That whale looks like it was halfway over the bridge when some giant punched it and now it's falling backwards. Or do wales normally jump like that? :P Otherwise the shininess makes it look all the more awesome.
The new screens are pretty good though I still notice there's no official answer to my previous question =P The waterfall was amazing, that whale looks more like something from SA1 every time I see it and I think that's pretty awesome. Even if I never take interest in actually playing the game I will take interest in watching it, maybe even trying it for visuals alone.
The art is very technically impressive, but I feel it's too cluttered. Look at the second shot for instance. Do those vines serve any functional purpose? All they seem to do is add noise and clutter to the screen. I think some simplification would help the art direction in this game a lot.
That seems to be the most common complaint - "too cluttered". FIDDLESTICKS! Don't listen to them! It's fine... we WANT cluttered artwork for a change! Vines need a "purpose"? Since when? All the vines around my house serve no purpose at all. Vines on "Ivy League" colleges are there for one reason - atmosphere. Same here - we want an atmospheric Sonic with as much lush as he can lay on the screen!! :v:
It looks very nice, but it may indeed be a little too busy, and perhaps Sonic doesn't stand out enough. I can't really tell from still images. Also, is anyone else reminded a little of Rayman? (the original and best + - that was totally retconned by 2, and the later games = NO ) Probably not! Either way, it definitely isn't a bad thing.
Atmosphere is great, but with video games, you have to balance art direction with gameplay. Details that serve no functional purpose need to be dialed back a bit to allow important things to be highlighted. For instance, a player needs to be able to make out things like rings, badniks, or item boxes fairly quickly in a Sonic game, and covering the screen with all those complex, intricate vines can be very distracting.
Well, we won't REALLY know if the background is distracting until we get a playable demo. In the meantime, I say let it all stand until such time as a playable demo shows what is or is not "distracting". Also, think of this a way to adjust the difficulty. Instead of making the timing more critical (which totally sucks), how about simply having distracting backgrounds? Easy would remove most of the "clutter", normal would have a goodly amount, and hard would be just saturated with all kinds of lush and distracting backgrounds.
Having played around with a development build, I can safely say that the so-called "clutter" doesn't affect the gameplay, at least for me, anyway. I think the thing with the art-style is a "some like chocolate, some like vanilla" issue. A lot of people have pointed out the splashy detail and colours as a negative, while others (like myself) think it's a strong positive point. I think that's because it reminds me of my favourite game...
I have to agree, the only screenshot that looks cluttered and distracting is the waterfall, and I'm pretty optimistic that it will look less distracting while the game is in motion.
Personally, I'd lose the rainbow - and the whales, unless you were going to incorporate them into the gameplay, somehow. They just seem a little unnecessary, and give the rest of the more surreal, brighter MadWorld-esque environment kind of a coloring-book feel that doesn't seem to mesh well.
More surreal? Really? I think it looks plenty surreal. Any ways great work so far, can't wait to see a video of the engine in action.
No - I was saying that the rest of the environment had a more quirkier, brighter MadWorld kind of thing going on, and that the inclusion of the rainbows and the whales gave it a different sort of early nineties coloring book vibe that doesn't mesh well.
Well, concerning the whales, there is a screen of the gameplay showing a whale breaking through part of the area, so that might be important in the level. Also, whales have appeared many times before in the 3D Sonic series (Adventure, Heroes, 06).
hi again, with the demo nearly done now I was wondering if any of you guys would be interested in doing the music. The demo will consist of two acts, one during the day and one during the night. Here are a couple of screenshots from the acts. Ideally I would want the first act to use a remixed version of Sonic 2 Emerald Hill zone and the second a remixed version of Sonic 1 Green Hill zone, I'm open to suggestions though
Those graphics HHHHHNNNNNNGGGGGGG Edit: Although the leaves, etc. are maybe a bit too shiny (I feel I should say this after my posts in the other fangame topic :P). Also, zomg Giant Mech; very interested to see how that factors in to the story/gameplay. Is that HUD a placeholder?
Please tell me first; does this play like the Genesis games? If it does, then I have officially made the decision that I'm not buying Sonic 4.