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The Sonic the Hedgehog 4 Megathread Latest Update: Main Site Updated (CSZ)

#31 User is offline Blanche Hodapp 

Posted 07 April 2010 - 05:28 AM

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QUOTE (SOTI @ Apr 7 2010, 10:28 AM)
I need to criticise the level design, because there are just parts which are horrible. Dimps wanted to use a lot of their concepts used in Advance and Rush in this game and it clearly shows. Speed boosters in every zone is a Dimps thing and in the classic games, if a game had speed boosters, they were only in a few levels. Are speed boosters used to show how shitty the engine is? The engine is sloppy and wasn't exactly designed for stuff that isn't a Nintendo DS. Dimps just wanted to use existing concepts, some of them don't work. Simple.

<snip>

The bosses in this game are interesting, they may be rehashes, but they're different. However, they do look piss easy to defeat. I do think that the Eggmobiles used were too big though. Having a seperate act for the bosses weren't needed, another Dimps thing it seems, even though they had the bosses in a normal Act in Sonic Advance, but that was a long time ago. Also, E.G.G Station is pretty much Robotnik's Revenge, though there's no explanation on getting to space. Maybe the video didn't pick up on a transition used?

If I could just draw your attention to Sonic CD (which I think is the all-time greatest Sonic game ever made, this week, isn't it? It changes so often!~) re: boosters in every level, and the MS/GG games re: separate acts for bosses. I'd potentially agree with you that Dimps seem to have taken the speed boosters to ridiculous proportions, however, since one of my not-so-fond memories of the Advance series is being fired off in some direction or another before I know what's happening...

And as for the unused S3D music that's been mentioned? I've said it time and again, there's a reason it was unused and that's because it's bad!

I haven't actually made up my mind on the game itself, however, so I'll just have to wait until the legitimately-released gameplay footage. Ho-hum.

#32 User is offline True Dude 

Posted 07 April 2010 - 06:02 AM

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QUOTE (Scarred Sun @ Apr 6 2010, 11:31 PM)
...While you are not allowed to link to any previously leaked videos outside of Splash Hill Zone, you are allowed to discuss the contents of these videos...

Going to use this for a moment and say that from the only leaked boss video I watched, I was actually impressed with what they did. The first half was just a rehash from a Sonic 1 boss, but the second half was a completely new boss that looks pretty damn challenging! That just made me even more excited for this game.

Oh, and Lost Labyrinth just has some of the most beautiful art, wouldn't you guys agree?

#33 User is offline Chaud 

Posted 07 April 2010 - 06:08 AM

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QUOTE (Tweaker @ Apr 7 2010, 06:02 AM)
words.gif


This pretty much sums it up.

It seems like it will be a "fun" game, but I really expected more from a game calling itself Sonic (effing) 4.

#34 User is offline Zallirog 

Posted 07 April 2010 - 06:08 AM

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I do enjoy the look and feel of Lost Labyrinth zone quite a lot I must say. I have already mentioned it before but I really like the gimmick they added in act 3 I believe it was, where, you needed to balanced while rolling on top of giant Indiana Jones boulders to get to the next part of the stage. I thought that was a really unique sort of gimmick for a 2D Sonic game. I'm pretty sure at this point that Lost Labyrinth is going to be my favorite zone in the 1st episode.
This post has been edited by Zallirog: 07 April 2010 - 06:09 AM

#35 User is offline Deathbyteacup 

Posted 07 April 2010 - 06:13 AM

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QUOTE (Chaud @ Apr 7 2010, 07:08 AM)
QUOTE (Tweaker @ Apr 7 2010, 06:02 AM)
words.gif


This pretty much sums it up.

It seems like it will be a "fun" game, but I really expected more from a game calling itself Sonic (effing) 4.


Personally I'm going to wait until I've played every episode and can actually see the entireity of Sonic 4 before I judge it's innovation to the series.

For all we know, Sonic 4 could be the most innovative title ever created. We've seen all of Episode I, but we've only seen the first four prologue zones of Sonic 4. Episode I is the prologue, from the horses mouth, and a prologue is more or less backtracking, or "rehashing" what went on before, so you can move forward.

I really see Episode II and beyond going to new levels. I really do.
This post has been edited by Deathbyteacup: 07 April 2010 - 06:16 AM

#36 User is offline Chaud 

Posted 07 April 2010 - 06:29 AM

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QUOTE (Deathbyteacup @ Apr 7 2010, 07:13 AM)
Personally I'm going to wait until I've played every episode and can actually see the entireity of Sonic 4 before I judge it's innovation to the series.

