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I visited Sega yesterday.

#76 User is offline Skyler 

Posted 14 November 2010 - 07:06 AM

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QUOTE (RubyEclipse)
(Btw, Slingerland - awesome meeting you too!)

No love for me? ;_;

Anyways, here's my little report. I know all you guys care about is the Sonic 4 session, so I'll skip straight to it:

If you've read Sammy's post, you'll know that it was one of the shorter parts of the night at about a half hour long. I honestly didn't find a problem with that, as we managed to cover a number of subjects. Though a lot of people had something to say, it was Slingerland, Sammy and myself doing most of the talking.

The first thing Ruby wrote down on the board was - you guessed it - physics. We had collectively reached the agreement that the physics need to be the exact same - or as close as can possibly be - to the classics. One of the key issues with the physics was momentum - or in this case, the lackthereof - being a major part of Sonic 4's flaws. It was pointed out that even though games before Sonic 1 had momentum physics, Sonic was the game to take full advantage of them, and that's what needs to be done for Sonic 4.

The next major point of discussion was level design. First off let me say that we covered speed boosters, but we only really discussed it while talking about the physics. Besides, if the level design and physics are fixed, there won't be a need for boosters in the first place.

We brought up how all of the levels feel too similar in playstyle, and that more strides should be made towards making each level feel unique. Slingerland brought up how Angel Island is this open space where you can explore, and Hyrocity - though being a water level - had very little of in favor of a lot of high speed sections. I chimed in and mentioned how even after that, Marble Garden starts you off immediately with steep slopes not seen in AIZ or HCZ. For Sonic 4, there were too many running segments, more importantly in the later levels, making everything feel the same.

One of my main complaints was not only the abundance of bottomless pits, but how Dimps pretty much always places one or two(!) at the very end of a level. I pointed out that it's one of Dimps' traditions that really needs to go. Another part of that was the fact that it takes away the sense of exploration and immersion in the game, and that it's also an issue with the trust factor between the player and developer.

Another part of the level design was the factor of having Act-specific gimmicks. While it was agreed that it was good that they went and made each Act feel unique, a first set of gimmicks should be put in the first Act and have new gimmicks introduced alongside them in the next. For example:

Sandopolis Act 1: Rope swinging, sandfalls, sand slides, pushing stones to ride on.
Sandopolis Act 2: All of the above, but now with rising sand, timed switches, the ghost/light mechanic.

There is only one instance of this in Sonic 4. In Mad Gear Zone Act 3, there is a section where you run on a gear like the ones in Act 2. I explained how it would be a good move to do more of that.

To go along with level design, it was also mentioned how there wasn't an effort to make the levels feel like their own. A comparison between Green Hill, Emerald Hill and Angel Island was used to explain that though they're all similar, they all have something that sets them apart from each other. On the other hand we have Splash Hill, which was considered to be basically Green Hill 2.0.

After that, somebody had brought up the music. The general feeling was that the melodies were fine, but the instruments were terrible and blended together into a big mess. Sammy had actually brought up a really good point: Why take a step forward to give Sonic 4 this HD look and then take a step backwards with the music? The Genesis games attempted to emulate real instruments, so Sonic 4, being a step forward, should use real instruments (or authentic instrument synths) for the soundtrack. This would really help with the consistency.

Other smaller issues were brought up throughout. Slingerland had mentioned how the code inside the game is a mess, and how making larger tiles for levels requires the game to load more data. Regarding storytelling, Ruby had asked us if we preferred the Sonic 3&K method, or would we want to have voice acting and cutscenes. I'm sure you guys know what we all picked. One guy, to make a long story short, said he thought Knuckles has a goofy voice.

So towards the end, Ruby had thanked us and explained how they've been looking at our feedback on the internet, and that the session basically echoed what's been said. They've been contacting the other SEGA teams and telling them what we've been saying, and that hopefully it will help make Episode II better. We then proceeded to the raffle.

I won a fucking figurine.



A figurine housed in a beautiful box.

I'll definitely put it in my closet, safe.

Anyway, yeah. That was it.

That's all I can remember at the moment. If there's anything I forgot to mention, I'm sure Slingerland or Sammy can account for it.
This post has been edited by Moonshadow Caz: 14 November 2010 - 07:20 AM

#77 User is offline Solaris Paradox 

Posted 14 November 2010 - 07:10 AM

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I'm looking forward to seeing what comes of Episode II, one way or another.

Colors kinda puts me in high spirits for all things Sonic-related, really. Hell, it even makes me want to give Free Riders a chance! Yeah, I know, it's crazy. emot-ssh.gif

Still, wish I could've been there. Sounds like an awesome little, uh, bicker-fest, or something.
This post has been edited by Solaris Paradox: 14 November 2010 - 07:11 AM

#78 User is offline Slingerland 

Posted 14 November 2010 - 07:12 AM

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QUOTE
Still, wish I could've been there. Sounds like an awesome little, uh, bicker-fest, or something.

It wasn't a bickerfest. It was a pretty chill meeting. Thanks for reading.

#79 User is offline The KKM 

Posted 14 November 2010 - 07:19 AM

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QUOTE (Slingerland @ Nov 14 2010, 12:12 PM)
QUOTE
Still, wish I could've been there. Sounds like an awesome little, uh, bicker-fest, or something.

