Sonic CD now out for everything except Nintendo consoles
#3258
Posted 06 May 2014 - 12:21 PM
#3259
Posted 06 May 2014 - 12:54 PM
http://www.spriters-...cd/sheet/25625/
While obviously Tax may have had different plans:
Good Future: a more verdant desert, so vegetation and some water. Think of how most of the natural good futures tend to signal the harmonic balance of nature and technology.
Bad Future: mechanized, possibly in ruins. This is where I think trying to echo the original R2 concept might have worked best.
Past: I'm not really sure how you could depict a desert in pre-historic times differently. Maybe a more naturally verdant area (instead of verdant w/ tech like the good future)
#3260
Posted 06 May 2014 - 12:58 PM
GeneHF, on 06 May 2014 - 12:54 PM, said:
With water everywhere in the background. Like a large lake with several pretty waterfalls going down that cliff face.
#3261
Posted 06 May 2014 - 01:06 PM
Aerosol, on 06 May 2014 - 12:58 PM, said:
GeneHF, on 06 May 2014 - 12:54 PM, said:
With water everywhere in the background. Like a large lake with several pretty waterfalls going down that cliff face.
Perhaps that is how it could make a link to original R2 plans with it's rainbow waterfalls.
#3262
Posted 06 May 2014 - 02:38 PM
E-122-Psi, on 06 May 2014 - 01:06 PM, said:
Aerosol, on 06 May 2014 - 12:58 PM, said:
GeneHF, on 06 May 2014 - 12:54 PM, said:
With water everywhere in the background. Like a large lake with several pretty waterfalls going down that cliff face.
Perhaps that is how it could make a link to original R2 plans with it's rainbow waterfalls.
Dang... I want this so bad now. Hardcore fans would like the addition, and the general public wouldn't notice it's new... why SEGA shot this down is beyond me... Like, I'm really trying to figure out why they'd do that.
Honestly, I rarely enjoy desert levels in platformers... but the colors and American West vibe here is atypical and very nice. Seems to have a good flow, too. Even if it is a test level.
Oh well, I'll just have to let it go... or hope they get to make an original Sonic game with the ideas that got shot down... pretty please? :D
#3263
Posted 06 May 2014 - 02:42 PM
Lambda, on 06 May 2014 - 02:38 PM, said:
I can only guess that they didn't want to change the core game too much. Tails being included may have been enough of a stretch, like how HPZ is in Sonic 2.
The sad part is, and I think this may have to do more with SoJ than anything, is they need to understand that because they re-released the original games so many damn times throughout the last 13 or so years, there's little incentive for people to keep buying them. Look at the feedback around the net about Sonic 2. Yeah, 16:9, touch controls, online multiplayer... the key selling point all of them pointed to, even SoA themselves, was Hidden Palace Zone's inclusion. It was entirely new content that was taken out originally, now restored. THAT'S why it sold like crazy, not just because it was Sonic 2.
The sooner SoJ gets it through their thick skulls, the more liberties these remasters could have gotten. That said, I would rather see these ideas implemented in an all new game, not just simple mobile remasters. May as well leave remasters or porting to M2 and their GigaDrive emulator.
#3264
Posted 06 May 2014 - 03:15 PM
GeneHF, on 06 May 2014 - 02:42 PM, said:
The sooner SoJ gets it through their thick skulls, the more liberties these remasters could have gotten.
It's a pride thing I'm sure. And it's a damn shame too. Did any of these remakes ever get a Japanese release in the end? What with Boom and the fact that these remakes are the best things since the originals, I get the impression that Sega West are the only ones that are really striving for excellence and at all in-tune with the market these days.
#3265
Posted 06 May 2014 - 03:18 PM
#3266
Posted 06 May 2014 - 03:19 PM
As a graphic designer I can tell, for every logo/corporate identity/game art/everything related to it, you have at least two alternatives that were discarded by the client.
#3267
Posted 06 May 2014 - 04:23 PM
It's really annoying when they say no.
#3268
Posted 06 May 2014 - 06:02 PM
doc eggfan, on 06 May 2014 - 04:23 PM, said:
It's really annoying when they say no.
Hopefully Sega's got the hint by now. From what was completed, Desert Dazzle had the makings to be a level on par with that of Sonic 2 with its open design and use of multiple paths. Plus, Stealth-Tax's Hidden Palace is such a completely new animal from the original HPZ, it may as well have been its own original zone.
Now we've all seen DDZ and are clamoring for it. Sega was smart enough to let Taxman start making these ports, so hopefully they'll be smart enough to offer him the chance to do Sonic 5, or at the very least an original Sonic project of some kind. They have a golden egg-laying goose right there! They haven't even begun to scratch the surface of the potential Stealth-Tax and the Retro Engine possess.
#3269
Posted 06 May 2014 - 06:09 PM
#3270
Posted 06 May 2014 - 11:26 PM
If the fans really want to make their voices heard, you all need to shake up SoJ. No disrespect to M2 for how impressive the GigaDrive is (and really, I respect the amount of work they put in to it and how it largely shames Nintendo's VC offerings), but Stealth and Tax have taken some classics, lovingly touched them up and made them super appealing to buy once again, and with bonus features incentives. It's like how Square Enix ported Chrono Trigger to DS and added stuff (opinions may vary on quality.)

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