As we all know, Sonic Forces is the only Sonic game to feature springs hidden in the ground. Angel Island Zone in Sonic 3 definitely didn't have any.
I'm a bit disappointed with how the enemies look. My guess is that after a while, Eggman just started phoning it in. Didn't even bother to put a coat of paint on the Motobugs or Egg Pawns to give them that iconic egomaniacal look. I mean, look back at Eggmanland, his face was freaking everywhere. Where's that little personal touch on the minions this time around?
Oh I'm sure it's definitely faster to avoid them, and I bet that's what they're intending, like "Oh if you know what you're doing avoid that because it's faster, otherwise it's there to help." It just begs to question why they're there at all? Yea it's faster to avoid it and if you don't know what you're doing it's slower, but you'll already be slowed down if you don't know what you're doing. All signs for this level though point it to being Classic Sonic's level 1. While that ruined city level seems to be Modern Sonic's level 1. Maybe they'll have different levels this time?
I wanted to see how the level felt and sounded like with the Green Hill song and surprise it's just like Green Hill. https://youtu.be/apMzngS4nv4
That's my initial guess. You do have a point with the springs, although in the instance with the speed shoes monitor, the spring would make getting it take more time. At the very least, they made a unique song for Green Hill and they didn't just take the level design from the first game.
Lost World featured them excessively too, just as they're in Forces. Unlike in Sonic 3, the springs in Forces cut Sonic's speed and neuter his aerial control. They function only to push Sonic forwards automatically. They're not used any differently to the boost pads, and show just how much Sonic Team doesn't understand what the hell they're doing. It's embarrassing that this is coming following Mania.
Eh, it's better than the 7 seconds of footage from before, but unless this "gameplay twist" is worth something, it seems i'll care even less about Classic Sonic this time and mostly focus on Modern like I did in Generations.
This is really not the same scenario at all. In Angel Island Zone from Sonic 3 & Knuckles, the hidden springs beneath the breakable rocks, as well as nested in some trees, acted as a way to propel Sonic into the air and to reach paths that Sonic alone would struggle to or even find impossible to reach. It's also a nice little (Albeit very basic and non-complex, but it's the first Zone, so it fits as such.) reward for breaking the rocks and exploring, as opposed to jumping over the breakable rocks and speeding past the trees and through the level. Some of the hidden springs in Sonic Forces, however, are used in areas which do not aid Sonic beyond his regular jump. They're placed next to small ledges that Sonic could much more fluidly jump over to progress. It's poor level design, and combined with the over-usage of speed boosters, leads to excessive automation. The level design in that video absolutely reeks of the same types of issues that Sonic 4 and Sonic Lost World have with their level designs. It's quite funny as well, considering that the original incarnation of Green Hill Zone was very deeply rooted in genuine flow and good use of momentum. Modern day SEGA just don't seem to get that. At least in Sonic Generations, Classic Sonic's Green Hill level had no speed boosters whatsoever, and spring usage was done in fairly good moderation. Modern Sonic's Green Hill level had too many dash panels in them though, and I have the same issue with Modern Sonic's currently released gameplay footage in Sonic Forces. It's very frustrating to see so much frequent use of speed boosters even still to this day. I'm fairly confident that they know people have problems with it, yet they don't seem to act on it too much. I will say though, that it is nice to see Classic Sonic's drop dash from Sonic Mania make an appearance here. Alongside this, Sonic Forces seems to be taking other cues from Sonic Mania too, such as the twirling animation when Classic Sonic hits a spring, as well as (Unfortunately.) also having Green Hill Zone yet again.
I'm glad they're taking cues from Mania...if they fix Classic's physics and ease off the automation and scripted trajectories, we could really get a genuinely fulfilling experience from level design! But those tunnel portions that make Sonic curl...he uncurls after exiting...that's bad news lol. I don't want to think Classic & Modern are running off of the same physics concept (if there is any), as using Modern as the core physics doesn't work for Classic as slopes and U-shapes aren't really utilized in Modern gameplay. (This appeared to be the case for Generations as Classic was more like an addition to a Modern Sonic game)
Thinking about it, the whole sand GHZ thing probably would have looked less stupid and wrong if the grass and trees weren't just as lush and healthy as they ever are. They should have dried out the rest of the level, really.
So, correct me if I'm wrong, but it seems like the physics for Classic Sonic are he exact same as Generations. So, I guess Sega just doesn't want to try to make that better.
You mean you don't think it's the level music? I'd be really surprised if that was the case, especially cause it's a fairly long track and even contains a little excerpt of Splash Hill. Granted it is weird that they'd not go with the actual Green Hill music in a title like this.
I find the new enemy designs really intriguing. They're obviously based on familiar designs, but they're a markedly different style and they use a lot of abnormally muted colors. It's different and weird and I'm interested to see more of it. Give me more of it
https://twitter.com/dariosamo/status/857016818925522946 So this is interesting. The video is itself an older build of the game, because if you take a look at the screenshot here, there are rings where as there are none in the footage shown today. I feel like they didn't intend to show Classic Sonic off that early in the Nintendo footage and now they're slapping stuff together to show something more coherent, but it's oddly been shown 3 different times and it shows 3 different builds. Also maybe it's video encoding, but the screenshots actually look a lot better compared to the footage, and the lighting seems to be different. The footage is much more saturated.
The basic Egg bots honestly remind me of the Sonic '06 robots Eggman used, turned into rounded and simplified versions that fit the Classic style more. And while I don't mind the music much (besides that damn overused Sonic 1 percussion), it really does sound more like a fan remix of a Runners song or something than it does a professional track for an actual level.