Sonic 4 Episode 2 Wish List Is there a pattern?
Posted 28 November 2010 - 06:43 AM
I want an HD game that feels like a true progression from S3&K. It would be one thing if the Genesis games were consistent in art-style like MM1-6 was, but they're not. Not only that, but who wouldn't love to see Sonic look similar to this in an HD sequel to the best Sonic game ever?
I can dream. >_>
It's too late for that...
Posted 28 November 2010 - 12:52 PM
- ZERO Momentum in the air. Come on, people, you just CAN'T remove midair momentum like that. I shouldn't have to hold left to make Sonic move left after he was already moving that direction in the first place.
- Fix the 'attempt to jump when running near a platform edge and instead of jumping, you homing attack' not-bug-but-shitty-feature.
- Also, the angles that sonic can stand on absolutely NEED to be fixed. I can't tell you how many times this fucked my shit up when trying to shortcut a loop like in the classics.
Less of a priority, but certainly needs to be looked at:
- Make Ep. 2 longer.
- Make an original Special Stage style, or if that's too hard, at least bring back 'Get blue balls' and add a twist.
- Add the Super Peelout.
- Adjust Sonic's Phong shading. Either that, or Cel Shade him.
- Spindash charge noise is switched with the spin attack noise. This needs to be reversed.
Posted 28 November 2010 - 01:35 PM
Even though I'm fully comfortable with the fact they were just testing the waters with Episode 1, the Prologue name could convince additional people of the same.
And don't split between the modern style (graphics) and the 16-bit style (music, WE COULDN'T FIT MORE ONTO THE CARTRIDGE).
Posted 28 November 2010 - 03:02 PM
Posted 28 November 2010 - 03:06 PM
Eventually people will figure out the cutoffs. And that achievement will kind of screw up the "Get all achievements" achievement.
Posted 28 November 2010 - 03:09 PM
This is what I'd love to see changed above all else:
- Predictably enough, the physics! I'd like to see physics which are as close to the classic physics as it's possible to get, for obvious reasons.
- Classic Sonic mode please. Seriously, this is SONIC -4-, there is absolutely no reason whatsoever to not put classic Sonic in it! Come on, just as an optional second character, it's not much to ask and it'd mean a lot.
- Homing attack has no place in classic Sonic and should be gone. Of course, this won't happen; so instead, how about making it an ability that you get from a shield, like in Sonic 3D? This way, you wouldn't necesarily have to use the attack if you didn't want to (unlike Episode 1, which is impossible to complete without that attack), you could just use it for shortcuts and alternate routes if you managed to keep your shield for long enough.
- Uncurling is just awful, need I say more? ;P
- Much improved level design. My main gripes being the homing attack chains and the damn cheap bottomless pits right at the end of almost every level.
- Make the levels look more original than just rehashes everywhere, and let's have some completely original Badniks and boss battles.
And these are things that would be nice but not essential:
- Playable Tails and/or Knuckles. As much as I love to play as Sonic, my favourite character, it was awesome to play as Tails and Knuckles in the classics as well - adds variety and allows for many more alternate routes through the levels.
- Proper transitions through the Zones as in Sonic 3 & Knuckles would make sense. It helps things to flow nicely.
- The elemental shields would be really nice; you could add one in for the homing attack too, as I mentioned earlier.
- 16 bit graphics! Yeah, I know it's not gonna happen, but I can dream =P
Posted 28 November 2010 - 03:13 PM
Posted 28 November 2010 - 03:26 PM
On a serious note: They basically only need to make a 1:1 copy of the original physics; delete the Sonic Rush engine from all their computers using the Gutmann method and start over.
Posted 28 November 2010 - 04:14 PM
* Level Transitions - The cutscenes/transitions that took place in Sonic 3 added to it's character and helped to explain the story in the most simple way possible. More of that would be great.
