Revisited SA1 for first time in years It's aged far worse than I thought it would
#31
Posted 06 December 2014 - 09:35 PM
#32
Posted 06 December 2014 - 09:38 PM
Sparks, on 06 December 2014 - 09:30 PM, said:
One of the key glitches that let down SA2 was the 'sticky jumps' however, going into double jump mode when you didn't want to and dashing at an inopportune time. How many times did homing attack activate when you didn't want it to?
I agree on the multiplayer however, that was a tight extra. I always loved the VS race mode in the Sonic games. I kinda wish they'd added something similar in SA1 (I can't help but feel something cool could have been made out of the Adventure hubs too, imagine a shooting battle tracking and roaming around in them).
#33
Posted 06 December 2014 - 09:42 PM
Strife, on 06 December 2014 - 06:19 PM, said:
You're more likely to see this with an engine remake than with the original engine. Working with existing x86 code as opposed to original source is already a headache, without even accounting for the headaches of using such an old engine. The hardest part of a proper remake would be getting the physics/character behavior to match, but once you did that it would be way, way better than working with the original engine
#34
Posted 06 December 2014 - 10:28 PM
Dude, on 06 December 2014 - 09:42 PM, said:
Strife, on 06 December 2014 - 06:19 PM, said:
You're more likely to see this with an engine remake than with the original engine. Working with existing x86 code as opposed to original source is already a headache, without even accounting for the headaches of using such an old engine. The hardest part of a proper remake would be getting the physics/character behavior to match, but once you did that it would be way, way better than working with the original engine
You could do what Halo Master Chief Collection does...just run another graphics and sound engine on top of what you already have... I mean 343 did it fairly quickly, so how hard can it be?
#35
Posted 06 December 2014 - 10:52 PM
#36
Posted 07 December 2014 - 04:58 AM
I think the only thing SA2 did better in terms of game design was scrapping Big and Amy's genre roulette stages and fixing the camera, and maybe scrapping the hub worlds as well.
#37
Posted 07 December 2014 - 06:54 AM
This makes it better than SA2, where I can endure Sonic and Shadow's gameplay, and I can't endure TAils, Knuckles, Eggman, or Rouge's gameplay.
But I don't really care about all of that because the Chao Garden is where it's at. Best part of the game.
#38
Posted 07 December 2014 - 09:01 AM
I feel like such a mod would be more practical in this game since the characters are far more suited in an all around fashion than in SA2, where characters outside their gameplay styles often cannot get past certain obstacles.
#39
Posted 07 December 2014 - 12:14 PM
Caniad Bach, on 06 December 2014 - 09:55 AM, said:
Lol, what?
Sonic Adventure 2 doesn't have any rehashed levels. Do you mean levels that are similar to each other, like Radical Highway and Mission Street? That's to give parity to the two campaigns. Sonic Adventure 1 rehashes way more than the sequel with all characters playing the same or cut down levels for Sonic.
Sonic Adventure 1 is also way more rushed than 2: the appalling bugs, weaker animations, poor drawdistance e.t.c.
I think people whack Sonic Adventure 2 way too much.
#40
Posted 07 December 2014 - 12:50 PM
#41
Posted 07 December 2014 - 12:52 PM
Laura, on 07 December 2014 - 12:14 PM, said:
Caniad Bach, on 06 December 2014 - 09:55 AM, said:
Lol, what?
Sonic Adventure 2 doesn't have any rehashed levels. Do you mean levels that are similar to each other, like Radical Highway and Mission Street? That's to give parity to the two campaigns. Sonic Adventure 1 rehashes way more than the sequel with all characters playing the same or cut down levels for Sonic.
Sonic Adventure 1 is also way more rushed than 2: the appalling bugs, weaker animations, poor drawdistance e.t.c.
I think people whack Sonic Adventure 2 way too much.
I'm not sure if either of you lot give the amount of time Adventure 1 & 2 were put in. I truly think they were both equally rushed based on both of your factual statements.
But to me, it doesn't make the game any less playable, unless if you count the bugs, which I NEVER in-counter on a regular basis. But, as a whole,
I'd rather have 31 levels with copy-and-pasted ideas for a lot of levels,
Than just 11 to explore with different characters, because at least the C&P levels had new level design to offer. :/
#42
Posted 07 December 2014 - 01:04 PM
#43
Posted 07 December 2014 - 01:06 PM
Also, fuck gem hunting. I hated those levels with a passion.
#44
Posted 07 December 2014 - 01:44 PM
Another annoyance was bad camera angles in some stages, such as Amy's Hot Shelter:

I always seemed to fall off that narrow path because the camera zooms out so far. I was only little when I first played SA1, and didn't know how to adjust the camera, so I lost A LOT of lives at this one part.
Some levels were just too easy, like Tails' Windy Valley. You can skip most of the level by flying.
SA2 was a major improvement over SA1. If it weren't for Security Hall and Mad Space, I'd give it a 10/10. Also, the Big the Cat easter egg was hilarious. It was so satisfying seeing that fat purple fuck get run over by the GUN truck in City Escape. I point blank hated his stages in SA1.
Despite it's flaws, Sonic Adventure is still a classic in my opinion.
#45
Posted 07 December 2014 - 01:50 PM
Dark Sonic, on 07 December 2014 - 12:50 PM, said:
SA2 writer even noticed in interview, how they had to scrap a couple of cutscenes to release a game in time, which was 3 months after console died. Reusing assets also means less need to reload things from a disk.

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