Seem to remember Sonic 06 Eggman seemingly having a slower and more pronounced tone of voice. But I could be wrong.
If I remember correctly, the directors told Mikey boy to tone his performance down in general, because somehow that would create a more serious effect to the character. As it happens, it didn't because he still looks like Doctor feckin' Eggman, but his voice did sound noticeably...boring-er.
I don't get why they keep using Classic Sonic as a separate character. I didn't mind him in Gen, but keep seeing him again and again? Naah... There are so many other characters in Sonic games that were stopped being developed any further, never playable anymore, except via mods. Sure, they gave us Amy and Sticks in Boom game, but... They promised third playable character, though, but happen it be Boom Sonic, I'll be so mad X'D Classic alone is too much! Also I miss Jun and Crush 40 songs in Sonic games so much, I can't even tell. Not only because I love his works from the bottom of my heart, but also due to the fact he associates with the childhood Sonic games for me. And back then, Sonic was at the top. Speaking of which, I would like to see SA1 kind of a story. Sonic is of a shounen genre. Keep it light hearted, but still put epic and serious things in it. Push it completely to either extent and looks like Sonic becomes boring. But Gen was fun to play, I give it that, so I hope Forces will be too.
I miss Knuckles, Shadow and Silver playable. Silver is one of the characters little harnessed. Well... they could use it in some game. But anyway, I'm very anxious to see what the third character will be like!
Third character: Boom Sonic? I know one or two anniversary-themed images featured him, which seemed a bit odd to me, unless... :specialed:
I want the Light Dash to be cool again, like in the Adventure games. Two cooler examples that come to mind are the section of Metal Harbor right after you pick up the move, and the part of Crazy Gadget where Sonic uses it to dash out into space and back into another part of the ARK. It shouldn't be overused or anything, but why bother putting it in at all if it's only going to be used for two or three boring straight lines of rings throughout the whole game? It needs to feel like a worthwhile part of Sonic's moveset, like a super power of sorts, rather than a wimpy throwback. I mean, he used to be able to run on any trail of rings in the stage, super fast. Now he just kinda...flies across a select few number of them, slower than before.
"I've seen literally 33 seconds of early gameplay from the first stage of a game with three different gameplay styles, and I've already decided I'm disappointed in the game as a whole" That is some next level knee-jerk bullshit, buddy
Seeing as that was a game from 2008 with mediocre to average reception, I wouldn't really call it a "good" thing.
To be fair, the biggest reason for said mediocre to average reception was the Werehog. And Forces doesn't feature the Werehog... yet.
You know that the initial tone for a trailer is what they think will sell the product. If they present a zone that's 'more of the same' as the 'hype-fuel' for the game you know what to expect from the rest of it. Just remember that experience from past Sonic games, for Colors it was the Wisps, Generations and Sonic 4 the nostalgia, Lost World the new level geometry.
According to translations from the Famitsu interview, Morio Kishimoto is the director of Sonic Forces. For past credentials sake, he's been largely responsible for the Nintendo console-exclusive Sonic games from the past decade. He was the director of Lost World and Colors, and was (also) the lead game designer for Colors and both of the Storybook games (Secret Rings and Black Knight). ...well, that certainly explains a lot about the Wisps being back in this one, and if Lost World's lack of focus was any indication, Forces having three playstyles is definitely a red flag on this game's approach to design. -_- (Even though both Storybook games, ironically enough, actually focused on the core gameplay and were above shoehorning other material into the playstyle.) Interview also mentions the game has been in development since 2013 (same year Lost World was released).
Yea fair enough. I'm of the camp of wanting more of the same though so I suppose I feel a bit differently.