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Sonic Forces Thread

Discussion in 'General Sonic Discussion' started by Blue Blood, Jul 23, 2016.

  1. rata

    rata

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    Can't we have more of this, please? It was the only thing that made me not quit the game for a while... of course in the end I got tired of it and never again touched my sister's PS2.
     
  2. rebelcheese

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    As long as we're talking about badass Jun Senoue riffs the level after Rail Canyon, Bullet Station, is pure legend.

     
  3. Covarr

    Covarr

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    You know what bothers me about this song? It's not the tune. It's not the chords. It's not the lyrics. No, none of those. It's that awful autotune from 1:16 on. It reminds me of the similarly horrible autotune in this year's Beauty and the Beast. I don't mind it used in moderation, but when it's applied too aggressively to a natural vibrato, or emphasizes a singer's going off pitch, it really destroys a song.
     
  4. rebelcheese

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    I actually did a recent play through of Colors and I loved it, I wish Sonic had continued with Colors' variation of the Modern Sonic formula than revert back to Unleashed's take.

    You can argue Colors was too much 2D but I loved that it necessitated exploration, with just enough 3D segments that the roller coaster aspect to Sonic still remained.
     
  5. RGX

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    I don't mind the 2.5D in the modern games. However, since we have Classic Sonic serving the representation of 2D gameplay, I rather Modern Sonic solely stick to 3D. I mean that's the point of Classic Sonic in this game, to give the player 2D platforming. As well, the "Hero" will also have both 3D and 2.5D segments. I could let it slide for the "hero," but I want modern Sonic to focus on the 3D.

    So ultimately, 2/3rds of this game will be 2D. : /
     
  6. rebelcheese

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    That sounds reasonable. We haven't had a fully 3D Sonic playstyle since Sonic '06. Modern Sonic going full 3D to contrast with Classic Sonic sticking solely to 2D makes sense.
     
  7. LowSeasCaroz

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    Most people probably wouldn't mind the 2.5D gameplay if it was better (i.e.: if Classic Sonic played more like the Mega Drive games and if Moder 2D Sonic played more like the DS games). I've said it before and I'll say it again: Sonic Team's 2D gameplay has felt stiff and sluggish since Unleashed, and while Forces' 60fps (plz Sonic Team don't screw up the Switch version) might fix some of the problems I had with those previous Boost games, I'd be very surprised if the 2D controls were anywhere near as responsive as they were in Rush etc.
     
  8. Xiao Hayes

    Xiao Hayes

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    I have many regrets about Colours, but having 2D or 2.5D levels could never be a problem, unless they did the way they did. No matter the number of dimensions of the levels, that game was too frustrating starting from Starlight Carnival but ultimately making me resign in Terminal Velocity 1. I liked nighttime levels more than daytime ones in Unleashed, so go figure my opinion of that game too. At least, I finished that.

    Enough of it, I'm going off topic; my point was that it's fairly impossible to be objective when talking about things so charged with subjectivity like arts or having fun., and, also, that I won't judge Forces or have any expectatives for it until I play it. If I don't enjoy the game itself, at least I'll have a character creator to spend hours on, as I usually do on MMOs.
     
  9. Sean Evans

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    Umm...pretty sure if a product is of poor quality then it is indeed objectively bad. If I try to sit in a chair, and it breaks when I touch the armrest, it's not up for debate whether or not it's poorly made. If a steering wheel for the car doesn't actually make the car turn, then the car isn't subjectively flawed. If a game is a bug laden mess, with visuals, sound, and gameplay that don't meet the expectations established by the publisher themselves, then yes, it is indeed objectively bad. Not liking the music, the gameplay, the visuals, or whatever, that's subjective. Criticizing these same things for being technically less based on everything leading up to this point in the series, that's where objectivity comes in.
     
  10. Xiao Hayes

    Xiao Hayes

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    I was replying at the kind of objectivity used previously, which was nearer the "I don't like it" version more than "This thing is buggy" version, especially since the game hasn't been released and, so, we don't really know its faults. We only had appealing or unappealing art, reasons to be hyped or not, but nothing objetive to talk about except maybe that piece of music, which some like and some not. I, personally, think they preferred to do an easy work rather than a good one with that song, but there are hits on the radio much worse than that, and music pieces with a great talent put on them but that no one wants to listen to.
     
  11. Boxer Hockey

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    I hope it to be good. I hope EVERY game is good, because honestly why would anyone hope for a game to be bad? Expect it to be good is a different question, mind. I liked Unleashed, Colors and Generations so another game in that vein could be alright by me. But there's still too much in the air to really expect much of anything right now.
     
  12. Xiao Hayes

    Xiao Hayes

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    I meant that, thanks for telling. Since English isn't my native language, it's possible for me to make mistakes like that one, and useful to be corrected.

    Btw, I've learned on the other topic that you're the guy behind the Mania trailer animation; thanks a lot for that one too, that's the kind of thing everyone wanted and needed to see. Sega should give you a Mania TV show or something like that. :thumbsup:
     
  13. qwertysonic

    qwertysonic

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    We've already had this terrible long discussion about whether a game can be objectively good or bad. So lets not get into that again. But on another note. Crush 40 has been by far the best part of Sonic games since 1998 so I'm hoping they do at least a couple themes. They're honestly the only reason I bought Secret Rings or Black Knight.
     
