The Hedgehog Engine was just the name of the lighting engine, but I believe people were erroneously using the name to refer to the gameplay engine so much that SEGA just let the name stick. Someone correct me on that if I'm wrong. This game looks real bad. Really really bad. I don't need to go into why since everyone else has thoroughly taken care of that already, but it's just so depressing. Modern AND classic fans deserve way better. Even if you're only wanting it for the story (which will prrrrrrobably also be underwhelming if you're expecting something like the Adventure games, just my hunch based on how everything else with this game has been smoke & mirrors), or if you're like a Sonic masochist/Stockholm Syndrome victim and play everything Sonic they put out regardless of quality, you'll get no judgement from me for liking the things you do. But, god, just please do the rest of us a favour and hold back just a little. Buy it used or in the bargain bin. Don't let SEGA think it's okay to keep doing this. Don't say YES to shit. Send the message that neo-Sonic Team needs the boot, or at least a Full Sail University scholarship or something. goddamnit
Not sure if I am allowed to post links to other wikis but just to solve your argument: http://sonic.wikia.com/wiki/Hedgehog_Engine It clearly states: "The Hedgehog Engine is a graphics engine, and has no bearings on gameplay style."
Then what Engine is Sonic Unleashed using to process & render everything exactly? What is it called? While on that note: Unreal Engine, Source Engine, Retro Engine, see a pattern?
That wont happen because dumbass kids will get their parents to buy the game for them anyway. Sigh. Never have I seen a game that so clearly looks like everyone working on it desperately wants to make SOMETHING else. The sheer lack of a fuck in this game is nearly passive-aggressive.
I know this has probably been mentioned in the last like 10 pages I just skimmed through, but god damn, look at the way Sonic just loses all of his speed while running, down a slope. Not to mention the fact that there's a booster in front of damn near every slope to try and cover that up. I don't even care that they're there, just that they're clearly there to cover up this flaw. And there's a spring or a blatant "launch sonic into the air" collider at the end of each remotely upward-facing slope.
Why does the "engine" need a fancy name? Does having a fancy name somehow make it that much better? (Sonic 3 & Knuckles didn't have a name for its "engine".) Also I preordered the game.
As I understand, HE is used to make the prebaked lightining, then it's rendered using either Open GL or Direct X So there's no 'hedgehog engine components' in the disc just the results of it's calculations made to be rendered by the graphics card. The gameplay is entirely based on Havok realtime physics engine.
This game features a post-robotnik-takeover scenario where the characters you know are apparently arbitrarily thrust into trite roles just to be in the game (Knuckles- fucking Knuckles commanding, oh god I'm losing it here, a resistance force). Silver's here just because. Classic Sonic is forced in out of some demonstrably misguided attempt to appeal to the people that will be most critical of his inclusion. No characters seem to really act all that different despite the dire circumstances- everyone's as bubbly and bland as they've ever been. Any time I see someone say that they're looking forward to the story I have to think fucking why. There are no pieces in place to make this mess worthwhile. Most I can hope for, and that really is a pipe dream, is for the game to flip expectations and just end up massively lampooning itself and how it's been marketed. But you know this game is going to be sincere about its nonsense.
The story's a trainwreck, people need to see how they attempt to piece it together. I'm hoping for some time travel shenanigans too, so we get Emerald timelines similar to Sonic 06:
Remember when classic Sonic games had springs sticking halfway out of the wall? Neither do I :specialed:
So you're saying that the Havok physics engine is somehow handling EVERYTHING despite existing as nothing but an engine plugin in other games? Nope, just nope. Next you're gonna tell me the Witcher 3 runs entirely on Nvidia Hairworks. The Hedgehog Engine was worked on for three years and you're telling me it does nothing but lighting? Sonic Team are incompetent but even that is a bridge too far.
Huh? Read my post. I said that it made the physics work. Sega apparently uses a proprietary engine that wraps everything and makes the package but that wasn't disclosed. (And does it matter that much, as the problems are not on the engine, but their use of it).
I honestly have no words except for expletives here. I see what Nintendo is doing. They were the ones to actually create Sonic Adventure 3 (disguised as Super Mario Odyssey). Genius. I mean, they just came in and picked up all the pieces of this garbage known as Sonic Forces (2017). Welcome in the NEW Sonic 2006. Which was the new Chaotix (1995). So the revised Sonic Cycle lasts 11 years.
You know, between Sonic Forces being a crazy rushed pile of nuts, bolts and chewing gum after "4 years of development" and a Mario game that uses a surprising amount of Sonic-like elements, the crazy conspiracy theorist in me is wondering if what we're seeing here are the results of a much bigger Sega/Nintendo project that fell through somewhere along the way.
Though one might take it as an implication that Classic Sonic never did it, let's be honest; there's a difference between Hidden Palace Zone being an almost non-level that is super linear for a boss fight and cutscene purposes, and magic springs being integrated into even more scripted and automated sequences in an actual stage with level design and everything. Not to mention, HPZ hid them inside the ground to bounce you upwards. Casino Forest has them appear out of thin air in plain view, and the Green Hill in Forces even seemed to have a little effect specifically for when the "let's add twenty band-aids to our level design" magic springs appeared. Though I may be misremembering. What used to be sudden surprises or neat tricks back then are used repeatedly at spots where players could've just jumped or, if the game had actual physics, would've been launched by a slope/ramp in older titles.
(I know you're joking, but I saw someone elsewhere unironically refer to hidden springs in the classic games when asking why it's a problem here, so I'll just use this opportunity to copypasta my response/explanation. :v Hidden springs in the classic games were placed within / inside the platform, so you didn't see them (or could barely see the tops of them). In the footage, the springs are just made invisible objects that spontaneously appear out of thin air when the player comes into contact with them. Moreover, these invisible springs are being placed at the end of ramps / half-pipes. Rather than the game utilizing the character's momentum/physics and level design to make the player fly off the ramps, the designers are instead resorting to using springs to do that for them--and making them hidden until the player touches them is to try and hide the fact that they're even there. It's visually and functionally sloppy design, and an overall poor use of smoke-and-mirrors to hide how obviously directed/automated those level setpieces are.
This happens literally every time a new Sonic game is pending release. People find something to whine about in an upcoming game; said thing existed in previous games; and those previous games are retroactively declared shit. It happened with Generations, which is now considered a shitty game because, like Forces, it has Classic Sonic.