* Tails & Knuckles - In Sonic 2 I feel that Tails was wasted as he had the same abilities as Sonic and was basically a sprite swap. In Sonic 3 however, adding Tails' ability to fly and Knuckles, with his ability to glide, significantly added to the fun of the game. Multiple routes that cater for different characters is a must if adding Tails or Knuckles. The last thing I want is a sprite/model swap with a new ability which has no advantage in the game. Also, remember Knuckles' ability to smash through walls as he runs. This can be useful for reaching new, otherwise unreachable, areas that are designed specifically for him.
* Elemental shields with shield abilities - One thing that concerns me is that if the elemental shields do return, and I really want them to as they added a whole new dimension to the game, they won't have special abilities in case it gets in the way of the homing attack. The homing attack should be completely optional, not forced upon you. Have the homing attack by default, and if a shield is collected remove the homing attack and replace it. Have alternative routes that can be taken without the use of the homing attack.
* Moving environments in all levels - In levels like Mushroom Hill Zone all the mushrooms moved, even the ones you interacted with. Also in that level leaves/pollen/dust was kicked up behind you as you ran. This was a nice touch and made me feel much more immersed in the level. Even the haze in the background of Sandopolis Zone Act 1 was a great detail.
* No Green Hill Zone rehash - Admittedly Splash Hill Zone was based off of Emerald Hill Zone, but that itself took obvious queues from Green Hill Zone. Sonic 3's Angel Island Zone on the other hand may have taken the green grass "nature" theme from Green Hill Zone, but it evolved it into a jungle theme. It also didn't copy it at all in general level design, being a completely different style from both Green Hill and Emerald Hill Zones.
* Music - Music is another thing that should take cues from Sonic 3 and Knuckles. The basic level tune was the same throughout both acts in each zone except for being a remix. This kept a constant style and made sure all acts sounded like the same level. Also, Sonic 3 & Knuckles had a wide variety of midi instruments and created a beautiful collection of tunes that fitted the themes of the levels beautifully. Great examples of this are Marble Garden Zone and Sandopolis Zone which both captured the level themes brilliantly.
* Bosses - As well as having original bosses like almost everyone says, it would be great if Sonic 4 had 2 acts with a mini-boss at the end of act 1 and a proper boss at the end of act 2. There is no reason I can think of for an act in which you only fight the boss.
* Multiplayer - This I would like to see Sonic 2 style instead of Sonic 3 style as it is much better to play the real levels in multiplayer than a tiny looping level.
* Character Model/Sprite - It would be nice to have, even optionally, a chance to play as the sprites from Sonic 1-3. Also I gather that Sonic 3's sprites were modeled in 3D before being turned into sprites. If these models are accessible they would be extremely fun to play as. I also like the sound of the Warioland Wii sprite style that some have mentioned.
This is all on top of the obvious "physics" complaint and the fact that episode 1 was ridiculously priced on consoles.
Having said all this I am not a Sonic 4 hater, I just feel that it could be much better than it was!
Posted 28 November 2010 - 04:30 PM
I did expect that having run of the mill Sonic physics wasn't going to be considered a superfluous luxury.
It would be nice if the game looked as DKCR does to Donkey Kong Country, or Mega Man 9 does to Mega Man 2, and the music sounded likewise, but get the basics right first. That was just plain sad.
Posted 28 November 2010 - 04:59 PM
November 28, 2010 by RawmeatCowboy Filed Under: DS, Wii, WiiWare
- A demo of the game will be made available
Sonic Team producer Takashi Iizuka on the physics of Sonic the Hedgehog 4: Ep. 1...
In this title, we have not done a straight port of the gameplay [from the Genesis games], but rather updated it with actions which could not be done in the previous titles, like ceiling-running. These changes probably made for a different feel to the longtime Sonic fans. We're happy for feedback like this, and we'll make sure we can improve the quality even further in upcoming titles.
Yes, guys. Sega is completely ignorant of how the original games worked physics wise and gameplay wise. Have they not seen the ceiling running that is possible in both the Mushroom Hill and Sandopolis Zones? In other words, shit's only going to get worse in the future as long as they have the current team at the helm. The only good thing we could do to hammer our points down is to send Mercury's Physics Guide to them personally in a mass email flood, but as it seems right now, those clamoring for proper physics (including yours truly) are probably not going to get what they want.