- Member: Members
- Active Posts:
- 800 (0.46 per day)
- Most Active In:
- General Sonic Discussion (276 posts)
- 07-September 08
- Profile Views:
- Last Active:
- Mar 16 2012 10:51 PM
- 21 years old
- May 18, 1992
- National Flag:
- Wiki edits:
Posts I've Made
28 February 2012 - 02:31 PMwhat Iizuka said is that he'd like to work in a new "standard" of Sonic gameplay
he never said it was going to be the next game
he never said he'll do it soon (or even do it, for that matter)
this isn't me doing wishful thinking, because the modern Sonic gameplay is getting a tad stale, it's just me being annoyed at everyone reading what he said wrong or just jumping into conclusions that seem kinda far.
28 February 2012 - 05:42 AMRe: the "loops were meant to be obstacles" debate.
tl;dw if loops were obstacles for you, you were fucking retarded
I think you might be confusing the concept of obstacle to the concept of something being hard or challenging. Rocks in GHZ were obstacles, but all you had to do was jump. Loopings are still obstacles, you cannot get through them without meeting a standard, even if it's made easier by the level design. Or do you think they were used in Sonic 1 in the same way they are being used now because the levels were designed so that loops are in places that you can easily get more than enough speed to go through? They were mostly there in Sonic 1 to help players understand the concept of empowerment and reward for going fast, as well as many other elements from Sonic that were there to help players to not feel afraid of keeping holding right and going too fast (risk reduction with the ring system, multiple paths, lack of deathpits, etc). Much like many elements of Sonic 1 that were there to drag attention (speed, the many objects moving at the screen at once, stunning graphics for the time), they were designed also with the game in mind, and not only there as a visual candy.
Of course, I'm talking about Sonic 1. Sonic 2 is definitely not shy with boasting several loopings to make players feel fast. Sonic 3 & Knuckles was the debut of Takashi Iizuka as a level designer, and he was as much in love with automated sections then as he is now.
28 February 2012 - 04:13 AMIt's really good to be able to ease up on the cynicism, ain't it?
Anyway, here's something I like: I can't speak for everyone but I honestly feel like the best-feeling part of Sonic Generations is the 3D parts of the modern stages. They really finally figured out how Sonic should control in 3D. It only took them twelve years, but by god they did it.
you must be joking
like, yeah, oh high speeds, Sonic does control really really well, even his handling is superb, so much that quick-stepping is only useful in specific parts for it (and even so, it's mostly useful because the game fucks up your handling of Sonic to obligate you to use the quick-step)
but oh my god slow 3D platforming with Sonic on Unleashed and Generations is incredibly frustrating. It feels like playing Sonic Adventure but with the controller and your hands soaked in vaseline
28 February 2012 - 04:05 AMIt's hard for me to take this as an "impression" when the individual is quite clearly jumping to a conclusion of the entire game's level design when we have yet to even see a level in its entirety, much less a goddamned CHECKPOINT.
if there's no evidence of what he's claiming, then you call him out for it, obviously. but yo, check out this magic word:
QuoteIt looks just like Episode 1 with a few noticeable improvements...
that seems to pretty obviously point out what he said as an impression, although I wouldn't jump to such a far conclusion either
28 February 2012 - 01:43 AMSEGA has been coming back to its roots before Sonic 4 and will continue to do so. Sonic 4 did not dictate a trend to Sonic games, it was just following them.
I am glad they have been designing games around speed again and taking huge notes from the classics, and building upon them. Although their games still have some pretty annoying flaws, some that re-occours in every Sonic game since 2001, even, they are trying to do really great games again. I am glad that they are doing beautiful environments instead of uninspired stuff based on things they did on the Adventures (Heroes, Shadow, Sonic 06). And I am also glad that the music for the games barely lets me down - in fact, some tunes we've had in recent years were the best we've ever had in the whole history of the franchise. Sonic still doesn't have a clear identity and it is stumbling to find one, but it's not in a bad position at all.
Rokkan hasn't added any friends yet.