The Wii/PS2 version has a level select menu, so that's probably what you're remembering. Also yeah, I was sort of disappointed there wasn't an all original level after Planet Wisp. I think that would've been really great.
Surely that would end up being more evil and malicious than Time Eater though, and you can't upstage the villain you've been building up all game :v: Generations was a celebration of the last 20 years, and while they pretty much had to do an original final boss fight (albiet with a hint of Doomsday homage) due to the fact it was an original plot MacGuffin character that had to be there for the story to make sense, no such requirement was anywhere else, so you stay on message. Sonic's history, not his present/future. =P
This. When I was working on S1EE, SAd3's hub world, and Kirby's Adventure, were my inspiration. The one in S1SAGE2010 is somewhat a derivative from that. While I'd be flattered if the white world truly were based on 'my' idea, I very highly doubt it.
No he was right. E3 footage had a very basic level select menu. It looked like Tails's handheld computer thing and it had about 3 or 4 levels to choose from, Both stages for Windmill Isle and the day time stages for Rooftop run and Dragon Road I believe. A final level would have been cool. Honestly I think the game should have handled the time line differently in order to account for level tropes fitting the plot rather then favorite levels. Many of the levels could have stayed intact, but there's no reason why Sonic and Knuckles had to be the third level for example. Personally I think it would have been rather cool if something like Death Egg Zone from Sonic & Knuckles, Final Egg from Sonic Adventure, or Eggmanland from Sonic Unleashed served as the final level, chronological order be damned. At the very least though Planet Wisp kind of works, because it's kind of like Launch Base Zone. As for switching characters, the only advantage classic has would probably be his skill set powers. He can use shields, modern Sonic can't. But since shields aren't a part of normal gameplay for some reason, it wouldn't really have done anything.
Oh, I remember it now. I honestly thought the hub was a bit annoying in Unleashed though; you spent way too much time in it. Holy crap, this never even occurred to me. You're talking about one big level that seams together all these levels, right? That would've been so great, except I'd maybe add even more final levels like Final Rush...someone should make that... but not me. :specialed:
Actually I wasn't, I was just saying how one of those could have been the final level if the game went by trope and not by release date, but now that I think about it a blended final Eggman level would have kicked all sorts of ass.
That would've been very interesting, if we got some sorta hybrid of all of Eggman's bases at the end. It could have the grand interior of the Death Egg, while having Planet wispesque planetoids floating inside, with ships from his Eggman fleet from Sonic heroes passing through time portals for you to use as platforms or something, the possibilites are endless. In the game they say about how Time is getting screwed up because of Eggman, why not actually show it being destructive and all? all they did was white out the Hub entrances, that doesn't look like time distortion to me, more like they just forgot to paint it.
^ This. This would be awesome if SEGA did this. The final level would've been good for this TBH. Have you start in Green Hill and work your way through the levels, but them being all corrupt and 'different'. Like Crisis City could look nice for once and Rooftop Run could be like hell. It would actually show Eggman 'tampering' with the time line and it being corrupt instead of just having the little area for the level whited out. I mean, make people go through the levels again, but make differences. Change the level tropes! Make the levels have a different atmosphere! Sky Sanctuary could become like Ice Cap and Green Hill could become Splash Hill Scrap Brain, or maybe Seaside could become something like Hang Castle. Seriously, it not only would've been cool to see how Eggman has just screwed up the timeline so much, THE ENTIRE LEVEL HAS CHANGED, but it would have made the length alot longer. That's my 2 cents anyway
I'm still rather disappointed they didn't use any Sonic 3 stages. Michael is dead, who's going to sue if you remix a track from a game that YOU own?
For those who play this on PC, have you tried the FXAA injector? I'v been using it in Skyrim for ages, and just now put it in Sonic Generations. It looks fabulous, just put all the files in the .rar in the SG install directory and it's good to go. You can customise it a lot too, so I bet some more able-minded people could get some kind of pseudo cel-shading effect going. Bloom and HDR seem to be game specific, turning it on in Generations just looks ugly as hell. Even if you use it just for the FXAA (which is far less resource intensive than standard AA) it's worth looking at. Edit: Also worth mentioning is that it can be used with near enough every game out there.
An Inverted Seaside Hill (a la Hang Castle), would be very awesome. There would be shortcuts/secrets/powerups hidden in there; it would also be underwater however, to limit the player's time there. LOL
Maybe 'cause there's about half a dozen guys (who worked with MJ) suing for unpaid royalties for making the music? :P
That's because Bloom and HDR, along with half of the other features in the FXAA injector, are already features of the Hedgehog Engine. That's not to say the injector has no merit in Generations, it does, but a good lot of the features it has are already included in the game.
If there was a Sonic 3 stage, why not Ice Cap, Carnival Night or Launch Base with the S&K PC Collection soundtrack? :specialed: Because everyone remembers Ice Cap for the stellar gameplay and not the boring soundtrack by MJ. That would've been a massive troll by Sega.
Honestly the only reason Ice Cap sticks out to me so much is because it's the only snow themed level in all of the genesis classic Sonic games (and this includes Chaotix and CD). It seems like such a standard trope yet Sonic games don't really play on it much. Besides portable titles, which were always pretty good on the snow levels (Sonic Triple Trouble, Sonic Advance 1 - 3, Sonic Rush 2, and possibly one of the Sonic Rivals had snow levels), the only snow levels I can think of are Ice Cap (Sonic 3/Sonic Adventure), White Acropolis (Sonic 06), and Cool Edge (Sonic Unleashed). Why no love for snow Sonic Team D: I love snow levels for the color schemes.
It does suck that the snow trope is quite rare, but this leads us to a bigger problem which is very well known: the lack of variety in the tropes in Generations, which is a shame. Oh, and while Ice Cap may be a fantastic level, White Park looked bad enough that not even the colour scheme could save it. The trope isn't enough, obviously. White Acropolis was basically a secret base where it happened to be snowing. Perhaps a new thread could be opened about tropes and their usage in Sonic games old and new.
Generations's use of tropes is abysmal since they went by "What was our favorite levels" instead of "Let's pick a unique trope from this game." Because of this of course we get no snow, desert, space, casino, or eggman tropes and are instead treated to 3 grass levels (I guess planet wisp could count as an eggman level), 4 city levels (Although crisis city is kind of a lava level), and then chemical plant and sky sanctuary. Despite this I applaud them for actually managing to make all the levels feel different from each other, however I wish they went a different route for levels. Adventure's stage could have been Ice Cap, Adventure 2 could have been one of the space levels, and Heroes could have been Casino Park, and we would have been fine. Basically the dreamcast era was a waste of space IMO. Also, city levels tend to be my least favorite trope. They tend to lean toward a more realistic environment that doesn't work well with Sonic, and since City Escape is San Fransisco, Rooftop Run is Europe, and Speed Highway is some sort of typical American city financial district (And Crisis City looks like Speed Highway in ruins), that leaves us with 4 levels that I honestly just don't see fitting with Sonic at all. Anyway, random thing I was thinking of the other day. Silver's fight was obviously reworked because it was so horrible in Sonic 06 that it simply couldn't stand as it was (Also it would go against the norm of modern Sonic constantly running after the boss). But what was stopping the fight from still taking place in Soleanna? They could have reworked that area and made it into the same sort of battle easily. They went out of their way to recreate the places Sonic fought Metal and Shadow in, and Sonic CD doesn't even have any in game representation beyond that. But for some reason they just said "Let's throw Silver in Crisis City."
Well, yes obviously, but I'm just curious as to why they decided to do that with Silver but not with Metal Sonic and Shadow also, since that's what the 3DS version did.