  14. Ritz

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    The song is cute. It'd be much less cute without the vocals.

    Seems like the motif for this soundtrack is just going to be hi-fi Anamanaguchi. I'm not feeling it, but we've had worse.
     
  15. Aerosol

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    This is casu marzu levels of cheese. Sonic R's soundtrack was nowhere near this bad.
     
  16. Beltway

    Beltway

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    Nah, I think I can confidently say that the automation/scripting we've seen for the Forces' Green Hill Zone playthrough is bad on an objective level. The level is littered with the same stock dash panels and springs, much more than necessary (if at all), and whether that is a positive or negative quality that has nothing to do with subjectivity. Unless we're going to have a debate that having a dash panel before and even during a scripted tunnel sequence is a good piece of design.

     
  17. Covarr

    Covarr

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    Yeah, let's debate that. The dash panels reinforce what the scripting is doing and make it feel less arbitrary. It gives an internally consistent mechanical reason why Sonic can't backtrack through those tunnels.

    I'm not a fan of either dash panels or excessive scripting, but there does appear to be a method to their madness here. When an event is purely scripted and does not give any visual indication about its limitations, such as certain areas in Generations GHZ2, it can be downright infuriating. Even if the dash panel doesn't serve a functional purpose in a tunnel that's already scripted anyway, it communicates information that will be useful to the player and can help quell the irritation caused by scripting alone.
     
  18. Dark Sonic

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    Actually what if the dash panels imply that the tunnel is not in fact scripted, and is actually having Sonic move forward via dash panels. Unlikely, but eh :specialed:
     
  19. ...You're all forgetting that Sonic 1's tunnels PROPELLED you forward if you didn't have enough speed. As did S3K's tunnels. The object literally forced you to curl up and pushed you forward. It's no different here, except you're seeing the object that propells you forward. The classics had tonnes of scripted parts. Sonic 1 had the current tunnels. Sonic 2 had the corkscrews and meesh tunnels, oil slides. Sonic 3 had candy canes, spider hauling ass, etc etc. It's literally the exact same thing, in a new game, and you're all getting your panties in a knot. Is it too much? Sure. But you haven't even played the fucking game. Jesus people, it's a game.

    Edit: Oh and Chemical Plant had those scripted pipes. Yeah fuck this new Sonic scripted bullshit right?
     
  20. Lobotomy

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    The difference is that one works and exists because there's simply no other realistic way to attack that particular problem, and the other is unnecessary to the point where it automates at least a quarter of the entire game. 3D Sonic dash panels are an obstacle that are placed once every arm's length, and serve as the most annoying of obstacles, rather than something to simply guide you in the right direction. Hell, sometimes they even slow you down!
    Nobody is keeping the player from navigating a well-telegraphed corner on their own. It is done out of laziness on Sonic Team's part, because they don't know how to handle corners, and don't want to try (protip: you don't have to do anything). Sonic even has a function that is designed to take corners, and you use it maybe six times in Generations. Modern Sonic in 3D does not rely on as much platforming as he does in 2D or as much as Classic does. He is a going fast simulator. If that's all he is, then I want some fucking control over the character, not be shuttled into a corridor like I'm at fucking Six Flags!

    They wouldn't be half as bad if there weren't so many of them, and there wasn't that half-second buffer period where you're disallowed movement. It is the most restrictive object you can interact with in the game. This is no tismfit over blue arms and sports tape, this is a discussion of what makes a good game bad. Dash panels actually do have a use, but they aren't something I should come into contact with more than springs. Maybe the stage designers should limit themselves to six of them per stage? Whatever needs to be done.

    Look, I cannot begin to describe the level of frustration I feel from accidentally landing on one of those cocksuckers when I'm trying to maintain my own pace in the game, and then have it direct me straight into another fucking one, around a loop, into a fucking THIRD ONE, and then into a spring, over an invisible wall, and into a checkpoint. Absolutely FUCKING MADDENING. Not only does the game actively fight my will to move a character, every single step of the way, in a game about moving a fucking character, but it also proves just how absolutely lazy the developers can be. My little anecdote in the beginning of this paragraph isn't just a lone wolf description of just one point in the game that bothers me. No, this shit rears its ugly head in just about every stage of Generations. A point in which you can literally set your controller on the floor and wait out about 25% of the fucking stage. Fuck that whole idea, dry, rigid, and horizontal.
    CPZ tubes and corkscrews worked because it was pretty damned apparent that going into a tube will restrict your movement. Corkscrews in the classic games worked because you could fall out of them. It wasn't completely automated, and the automation that did exist, get this, felt fucking natural. The tubes in CPZ were in CPZ for a reason. Same for Oil Ocean and its tubes and cannons, same for the corkscrews in EHZ. They were parts of the stage. In Generations and Forces, you have a one-size-fits-all solution to every corner, every point where the developer doesn't want the player to notice something, after every checkpoint, before, during, and after, every single assmastering loop, every-fuckin-where.

    Application matters more than the nature of the thing. Automation has its place. The entire fucking game is not automation's place. This isn't that stupid Virtual Roller Coaster game you see in every arcade, and I didn't buy a Sonic game to watch Sonic go fast. I bought it to MAKE Sonic go fast, or make him go fucking slow if I want to!