(...)

I really see Episode II and beyond going to new levels. I really do.



Well, in any case, you can *still* say that *Episode 1* is exactly that. Let me rephrase myself, then - "it seems like it will be a "fun" game, but I really expected more from a game calling itself Sonic (effing) 4: Episode 1". Whatever the next episode shows, the first one is still a letdown.

#37 User is offline trakker 

Posted 07 April 2010 - 07:24 AM

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QUOTE (Deathbyteacup @ Apr 7 2010, 12:13 PM)
QUOTE (Chaud @ Apr 7 2010, 07:08 AM)
QUOTE (Tweaker @ Apr 7 2010, 06:02 AM)
words.gif


This pretty much sums it up.

It seems like it will be a "fun" game, but I really expected more from a game calling itself Sonic (effing) 4.


Personally I'm going to wait until I've played every episode and can actually see the entireity of Sonic 4 before I judge it's innovation to the series.

For all we know, Sonic 4 could be the most innovative title ever created. We've seen all of Episode I, but we've only seen the first four prologue zones of Sonic 4. Episode I is the prologue, from the horses mouth, and a prologue is more or less backtracking, or "rehashing" what went on before, so you can move forward.

I really see Episode II and beyond going to new levels. I really do.


Yeah that is for one thing I am looking forward too, theses rehash levels are soso to watch (because obvioulsy we have seen it before), but I am looking forward to seeing what new and interesting levels crop up. Id like to see one with like a raw electricity theme with storm clouds, lighting rods and huge towering vandergraph generators in the background.

And its nice to be back again after being sharked in the early stages 7days ago lol I did make a comic detailing it back then, but I recon posting it here now would warrent a swift ban XD

Aww man, just noticed, will that 20% warn ever go away? I feel like a crook ^^;
This post has been edited by trakker: 07 April 2010 - 07:27 AM

#38 User is offline LOst 

Posted 07 April 2010 - 07:33 AM

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I have finally seen the full game, so why not post my thoughts about it?

I don't like it!

Let me remind you that I love Sonic 1, Sonic 2, and Sonic 3 with all my heart!

So why not love Sonic 4?
First of all, I am not falling for the marketing. It was cheap from the beginning, and very misleading. If a Sonic game is good enough, it should be able to stand on its own feet.
Second of all, the decision to make Sonic 4 into a downloadable title instead of a boxed product simular to New Super Mario Bros Wii shows that Sonic Team and Sega doesn't give the same amount of love to a Sonic game as they used to.


Sonic 4 is based on a concept that was invented for Sonic Advance 2. An (internally) invisible square known as an autoboost is the core element in the level design. Touch it and you will be sent off in a direction of Dimps' choosing.
Such gameplay is very good when the player is known as dense, and needs constant direction changes to find his/her way through the act.
I am not one of those people who need the direction told!

The very moment people realizes autoboost is the wrong idea for Sonic's level design, is when they automatically end up into an enemy, losing all their rings:


What about the music?
The music of Sonic 4 is too short! Plane repetitive actually.
I remember when I thought Sonic CD's Wackey Workbench Bad Future (JP/EU) was too short because you could hear it fade out after a minute of play. Sonic 4's music can be as short as 24 seconds for a full level (the Final level in this case)! Even when it is that short, it feels shorter yet, because there are more or less 2 sections in the music, and one of them is probably the intro.
Would you like to have just the intro for Angel Island play over and over for the whole Sonic 3 Angel Island act?
No!

What about the engine?
LOL!

At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: Iizuka .
I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.

This game is clearly not for me, as you can see rolleyes.png
And my comment on the engine is "that short" because we have all been through that discussion already.


#39 User is offline Guess Who 

Posted 07 April 2010 - 07:51 AM

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QUOTE (LOst @ Apr 7 2010, 07:33 AM)
At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: Iizuka .
I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.


I doubt Iizuka really had much of a hand in this, either. He's credited as Producer, sure, but if Naka is anything to by, that means he's more involved in managing the project than actually developing it. I mean, the last Sonic game he was credited on outside of the Special Thanks section was Sonic Rivals 2. I imagine that much like Naka before he left, he's been moved so far up the developer bureaucracy that he doesn't deal so directly with the games anymore.

