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Sonic 06

Discussion in 'General Sonic Discussion' started by Fuzedknight, Jan 11, 2011.

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  1. DigitalDuck

    DigitalDuck

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    Backwards time travel = new timeline.

    I'll give it a shot.
     
  2. Fuzedknight

    Fuzedknight

    Epic Gnome Time! Member
    I had forgotten about the optional powerups but my opinion still stands considering the adventure fields in Sonic 06 did have multiple side missions you could do, sure they were spaced out a bit far but still more to do than Sonic Adventure.

    Haha, you got me on that one, although I had already admitted the physics were broken, I had no idea they were THAT bad.


    I had not seen that video before but I must say about it a few of the glitches arn't so much as errors but more player errors, aka the ones on Flame Core. The first two looked like he was trying to get launched off (because yes it's broken and will flip you out unless you hold forward). As for the third you can clearly see the path your sopose to go on and the video maker intentionally failed it to prove his glitch point. As for the terrible collision detection, I do believe thats because the creators intended you to only being able to go forward on those parts of Shadow levels, that is no excuse for going under ground and shit, but rocks make sense.

    The reason everybody was slower was for the slightly shorter level design, I figure it was Sonic Team's intention to make the game feel longer by slowing everybody down to compensate for their lacking level design. As for Rouge and Tails I'll agree with you, loss of attacks is quite an outrage.

    This glitch I had only encountered once or twice throughout my entire play experience, it seems a lot of glitches happen if you aren't going as fast as possible as well as on the xbox version holding A down all the time seemed to help prevent glitches for snowboarding parts. I played White Acropolis multiple times to get S rank on normal and hard so it seems odd I didn't run into this more.

    I think the reason they nerfed the gliding was obviously for the level design, as for the wall climbing that would be a legit glitch. Although I think it was intended as a way to latch onto walls easily gone wrong. Sadly I doubt this game was tested all too much...

    I had not played Unleashed until after I became pending approval, and I must say it is definetely a upgrade from Sonic 06. A marvellous play experience but a bit too much speed instead of platforming for day stages, I guess night ones make up for it.

    This I highly disagree on, it may just be preference but I really liked the Eggman design in 06, he seemed a lot more believeable to me in Sonic 06. I would touch up on your whole post but I don't want to make this wall of text any longer.

    Edit: As for the rest of you posting about the storyline please take it to another thread, I am still trying to discuss and understand everybodies edge on why they disliked Sonic 06 and those inputs are not helpful.
     
  3. DigitalDuck

    DigitalDuck

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    I've already answered your PM, but I'll answer the relevant points here again: conversations evolve over time. There's only so much time that can be spent pointing out the same flaws before the topic either dies or changes.
     
  4. Fuzedknight

    Fuzedknight

    Epic Gnome Time! Member
    I know but I am looking for input from many people to get a legit evaluation of the game and to find out how low my standards really are for Sonic games :(.
     
  5. TheKazeblade

    TheKazeblade

    "Our Life is More than a Side-Effect" Member
    Up to this point, I think we have very much done so. The game is broken and unfinished, with glitches nearly everywhere, shambled together mechanics and lots of dashed hopes. A game that could have been good, but was rushed or cut maddeningly, leaving a miserable at worst, mediocre at best, game. As for your standards, play the game, then play SA or SA2; both did nearly everything '06 did, but infinitely better. I like the direction the thread has taken, the conversation can go more deep into the game itself and we'll be able to determine more about the game than merely the surface stuff we've already talked to death.
     
  6. Fuzedknight

    Fuzedknight

    Epic Gnome Time! Member
    I realise that it has been discussed before but even if it may be pointing out some of the same flaws I am already aware of, I was more looking for a response from the masses per say. Perhaps not immediately but over time I was hoping for a good chunk of people responding on what they may or may not have liked on this particular game. As for the discussion about the storyline, I'm all for it and would contribute my own piece, though I believe it doesn't belong in this thread.
     
  7. SteelBrush

    SteelBrush

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    If a mod or admin believes the thread needs to be split it will be done. The thread has progressed to a constructive discussion based around the storyline, including Digital Duck's trime travel analysis, which was a great read. This thread has elevated itself to contain elements worth documenting on the wiki. I don't see the problem.
     
  8. MegaDash

    MegaDash

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    The problem is he doesn't care about Sonic 06's time travel nuances. :v:

    I suppose there was plenty to do, but was any of it fun? Part of what I liked about the Adventure Fields was their simply being an unobtrusive connection of worlds leading to their respective Action stages. The fact that they were so small and well designed made it much easier and quicker for you to get to the next stage, all the while giving you some nice vistas, really nice "overworld" music, and mostly speedy characters through which you could breeze through them at your leisure.

    Even if Sonic was slow, I shouldn't really have any objections to a well designed 3D world to explore, given competent controls, camera, collision detection, etc. Otherwise I would never have bothered with games like Super Mario 64 or Ocarina of Time. Still, if it's a Sonic game, I'd like to run around fast. I don't see Sonic & co. running around that fast in '06's hub worlds, the controls look 10x worse than how SA1 Sonic controls during high-speed causeways, and talking to people looks like even more of a chore than the casual diversion in SA1, either because of them talking like those Mac commercial morons and saying too much or because there are so many side missions.
     
  9. Fuzedknight

    Fuzedknight

    Epic Gnome Time! Member
    I will have to admit, the side missions were not very fun, some of them had simple fights or puzzles that were entertaining however other are just stupid (running across a adventure field jumping into orange rings or finding a hiding child in a small town within five minutes.) The amount of content was there, but it wasn't well implimented at all.

