Does anyone else want a "Sonic R-2?"
#16
Posted 19 February 2014 - 02:52 PM
#17
Posted 19 February 2014 - 02:58 PM
#18
Posted 19 February 2014 - 05:05 PM
NioZero, on 19 February 2014 - 10:56 AM, said:
A couple of hours? Try 20 minutes if you really know what you're doing. I've seen my friend do it in front of me plenty of times.
I'd be down for a Sonic R 2. It'd probably need a different name because, you know, copyright... It's not my favorite racing game ever, but if they were to tighten the controls up, it'd probably be a fun time.
#19
Posted 19 February 2014 - 05:47 PM
Any hypothetical Sonic R 2 would ideally build on the key strength of the original, which was the stage design. The amount of shortcuts and alternate routes available was awesome, and could be greatly expanded with current technology - lending additional weight to the exploration goals for each stage. With the added stages and improved mechanics needed to become a boxed product today, I could see it becoming pretty cool. It's kind of sad that there's no real call for it.
#20
Posted 19 February 2014 - 05:58 PM
Would I want a Sonic R 2? Well to be honest that's a hard answer... they could do a lot with it, but would they? Sonic's never been good on hoverboards and as nice as vehicles are, they detract from what makes Sonic games so appealing. Mario is an actual man, he needs a kart. Sonic has speedy legs, and so do all his mates.
#21
Posted 19 February 2014 - 06:40 PM
SpeedStarTMQ, on 19 February 2014 - 05:58 PM, said:
Since you didn't play the game until it was the better part of a decade old, you might not know the context - many racing games featured a similar level of content at the time. None of the Ridge Racer games featured more than five tracks until Ridge Racer Type 4 and Sega's arcade conversions typically didn't expand on the small selection of tracks in the original coin-ops, yet they were considered acceptable (and often exceptional) at the time.
#22
Posted 19 February 2014 - 08:24 PM
The KKM, on 19 February 2014 - 04:28 AM, said:
But yes, a Sonic R 2 that'd actually control, with a sense of aesthetics on the same line as the first one, would be great.
Well Dunno if you knew this or not but the PC version's controls were much more crisp than the Saturn's. You have a lot more control over the characters in the PC version. Since the version in Gems collection is a direct port of the PC version, the better controls were also carried over. I've had the opportunity of playing both versions and there is indeed something wrong with the Saturn version's controls. I'm not sure if it was intentional or what but you lose control on sharp turns a lot more easily in the Saturn Version than the PC and Gems collection versions. (even with the sharp turn buttons.)
The problem with making a Sonic R 2 would be people bitching about what characters should be included/excluded. Then you have the retards that like making creepy pastas about Tails Doll..... (well even before Creepy Pasta became a "thing" people were telling stories about Tails Doll to try and scaremonger stupid and possibly mentally retarded Sonic fanboys. In reality, Tails Doll is just.... a doll. Kind of creepy due to how he behaves (becomes lifeless if he comes in fourth or lower and that creepy floating move he uses to gain speed.) but not "cursed" like some people seem to think.
For those of you looking for more stuff to do in Sonic R that haven't done it yet, try racing as Amy. Beating every level as her is very rewarding.
#23
Posted 19 February 2014 - 10:16 PM
Billy, on 19 February 2014 - 02:34 PM, said:
#24
Posted 19 February 2014 - 11:51 PM
#25
Posted 20 February 2014 - 12:22 AM
ICEknight, on 19 February 2014 - 10:16 PM, said:
Billy, on 19 February 2014 - 02:34 PM, said:
Now that's not exactly true -- You have to collect things along the track while racing in order to unlock everything. But yes, I'm not overly fond of Sonic R, but I like the completionist aspect.
#26
Posted 20 February 2014 - 12:34 AM
NiktheGreek, on 19 February 2014 - 06:40 PM, said:
SpeedStarTMQ, on 19 February 2014 - 05:58 PM, said:
Since you didn't play the game until it was the better part of a decade old, you might not know the context - many racing games featured a similar level of content at the time. None of the Ridge Racer games featured more than five tracks until Ridge Racer Type 4 and Sega's arcade conversions typically didn't expand on the small selection of tracks in the original coin-ops, yet they were considered acceptable (and often exceptional) at the time.
Plus, I think compared to Mario 64 or Crash Team Racing each level feels just a little bit better thought out, or at least has a lot more interesting stuff going on. It can't quite choose whether to lean on mascot racer or more realistic sim, but the balance it strikes between the two doesn't cause the game to suffer much unless you really want one or the other. For me I think it balances the two sensibilities rather well.
The one big shame about the level design is that the balloon mode is bugged, because it suits the more open level design style VERY well.
#27
Posted 20 February 2014 - 02:33 AM
David The Lurker, on 19 February 2014 - 02:52 PM, said:
This is also a prerequisite.
#28
Posted 20 February 2014 - 03:00 AM
#30
Posted 20 February 2014 - 04:42 AM
Somehow, I don't think a proper sequel world work today, let alone compete with the other fantastic games on the Market. Don't shoot me for this but I think a Sonic R game (Port or sequel) would work better on mobile devices, possibly including gyro controls.
Being outdated doesn't stop it from being fun, and I'm sure people would buy it again for £1.99 on the App Store, which also give SEGA the option of adding more characters and bonus content as DLC (Just don't make it freemium, for God's sake).
Also, in a thread about Sonic R, I think it's obligatory to make a comment about the music. Despite being cheesy as hell, it somehow remains superb. Including a remix of "Take me back in time" in SART made me happier than it should have.

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