#40 User is offline ICEknight 

Posted 07 April 2010 - 07:55 AM

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QUOTE (Scartillery @ Apr 7 2010, 04:01 AM)
My opinion.
Doesn't look like Rush in any way shape or form. I do not see any resemblances....at all. Rush had poor momentum physics, this game has momentum physics, which aren't broken.
The jump looks a little off but not utterly terrible. I think that just claiming it as "Rush HD", is not really a good standpoint, as they don't simmilar, in the slightest.
I don't really see any justifications for saying that it has a shit engine. I haven't played it, so I don't know, and likeyhood is that hardly anyone else has, so they can't really comment on it. We shall see, when we shall see.
Art direction is fine in my opinion, lots of bright colours and varied level designs. If you don't like it, your taste is different to mine.
I don't think its OK to just judge the game as....ahem...."one of the worst games SEGA has shat out, because we have no way of knowing. The guy playing it seemed like a moron, who may have lacked skill in the 2D sidescrolling deal, so it may have made it look worse than it actually is (Trust me, I cam make the Mega Drive games look broken, thats how bad I am at them). However, this is just my opinion.

Take as is.

Shall we point out the engine similarities between Sonic Rush and Sonic 4 again?

That's not a matter of oppinion, those are facts we're dealing with.

#41 User is offline LOst 

Posted 07 April 2010 - 08:09 AM

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QUOTE (Guess Who @ Apr 7 2010, 03:51 PM)
QUOTE (LOst @ Apr 7 2010, 07:33 AM)
At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: Iizuka .
I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.


I doubt Iizuka really had much of a hand in this, either. He's credited as Producer, sure, but if Naka is anything to by, that means he's more involved in managing the project than actually developing it. I mean, the last Sonic game he was credited on outside of the Special Thanks section was Sonic Rivals 2. I imagine that much like Naka before he left, he's been moved so far up the developer bureaucracy that he doesn't deal so directly with the games anymore.

Of course.

There were a few comments on Iizuka being the guy behind Sonic 3 at Sega's blog, and also in a magazine interview with Iizuka himself talking about Sonic 4.
I got a sense of Sega trying to calm their fans down, by saying Iizuka worked with Sonic 3. As it must mean Sonic 4 will be just as good because of this man is keeping an eye on the project.


#42 User is offline MisterBadguy 

Posted 07 April 2010 - 08:12 AM

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I'm not going to deny it; there are similarities with the engine of Sonic 4 and Rush, particularly in the physics department. That's really the extent of it right there.

However, that doesn't meant this game is going to be complete shit. I only saw all of the acts for Splash Hill, and to be honest I watched them once or twice only, but the levels there look like a lot of fun to play. Yes, there are dashpads, but they're not hugely overused, and the little bit I saw of Lost Labyrinth looked like it used them even less. It's not the old games, there's little doubt about that fact, and as such I can clearly see where the argument for it actually being called Sonic 4 rather than something else comes from.

However, I do think the game looks like fun, and I really don't think this is one of the worst things Sega have ever given us, in terms of Sonic. It's not what everyone wanted, and it has flaws, but I think that it's a step in the right direction. If Episode 2 and beyond can improve upon it, then I'm all for Sonic 4.

#43 User is offline ICEknight 

Posted 07 April 2010 - 08:13 AM

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QUOTE (LOst @ Apr 7 2010, 09:09 AM)
QUOTE (Guess Who @ Apr 7 2010, 03:51 PM)
QUOTE (LOst @ Apr 7 2010, 07:33 AM)
At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: Iizuka .
I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.
I doubt Iizuka really had much of a hand in this, either. He's credited as Producer, sure, but if Naka is anything to by, that means he's more involved in managing the project than actually developing it. I mean, the last Sonic game he was credited on outside of the Special Thanks section was Sonic Rivals 2. I imagine that much like Naka before he left, he's been moved so far up the developer bureaucracy that he doesn't deal so directly with the games anymore.
Of course.

There were a few comments on Iizuka being the guy behind Sonic 3 at Sega's blog, and also in a magazine interview with Iizuka himself talking about Sonic 4.
I got a sense of Sega trying to calm their fans down, by saying Iizuka worked with Sonic 3. As it must mean Sonic 4 will be just as good because of this man is keeping an eye on the project.

And that's the same thing SEGA did with Yuji Naka until he quit.

