Sodaholic, on 06 December 2011 - 07:47 AM, said:
@Ritz I wouldn't remove 2 of the acts, honestly. Sure, they could use some redesigning, but I don't see shortening a game as a good thing in most cases. And those powerups did have legitimately useful functions. The combine ring was useful so you could keep all your rings (especially if you had a lot), there's no way a player can pick up all the rings that he dropped, especially considering that you lose all of your rings at once, but there's a cap on how many that spawn (20 at most, I think?). If you had 100 rings, the combine ring would allow you to get all 100 back, as opposed to getting 20 at the most, if you're lucky enough to manage to grab all of them in time. The grow powerup was so you could move faster and jump higher, that's certainly not pointless. The shrink did the opposite, so it was more of a powerdown, but still had a point (the point being avoid the damn thing).
The combine ring and the shield both fulfill the same purpose, only the latter has some considerable grounding in the franchise and it isn't something you have to pointlessly chase after for its effect to kick in. Totally redundant. The game is easy enough without two shields! The grow powerup was so fucking toxic you could barely move without getting stuck somewhere, it was more of a hindrance than the shrink box. There are speed shoes in the game and jumping higher is never useful, so what's the point? The shrink is still pretty worthless- we've got enemies and spikes and stage-specific hazards, isn't that punishment enough for the player? Both were at least novel, so it's not like they're
hurting the game, but it definitely isn't something I'd have wasted my time on. It was a matter of showing off the hardware's capabilities over cogent game design.
Sodaholic, on 06 December 2011 - 07:47 AM, said:
Lastly, I kinda enjoyed the final bosses, I thought they were fun. Certainly more interesting and elaborate than the other games. Sonic 1 just had you whacking some platform that came crushing down on occasion, and then dodging some slow moving damaging orbs. Boring. Sonic 2 had the player fight a robotic version of himself, and then jumping up at a giant Eggman robot that walked toward you and shot missiles. Certainly an improvement over Sonic 1's shitty final boss, but still fairly simple. Sonic 3 had the player destroying the fingers of another giant Eggman robot, and then chasing it in space. About on par with Sonic 2's I suppose. Sonic CD had the player attacking Eggman in a 4 bladed machine that lost a blade every time it was hit. Better than Sonic 1, but not all that great. Finally, Chaotix first had the player dodging many different kinds of traps that Metal Sonic used to attack the player with, and then after that was done, he turned huge and red, and attacked with many different kinds of attacks. Easily the most complex and interesting, and therefore best final boss in any Sonic game in my opinion.
You're twisted. The first phase is fine and I wasn't talking about that, but the final boss is a big hulking static prerendered sprite that hovered towards you
very slowly trying to tickle you. And then it had that laser only Vector even had to duck to dodge. It was an intimidating figure with a neat arena- just one more thing with a lot of potential that totally went to waste- but it isn't anywhere near as sophisticated or challenging as any of the other final bosses. Even swinging ball Eggman was tougher. So, yeah, make it suck less.
In fact, pretty much all of the bosses in this game were executed poorly aside from Speed Slider's. You actually have to sit and watch some of them before you can even figure out what they're supposed to be doing. They're all very cool, but if we're going to have 5 stages per zone (and I'd really,
really advise against this, that's just way too fucking many, you'll have seen everything there is to interact with in 2), they really need to culminate in a fight that isn't going to take me 20 seconds to blow through. Tweaks for everyone!
null1024, on 06 December 2011 - 08:14 PM, said:
And am I the only person who really likes the partner system? Physics and everything?
I really don't have a problem with it! People are retarded and can't even figure out how to use tension to catapult themselves, and then they wonder why the spindash is so weak. I had a lot of fun toying with it, but it made it pretty easy to break the game, and people just can't come to grips with something so unintuitive in a series known for the simplicity of its controls. Make it optional.
Guess Who, on 07 December 2011 - 12:43 PM, said:
But if you do all this shit you're not rereleasing Knuckles Chaotix, you're basically taking the name and art and making a whole new fucking game. Why even bother still calling it Knuckles Chaotix anymore? Why not just go one step further, make new art and music, and call it Knuckles Chaotix 2 or something?
Because 1) That would take about
three times as much effort, and 2) It'd be a ginormous fucking waste anyway when hardly anyone has had a chance to experience the original, or even knows of its existence to begin with. It'd come off as something totally new and it would only take them about five months to complete, and that's being generous.
EDIT: I really must stress that what I'm suggesting here really only amounts to tweaks, hardly a total revamp. The zones should remain true to their original motifs insofar as they can, but there definitely needs to be less of an emphasis on vertical ascension and half-loops everywhere. They
might have to create a few new tiles and they'll definitely need to sprite and code 2-3 new gimmicks for each stage, but that's really all there is to it!
This post has been edited by Ritz: 09 December 2011 - 04:19 PM