not like Mario has a monopol on that kind of structure.
The levels start out exactly the same with the one initial small pit that's there or no reason. At around 0:37 in the first video and 0:42 in the second video, there's the same "floor and ceiling" structure, followed by the same raised block that lets you pause before the next platforming section. The worst kicks in at around 0:56 in the first video and 1:02 in the second with the "platform against a block wall" structure, with the same exact platform hovering at the bottom of the screen and afterwards.Also notice the "L"-block shape they snuck in during the vertical section. I'm convinced there's another area somewhere in SMB3 or SMW that's similar to the vertical part too, but I can't be bothered to go check. For the record, SMW, Mega Man, and DKC have had scrolling levels as well, but none of them were designed specifically like this.
I can see it... but I really don't see what you're point is.
The level design has some extremely small similarities to a level from SMB3, so? I don't see anything wrong with taking inspiration from one of the best platforming games there is.
This post has been edited by TimmiT: 20 March 2011 - 10:05 AM
#6690
Posted 20 March 2011 - 10:09 AM
Besides, the comparison to Game Land is not really fair. A majority of the first Act from the 6 original Zones has been recreated in Game Land, but the other stages are original (and they probably did it on purpose). Just like that video: some parts are vaguely similar, so? The rest of the stage is completely different, What are you trying to say, that Sonic Team copied every single level from another game, just because there is a slightly (and vague) similarity?
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