Then he suddenly stopped being the "creator of Sonic" (thankfully).
This post has been edited by ICEknight: 07 April 2010 - 08:13 AM

#44 User is offline Solaris Paradox 

Posted 07 April 2010 - 08:39 AM

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QUOTE (Scarred Sun @ Apr 7 2010, 12:31 AM)
Joke posts are probably going to backfire on you, so take caution.


AHAHAHAHAHAHAHA... HAHA... ha... ha... ohdear.png

So yeah...

Anyway, my own thoughts on the shortcomings of the game based on what I saw in the leaked footage, I've already posted on the Sega forums, and it was a bit of a mouthful, so I'm just going to copy/paste that here. I hope that practice isn't frowned upon in these forums...

---

QUOTE (Solaris Paradox)
I'm aware that this topic might encourage more pointless infighting and all that, so if the mods/admins see fit to do so, I'll have no problem with it being locked. That said, I just wanted to provide my thoughts on the game so far in an organized, constructive, all-in-one-place package, so that it doesn't get lost in the general discombobulation of multiple forums' worth of mixed debate, babble, and spite towards [*insert object of spite here*].

To the members of this forum: I would prefer that we discuss these issues in cool, calm, logical manner, which is to say, if you disagree with someone or wish to state a fault in the game, criticize, don't ostracize. There's no reason we shouldn't be able to discuss the ins and outs of this game, however, keep in mind the nature of a pre-release build, please don't jump to undue conclusions about either the game or other members of the forum (or at least, keep those undue conclusions in other topics), [snippety snip snip]

Now my own thoughts on this game as I perceive it at this point are actually pretty simple. I'm not going to go on a massive rant about the physics, as I have no real reason to assume that they are complete at this point, however for the sake of saying what needs to be said about them, here are my issues with the physics in the pre-release build we've seen:

1 - Sonic has the ability to accelerate on inclines that really should prevent acceleration at his current speed and momentum. This ranges from those "walk on walls" moments (barring the times this occurs with Speed Shoes) to simply being able to maintain acceleration up vertical or uphill inclines for a bit too long before being slowed to a halt.

2 - Those 90-degree "RushVance" slopes (which ironically first appeared in Sonic CD, not Advance or Rush... just sayin') have some issues, and they seem to stem from Sonic simply being able to stand still on inclines that are simply too steep. There's a point where Sonic should start slipping downward regardless of which direction he's facing, but he doesn't in this build.

3 - There's one bit in the Casino Street Zone Act 2 leak where Sonic hits a ceiling-curve in a bad way and actually shoots off along the curve in the wrong direction (I.e. back down the pinball chute), which is an obvious physics glitch.

4 - I've definitely glimsed times where Sonic speeds up upon contact with the ground after coming out of a jump, when he really shouldn't, although I couldn't pinpoint exactly why. Is his downward momentum transferring into his forward momentum in a kind of reverse-ceiling-trick? I can't say, but this undermines the momentum gameplay and I hope it's not present in the final product.


My non-physics-related complaints are as follows:

1 - Sonic not being able to maintain his roll-attack when he shoots off quarter-pipe inclines and the like is an obvious downgrade from the classic gameplay and should be remedied if the designers don't already intend to do so (which I think they very well might).

2 - The use of the Homing Attack on enemies, even to chain across flying enemies to reach alternative routes, isn't something I so much mind (although part of me wishes it were a power-up like the Elemental Shields in that you didn't have it innately and were always at risk of losing it when you did). Using the Homing Attack to navigate actual platforming actions and challenges, such as the breakable rocks, vines, and ziplines in Splash Hill Zone; the cannons in Casino Street Zone; and the springs in pretty much every level is a bit on the "much" side and will probably sap a lot of what challenge this game has to offer right out of its jugular. Sonic isn't supposed to be the paragon of hardcore gaming challenge, but in these cases the game looks like it's playing itself, and that's something I can't really list as a positive.

3 - Some people have mentioned that stages tend to emphasize a particular gimmick, rather than mixing it up within its own set of gimmicks to punctuate level design. After some though, I've decided that this is actually something to consider when designing future stages. I like the idea of act-specific gimmicks, but it occurs to me that some of the stages I saw in the leak center too much on one gimmick, making those specific acts one-trick ponies of a sort. Not "bad," but they could potentially be better.

