SEGA says Sonic is the "right fit" for the Wii U. What do you think?
Posted 21 March 2012 - 12:44 PM
Hackers, think about your first few hacks. Everyone else, think about the first few works you did in something you're excellent at. Chances are, there's probably some stuff in those works/hacks that you're against today. Iizuka said that Sonic's world is more of an unrealistic setting because he's tried the realistic setting, and found that it doesn't work at all in the Sonic series, whereas he's noticed that a more cartoony look to the games work much better. I wouldn't say he's a hypocrite, I'd say it's more like he learned his lesson. People can change (shockingly)
On-topic: I'm curious as to what will happen with Sonic. I wouldn't mind a full-3D Sonic game, it actually works if you do it right. (see: Dragon Road, Sky Sanctuary)
Posted 21 March 2012 - 01:07 PM
I'd be curious to see how they implement the tablet. Besides the inevitable Sonic 2-inspired special stages that is operated only by touch controls. Maybe map the drift to a trigger-press and the gyroscope to control the arch of the turn? Or even just use it to give Sonic an additional regular turning movement that can be more controllable and... I guess weave-y would be a word I would use. I always thought it would be cool to turn Sonic with a gradual bit of momentum, (kinda of like what you see in the Team Sonic opening video of heroes at 0:03
) instead of regular turning being almost unusable in tighter spaces like it is in Generations.
Additionally, maybe touch-based quick step? Or heck, maybe control Sonic completely traditionally and the touch screen activates abilities of an assist character like Tails or Knuckles so you can use a bunch of play styles in tandem. I'd love to see that happen.
Posted 21 March 2012 - 07:54 PM
Posted 22 March 2012 - 08:26 PM
Even ShTh had few realistic elements. Really, I'd say only the levels based in a city could be accused of being realistic. It was a dark game, sure, but calling it realistic is a stretch.
You're thinking of the wrong "realistic" elements. We're all talking graphical style, and you're focusing on level design. Of course we know that corkscrews don't grow on highways. That doesn't mean that there isn't a massive difference between stage settings like Wave Ocean and Savannah Citadel, versus settings like Seaside Hill and Planet Wisp. It's more about the setpieces than the gameyness of it all.
Not to say that Sonic hasn't ALWAYS had levels that are more down-to-earth in design than others (right on back to Star Light Zone, it's always had one or two more "realistic" settings scattered hither and thither), but the key is not overdoing that. Sonic is a cartoon hedgehog who's most at home in fantastical, off-the-wall environments. The general tone of the atmosphere should reflect that.
Posted 23 March 2012 - 12:08 AM
First off, the Flappers shooting lasers. Fine and all, but let's mix it up. I want flying Egg Fighters/Pawns/Robos/Caterkillers with guns firing at you constantly so you're stepping back and forth constantly, and not just waiting for a pillar of fire or a laser to come by to move. Maybe have them fly a little lower so Sonic can Homing Attack them, or their gunfire/missiles to send back their way. I don't see why he wouldn't be able to Boost grounded robots into them like before, but I enjoyed messing around with the Homing Attack in those sections since the scripted sequence doesn't kill Sonic's momentum (I wouldn't mind a similar H.A. behavior in normal gameplay either). I want to see that tweaked to be a real way to dispose of Badniks during said sequences, but here's another idea - why not bring back the Ancient Light in some form? How about hold Boost and H.A. buttons to tear through a chain of enemies like nothing, likely depleting most of your Boost gauge. Why not, you're gonna fill it right back up anyway.
I also wouldn't mind such sections being inspired by Secret Rings level design, with the above tweaks to the modern Boost chases, and without the terrible controls of course. It'd be kinda cool to drift around curves dodging exploding missiles like in the Unleashed intro.
Now what about when Sonic's traveling towards the screen? I don't know about you guys, but the giant Spikes in Colors and the Interceptor in Unleashed bore me a little bit (though, the latter tends to be a little cheap). At least let Sonic fight back at some point, maybe let him get behind it somehow, like in Apotos Wii). Or here's an idea - the chaser fires A HOMING SHOT and you have to maneuver until it lands in the robot's path for a satisfying explosion.
I know these don't sound like huge differences, and some may seem a little redundant, but at least it would make those straight-and-narrow 3D chase scenes a little more interesting. I bet you could incorporate varying paths in there too; nothing huge, little shortcuts here and there or forks to rings/power-ups.
Random thought: Press and hold the Stomp button again as Sonic hits the ground to bounce back into the air, a la Bounce Bracelet.
Would this fit better in the level design topic?
Posted 23 March 2012 - 11:08 AM
Hey, NiGHTS was fine. It played perfectly when you didn't use the wiimote by itself.
Posted 24 March 2012 - 06:17 AM
Seconding this. Didn't they say they'd consider it if the game sold well enough on the Wii?
Eh, whatever. I'm not planning on getting the next Microsoft or Sony consoles anyway, if the rumours about physical media being dropped are true.