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The Sonic the Hedgehog 4 Megathread

Discussion in 'General Sonic Discussion' started by Scarred Sun, Apr 7, 2010.

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  1. NomadTW

    NomadTW

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    I wasn't speaking about the Sonic 4 that they're putting out now, I realize that they're 'evolving' a lot wrong. I was talking about a Sonic 4, in general. In an ideal Sonic 4, the homing attack or any move similar to it, would work like the insta-shield, you're exactly right. Or at the very least, cost the player something to use it. I guess I need to be clearer. That said, I'm not just gung ho on having the HA in the game, no not at all. I just don't think it would take anything away, if done right.

    But yanno what, I'm happy to agree to disagree here, I'm sure this topic doesn't need three more pages of homing attack arguments. :P

    + - (Oh, and I'm sure they'll add more characters to the Sonic 4 we're getting now, as the game still has three episodes left before we can call it a full game.)  
     
  2. Blue Blood

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    As I continue to watch more and more footage, it's become increasingly clear that the roll and homing attack sounds are going to grate. That's really nothing to do with the moves themselves, because as Nomad just said this topic has had plenty such discussion, it's just something that's annoying. Especially with the spin, cause they could even get that right.
     
  3. Aquaslash

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    That's because it was in Sonic Chaos and Sonic Triple Trouble
     
  4. Zephyr

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    I'm perfectly fine with them adding new abilities in each new game, but when they just take an already stale attack that was created for use in a completely different dimension, as opposed to actually coming up with a real new ability (one that actually complements the already established gameplay mechanics), it becomes little more than yet another example of the lack of any real effort being put into the game.

    + - They could have at least made it a shield power-up  
     
  5. XCubed

    XCubed

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    Hookay, so what's your idea for a new move that fits your operationalization?

    I expected the homing attack to be in this. I'm sure it would have been in the game even if megamix doesn't exist. I thought the attack had a built-in "gimp" system, meaning using it all over the place actually SLOWS you down...at least from what I've seen. Hell, what about when we first got the spindash in Sonic 2? It was revolutionary (more so than homing because we've had it almost everywhere else), but it too made things for "easy." Back in Sonic 1, if you didn't get up a hill the first time, you need to go back and try again! So even something as old as this had an effect on momentum. Remember, to use it, you had to come to a COMPLETE STOP.


    As much as the creators of Megamix would like to disclose that it wasn't supposed to be a fan's "Sonic 4" that's what it turned out to be for everyone else.

    But a truly valid strike against Sonic 4 would be that blasted friction/gravity issue. Sonic should not mimick molasses rolling down a hill. As far as the infamous mine cart is concerned, it took me awhile, but I actually grew an appreciation for it. It works as an element of gameplay that breaks up the monotony of every other level. I wasn't around much when Sonic Adventure 1 and 2 came out, but was there just as much bitching about the presence of hover crafts and go-karts in a Sonic game? How many games are out there in which the player has actual CONTROL of the minecart vs. being limited to it's wills, only requiring a "jump" or "don't JUMP" option every now and then?


    And Speaking of Hyper Sonic's "Screen Blast"....Sonic Heroes has something to say as well.
     
  6. Ritz

    Ritz

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    Having to backtrack after screwing up on a hill or loop was never challenging, just tedious. That isn't just halting the flow of the game, it's reversing it. Having a means to get up to speed instantly in order to prevent these situations was just a matter of convenience. Combat doesn't need to be convenient. If you don't want to inconvenience the player with enemies, you'd might as well just not place them on the map to begin with, right?

    Besides that, the spindash paved the way for much more elaborate level design conventions that simply wouldn't have been practical in Sonic 1, or even possible to traverse without the aid of a spring. Having to come to a complete stop to use it prevented the player from abusing it, as it was always much more beneficial to keep moving forward and build up momentum naturally. A legitimate and essential addition to the series.
     
  7. Effexor

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    Then came Adventure 1. :v:
     
  8. Chimpo

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    From the years of playing Sonic 1 over and over again, I cannot recall a scenario like this in Sonic 1 that was in any way "difficult" or took longer than a second to recover from.

    And no way in hell was the spin dash revolutionary. It was a pocket spring.
     
  9. Cooljerk

    Cooljerk

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    I agree it was never difficult, but I can think of a specific example of the kind of situation he's talking about - star light zone, during those big U pipe things with the hole on the bottom. If you screw up, you gotta go back or else you're stuck on a lower route.
     
  10. Chimpo

    Chimpo

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    The big what?
     
  11. SteelBrush

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    The difference between S4 are;

    HA was completely optional, if you didn't like it play as a character that doesn't have the ability.

    The levels were full of clever little puzzles that involved use of the homing attack to get bonus items, no homing chain bollocks.

    Megamix was a great example of homing attack in 2D, it didn't feel alien, it just felt like a neat, albiet optional, extra.
     
  12. DigitalDuck

    DigitalDuck

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    I'm pretty sure this will be true for Sonic 4 too.
     
  13. Phos

    Phos

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    It's technically optional, but not using it limits you from getting to certain places and seems exceptionally difficult to simply progress in places.
     
  14. Yuzu

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    I don't think I've ever messed up on that part of Star Light Zone, I normally just end up rolling before and make my way up with no problems.
     
  15. SteelBrush

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    Not right away though. What I'm beginning to think is that Dimps will also give Tails and Knuckles the homing attack too, like they did in SAdv3. Also has it ever been confirmed that S4E2 will lock onto S4E1, I seriously doubt this.
     
  16. DigitalDuck

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    Given that they seem to be preserving the one-button gameplay (Super transformation being the exception), I'd be willing to bet that Tails and Knuckles won't have the homing attack, but flying and gliding in place.

    I hope that Tails and Knuckles end up playable in S4E1, although we'll have to wait and see.
     
  17. Alpha Wolver

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    I'm fairly certain that they said multiple times that episode 1 is Sonic only. I don't believe they have made any such promise about episode 2, though.
     
  18. DigitalDuck

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    I was referring to potential lock-on capabilities.
     
  19. jasonchrist

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    Spindash was optional in Sonic 2, aside from perhaps one little place in Metropolis 2 you can get through the whole game without using a single spindash.
     
  20. DigitalDuck

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    But the spindash wasn't optional in S3K, and neither were any of Knuckles' abilities.
     
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