4 - Casino Street Zone Act 2 is far too small and simple for what it tries to do. Personally I like the idea of a pinball-centric scoring challenge, but the tiny, restrictive arena we saw in the leak pretty much requires the player to do exactly one thing over and over in order to obtain the required 100,000 points in any reasonable amount of time—if the design were that of a multi-tiered pinball stage with multiple ways to amass points, something in the vein of Sonic Spinball level design, then this could be an extremely fun level, especially considering the presence of Leaderboards.

5 - The Air Dash really makes the conveyor belts in Mad Gear Zone too easy to bypass, although as for what could remedy that issue, I'm not exactly sure. Personally I haven't seen any other real issues with the Air Dash, although common opinion seems to be that it shouldn't be spammable to obtain high speed. That being the sentiment, it could be made so that the Dash doesn't add to player momentum after a certain point (I.e. place a cap on where its contribution to speed meets an end), but honestly I didn't see enough places in the levels where this would even be an issue to worry about it.

6 - The bosses in general look a bit too easy, and I think one thing to consider is to make the Homing Attack incapable of hitting Eggman's mechs. They're huge as it is, so the Homing Attack isn't really necessary, and personally I think it looks as if the Splash Hill and Mad Gear bosses might be more interesting without the Homing Attack as an option. Casino Street boss seems like it should be placed a bit higher up so that the player can't simply jump up and hit it. I also think that the "pinch" section of these battles, the "twist" to his attack pattern, might benefit from lasting longer. Perhaps an extension to his health bar in light of these bosses being their own stand-alone Acts...? Lost Labyrinth Zone actually looks fine to me, by the way, as does the final boss. Although on the subject of the final boss, the spiked arm that descends from above, which you are supposed to knock toward Eggman... if you can hit that from the righthand side and still make it fly to the right, that just looks wrong to me. I think it would be better if you actually had to hit it from the left to make it fly to the right, and vice-versa.

7 - Dash pads. I have nothing against dash pads, but the combination of the sheer number of them with the newly-automated nature of springs makes a lot of the speed I'm seeing in the game look too automatic, which undermines the momentum-based nature of the gameplay. If the dash pads were reduced in number and placed more on a basis of "where we can put them to suit the players' needs and to reward them for some kind of skill," I think I'd be satisfied. But a dash pad should not be placed simply for the sake of having one in front of a steep slope—that's my thought on it. If the player finds themselves in a place where they need help getting up a slope, they have the Spin Dash.

8 - On that note, the combination of Springs being automatic with them being Homing Attack targets is bad enough without overusing the spring-to-spring combo aspect, and while it doesn't look like too much of a problem yet, I would advise using this design choice sparingly.


There might be more, but this is all that comes to mind at the moment, so it's probably all I really care about (or maybe just all I could really detect when given footage rather than hands-on playtime).

This post has been edited by Solaris Paradox: 07 April 2010 - 09:53 AM

#45 User is offline LOst 

Posted 07 April 2010 - 08:41 AM

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QUOTE (ICEknight @ Apr 7 2010, 04:13 PM)
QUOTE (LOst @ Apr 7 2010, 09:09 AM)
QUOTE (Guess Who @ Apr 7 2010, 03:51 PM)
QUOTE (LOst @ Apr 7 2010, 07:33 AM)
At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: Iizuka .
I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.
I doubt Iizuka really had much of a hand in this, either. He's credited as Producer, sure, but if Naka is anything to by, that means he's more involved in managing the project than actually developing it. I mean, the last Sonic game he was credited on outside of the Special Thanks section was Sonic Rivals 2. I imagine that much like Naka before he left, he's been moved so far up the developer bureaucracy that he doesn't deal so directly with the games anymore.
Of course.

There were a few comments on Iizuka being the guy behind Sonic 3 at Sega's blog, and also in a magazine interview with Iizuka himself talking about Sonic 4.
I got a sense of Sega trying to calm their fans down, by saying Iizuka worked with Sonic 3. As it must mean Sonic 4 will be just as good because of this man is keeping an eye on the project.

And that's the same thing SEGA did with Yuji Naka until he quit.

Then he suddenly stopped being the "creator of Sonic" (thankfully).

But we all know the creator of Sonic is Mr. Kanari from that faithful French magazine article "Le créateur de Sonic" (MEGAforce 12, December 1992, Page 24)!

ROFLMAO

Seriously, it is important to promote Iizuka as the creator of Sonic 4 at this point. He is the one who should fall and take the blame if Sonic 4 can't live up to its predecessors. (am I too harsh here?)

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