Discussion in 'General Sonic Discussion' started by DefinitiveDubs, Jun 8, 2023.
Yeah. Tee Lopes definely composed the music was in the trailer.
a quick solution I did once is to bind the left and right bumpers to an action that moves in the respective direction then jumps, did this through steam. It doesn't work on every rail but it did work to some extent.
Well, I guess I'm going to be swinging MY powerful hammer around as I furiously wank myself off till the game comes out.
"Fuck the pain away, my bed is in ruins" indeed...
Anyway, completely missed the zone count on first watch of the trailer, but great to hear it'll be Mania-length and I'm optimistic that'll be the baseline for Classic Sonic going forward. Music was difficult to hear for me, but the instrumentation is good and I know Jun and Tee are phenomenal composers, so I have no worries there. Gonna agree with those a little down on the aesthetic of the new zone (or at least the way it's constructed - I rather like the DKC school of grounding as much as possible in the environment of the levels somehow) and the Switch's presentation of the game, but I'm likely going to buy it on PC anyway. Either way, it's a day one buy, just as long as SEGA doesn't pull any digital deluxe bullshit (but I think we found out about that almost immediately for Colours Ultimate, Origins and Frontiers?). Bring on the new age of Sonic!
Im still I'm disbelief that the game is looking so good. I don't like to buy into the game director simplifications, but I think it is very clearly an Ohshima game and in a good way. Has the weird experimentation of CD philosophy and at this current moment if time I think it is very needed.
Yeah, the game's looking really good. Can't wait to play it. I've full faith that this is gonna be a damn good time.
too early and wishful but i hope the next classic game has 20 zones
That music... WHAT IS THAT BEAUTIFUL MUSIC?????
It'd be fine for maybe 12 Zones but something like 6-8 Acts per Zone with heavily distinct focuses in layout and progression. Maybe a variety Act per Zone with a visual style that's unique to the other Acts. That'd at least let them use the same aesthetic base and build off a foundation of assets. If Sega's now sticking to premium pricing for Sonic games, I hope that's reflected in both quality and quantity moving forward. Before Frontiers, I thought the pricing was a good compromise.
I'm glad Superstars in following in the footsteps of its predecessors by having tiling errors. This truly is a Classic Sonic game.
That track is incredible. That's all.
I think I may prefer how Mario Wonder looks compared to Superstars. Even though I expect the game to be good, I still think the lighting and shaders look cheap as hell. It looks like a mobile game.
What I'm saying is that casual players, under normal circumstances, wouldn't care, BUT, I feel like they're more influenced than ever by the fanbase, or certain parts of it. If we're going by the narrative that "now they care", that'd totally be a reason why.
Found it funny how the two hedgehog players messed up going through the loop during the 4 player co-op footage.
Wait a minute...
I'm not 100% sure if that magnet monitor has any relation of unused magnet asset from Sonic 1Special Stage prototype, but that's what that monitor reminded me of.
It’s similar to one that’s in Runners and Dash, if elemental shields aren’t in they likely did this so they can have a magnetic shield without having the expectations of it giving Sonic a double jump and deflecting projectiles.
Looks like I got my wish.
We're getting everything we wanted...what can we complain about now? I feel so empty without a reason to bitch and moan.
Sonic 3 had the Lightning Shield (Thunder Barrier in Japan) whilst the Adventure and Advance games had the Magnetic Shield (Magnetic Barrier in Japan). The latter didn't deflect projectiles and didn't give Sonic a double jump, but could be used underwater. So the distinction already exists in the series.
The "Magnet" power-up in the mobile games (and the Rivals series, apparently) doesn't function as a shield at all, it just draws in rings without offering Sonic any protection from damage. That's what this item in Superstars probably is, since it also uses the horseshoe magnet icon, rather than the orb icon of the Adventure and Advance games.
I mean I still saw one of those damn chemical plant boosters right before an incline in that “carnival” stage.
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