Sodaholic, on 05 December 2014 - 05:44 AM, said:
I recently went back and played Sonic Adventure 1. It amazes me how shitty the game feels, having not touched it for years. The controls feel really clunky, Sonic just goes all over the place.
So many people say this, and I just cannot relate at all. If anything, I feel like controlling Sonic in SA1 is more precise than most modern games, and that Sonic controlling like a car has spoiled people in this regard. If you want a gradual turn, you should gradually move the analog. These days you might as well be playing with a D-Pad because there's so much interpolation done for you automatically. While I don't have trouble controlling Sonic in Modern games, I think SA1 does it better overall. A hybrid between the two would be fantastic, though.
Sodaholic, on 05 December 2014 - 05:44 AM, said:
The physics feel like shit, the character will spazz out when stepping onto the street from the sidewalk. You can jump into the ceiling and stay stuck there for a brief moment if you continue holding the button.
While I can't explain the former, the latter here is simply a matter of implementation. All the game cares about is whether or not you're holding A. If you are, it'll continue increasing your vertical speed until it gets to a certain threshold without regards to collision. Simple as that, really. I don't see how this could really help in ruining the game for you though. You could just not jump into the ceiling.
Sodaholic, on 05 December 2014 - 05:44 AM, said:
Then there's the object pop-in, my god it's bad. I've really become accustomed to full view distance in games, I cannot go back. I also cannot accept how horrid the camera is, it is very difficult to control. When I need it to move the most is when it is the least cooperative (like stuck in a tight space).
I know trying to justify this stuff really doesn't do anything for anyone, but I'm sure this has to do with the performance issues they ran into back when they tried out 60FPS. IIRC, in all versions of SADX, it isn't nearly as bad.
Sodaholic, on 05 December 2014 - 05:44 AM, said:
Some of the level transitions are jarring, especially between sections of Sky Deck. Like, I'll clear the goal of one section, only to be plopped in a completely unrelated place a split-second later. There's also quite a few issues with music cues, sometimes a song will start over midway through a cutscene just because it loaded a new section to show. Other times, when changing songs, it feels jarring because they didn't bother to fade the previous song.
The voice acting and dialog is horrendous. I just use the Japanese voice track, the performances are slightly less shit and I can't cringe as hard when I don't know what they're saying. I like the music though, that part has aged well.
I can't help but feel that the game seriously needed a few more months to be worked on. I have a very hard time enjoying it in its released state. The game also felt much shorter than I remember it. Like, a lot shorter. I finished Sonic's campaign in a couple of hours, and even then I wasn't playing very well. If I actually put effort into it I could probably complete it in an hour or less.
Sky Deck really does have some abrupt transitions (if you can even call them that), and that has always bothered me too. As far as I can remember though, it's the only level to have such jarring transitions. Every other level did it quite nicely. I don't find the English voice acting that bad, although I do play primarily with Japanese voices anyway
Those audio issues could be chalked up to engine limitation though. I personally can't blame them for not keeping a track playing when they have to load new assets for a new scene.
I'm surprised you didn't complain about getting lost in the adventure fields like everyone else. You know, because they're so hard to navigate and you definitely don't have a hint thing to tell you exactly where to go