It wasn't a bickerfest. It was a pretty chill meeting. Thanks for reading.


You can hardly blame him when the opening post makes it sound like it was a meeting of RAGING NERDS HURRRGH.

Though, reading by you, Moonshadow, and Ruby, it seems it was a fun event. Hope you guys get to do more of them.

#80 User is offline Solaris Paradox 

Posted 14 November 2010 - 07:20 AM

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QUOTE (Slingerland @ Nov 14 2010, 07:12 AM)
QUOTE
Still, wish I could've been there. Sounds like an awesome little, uh, bicker-fest, or something.

It wasn't a bickerfest. It was a pretty chill meeting. Thanks for reading.


I didn't mean that literally. I was just struggling for a word, and couldn't think of one.

#81 User is offline ila 

Posted 14 November 2010 - 07:27 AM

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Damn, that is a nice figure. Wish I could have had a chance to win that.

#82 User is offline Ravi Singh 

Posted 14 November 2010 - 07:28 AM

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QUOTE (RubyEclipse @ Nov 14 2010, 06:34 AM)
Using your Mario comparison, I'm rather happy to write these words: when it comes to Community, SEGA does what Nintendon't. And that's something that fans across the world should be happy about.
While I do agree with what you're saying here (I run a Metal Gear fansite and most of Konami are dicks) I think what Sammybeany might have been trying to say was that SEGA shouldn't need to have feedback. It's really cool that there isn't a "fuck you retro fans, it's perfect" mentality especially after many favorable reviews, and if I had the time and money I would have totally driven up to NorCal to attend this event, but it does make me flabbergasted to see things in Sonic 4 that were acceptable according to, well, whoever in charge.

Yes, I know the event was for feedback and not just thirty minutes of telling you guys to use momentum based physics. Personally? I'm fine with the idea of having a real-life discussion and hope that what you've all discussed will be taken into consideration for future Sonic titles. I think part of Sammybeany's frustration along with many other fans is that we want to see the Sonic 4 that we have always imagined but while you guys are listening to our feedback as you have been during Episode 1's development, the decision makers seem to turn a deaf ear to most of what we've been saying.
This post has been edited by Ravi Singh: 14 November 2010 - 07:34 AM

#83 User is offline Namo 

Posted 14 November 2010 - 07:33 AM

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I'm sure it would have been a fun little shindig to go to, but honestly, the tension in the air would have been palpable, which would have ruined all possible fun for me.

Although I would have liked to participate in that raffle. That clock is pretty cool. And hey if you don't win what you wanted there's always eBay.

#84 User is offline Solaris Paradox 

Posted 14 November 2010 - 07:36 AM

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I'd actually pitch an offer to buy the clock if I didn't have to save up for a replacement computer right now.

Nevermind my work with BrainScratch. Sonic Retro is too fucking wordy to be browsing on a PS3.

#85 User is offline Slingerland 

Posted 14 November 2010 - 07:46 AM

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QUOTE
I'm sure it would have been a fun little shindig to go to, but honestly, the tension in the air would have been palpable, which would have ruined all possible fun for me.

What tension? Were you there? What was that? You weren't? Oh, ok.

You guys are really uppin' your dumb game today.

#86 User is offline Solaris Paradox 

Posted 14 November 2010 - 07:48 AM

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He's assuming the real world carries the same kind of hostility that the Internet does, when in fact, actually speaking to a person causes people to think and react with more than enough restraint to keep a cool head, at least in regards to such things as videogames. Most of the time.

#87 User is offline Jetstreamx 

Posted 14 November 2010 - 08:19 AM

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QUOTE (Solaris Paradox @ Nov 14 2010, 06:48 AM)
He's assuming the real world carries the same kind of hostility that the Internet does, when in fact, actually speaking to a person causes people to think and react with more than enough restraint to keep a cool head, at least in regards to such things as videogames. Most of the time.



Just imagine, Solaris, if this event was like SEGA forums with people? We'd have a large chunk of crowd constantly yelling "SEGA WHY WON'T YOU LISTEN TO US!", and devoting most of that argument to a general hatred of physics and homing attack. Then you'd have a group that would be like "GROW UP PURISTS" and then this one due who constantly gets kicked out, then sneaks in with a different hat every time.

#88 User is online Mykonos 

Posted 14 November 2010 - 08:41 AM

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Man, SOA's employees sound really cool, I'd love to go to one of these things, but alas, I am a mere geeky teenager on the other end of the country. Maybe someday they'll have another one of these events and I can go.


Did nobody mention Bosses or issues with them at the Feedback Session? Although I highly doubt they'd bring four more bosses back for Episode II and give them a slight upgrade, I do hope someone brought it up anyways.

#89 User is offline Skyler 

Posted 14 November 2010 - 08:45 AM

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Unfortunately, we didn't bring up bosses. But I think the originality aspet in general covers that pretty well.

#90 User is offline Slingerland 

Posted 14 November 2010 - 08:46 AM

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I didn't bother with bosses. I brought up the fact that they wanted to "re-introduce" everybody to the classic series, hence rehashing. Now that the reunion tour is over, originality needs to take center stage. I thought that covered the bosses in that statement so I didn't bring it up later.

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