    As for SA's adventure fields, I suppose the smaller design makes up for the lack of content, with the exception of the jungle. I would agree that SA's adventure fields are better but the jungle was just a big very empty maze of boredome and frustration at times. Rather then that I would have to agree that the adventure fields in terms of content vs size that I would prefer Sonic Adventure's simply because even with the side missions in Sonic 06 theres too little of them for the size of the adventure fields.

    Edit:
    It's not that I don't care, I just feel the topic of Sonic 06's gameplay still needs discussion as the beginning of the thread describes. I would leave my input but it doesn't belong here, yet atleast.
     
  10. LockOnRommy11

    LockOnRommy11

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    I disagree. I thought it was a bad game. A Terrible one, in fact, and you're talking to someone who loves Sonic, who has kept his old plush toys, and figures, and books, and posters, and bike helmet, and has played pretty much every game to death.

    I like a game with difficulty, getting the ranks on Sonic Adventure 2 has been one of the hardest things in gaming I'e ever done, and in fact, I'm still a few emblems off too. Sonic Colours was difficult in some areas, where I got Game Overs a few times, but they were for legitimate reasons, in short; I sucked at the Unleashed versions on the PS3 and Xbox (though I only played an hour or so), and I had to get used to the varying game mechanics which were ever so different from past 3D Sonic titles.

    The reason why everybody hates Sonic 2006 is, well, there are a lot of reasons. Here are mine;
    *The camera makes the game nearly unplayable- I got quite dizzy on some sections, because my eyes were straining to see what the hell was in front of me, and my anger at the camera really stressed me right out after a good couple of hours.

    *The game is incredibly unfair- The running sections are particulary bad. There's no skill involved, it's just being lucky enough to eventually tilt the joystick at the right split second long enough to move Sonic The Tank-Hog away from ... palmtrees!? Stones!? That's if you cann even see over Sonic's head.

    *The game was unfinished- the game lacked overal decor. Ther was little direction for the player. I remember spending an hour looking for my objective, which was to visit some dock in another part of a city quite early on in the game, and then mash up some badniks which spawned without a counter to check your progress. After I didn't kill them in the (unspecified) time limit, I had to start over again. The silver battle was relentless because if you got caught, you only got caught once, and then it was a good long cutscene of Sonic having his ring smashed (giggity) until he was dead. And up against a crate too. This isn't the film Scum.

    *The story was clearly rushed, and lacked anything really resembling Sonic-like. The worlds weren't Sonic like. The characters weren't Sonic-like, hell, even Sonic wasn't his cool self. he was a cross eyed blue guy who fancied a lady. Spin backwards to Sonic Adventure, or Heroes, or fast forward to Colour, ans it's a different story altogether.

    There are other things to dispise about this game, like the way it was meant to create the middle-plot between Sonic Rush's games and the Rivals series, but never quite got there, although it did give us the hint, which obviously no one ever seems to get here, or anywhere. The Sol Emeralds were, and can be a part of the game via hacking, and the plot was changed so much throughout development that even SEGA released stuff which never even appeared, like that Super Sonic trailer, or the day/night cycle, and the online capability, and the two player modes which they spoke about.
     
  11. Clutch

    Clutch

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    I re-watched most if not all of the cut scenes in this game out of boredom and curiosity as I hadn't seen them for awhile. Noticed a few things:

    -The cutscene in which Knuckles first appears is one of the few/only that surprisingly doesn't need to cut to a loading screen first...which has me wondering if that's got something to do with the fact that the shadows in the scene are heavily pixelated and rather awful looking. It happens in other cut scenes, but looks especially bad here.

    -It bugged me the first time around too, but I really don't see any reason for cutscenes like "Elise treats Sonic's non-existent wound in Windows XP Zone" being pre-rendered yet still use the lower-quality in-game character models unless those scenes were rush-oh wait.

    -Rouge doesn't mistakenly call the Scepter of Darkness the "Book of Darkness", her GUN agent contact does. Amusingly, this is the same voice actor whose later line flubbing made it into the game. This was a mistake on the Retro wiki, so I've fixed it.

    -This time I played the game on an HD television, so I noticed certain polygons seem to...tear(?)...as little transparent pixels appear between them. Rouge's wings and Mephiles' spines (in his crystalline form) seemed to do this most noticeably.

    -It may just be due to his near-perpetual frown (thanks to crappy animation), but Sonic seems to act like a dick to Shadow for absolutely no reason in this game. Jarring, considering he was overly friendly to him in much of Shadow the Hedgehog.

    -Going back to Knuckles...scenes involving him proved to be amusing on re-watch because I took more notice of just how out of place and forced he is in this game, and not just for the standard "Why isn't he watching the Emerald" reason people love to complain about. He's only involved because he was apparently walking around Soleana and ran into Eggman who gave him a note for Sonic. After that he just kinda...sticks around, doing essentially nothing of note aside from being thrown in a few missions, bickering with Rouge, and getting an Emerald in the Last Story. His animations even make it seem like he knows this: nearly every cut scene has him walking around in circles with a dazed look at least once with little to no actual lines from him, and there's little bits in certain scenes like him fumbling Eggman's invite and kicking a rock around while the other characters discuss serious matters that make it seem like he's mentally not all there. He's like the high-paid actor who showed up for work stoned because he knew it was just a lousy bit part for some crappy sequel.
     
  12. Frozen Nitrogen

    Frozen Nitrogen

    Wouldn't the door have been easier? Wiki Sysop
    Hahahaha, it's true, it's all true!

    Hilarious and terrible at once.
     
  13. BlazeHedgehog

    BlazeHedgehog

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    Shadows are generated on-the-fly, because they're all dynamic stencil shadows. They get pixelated depending on how detailed the shadows are in a given scene - if there's a lot of objects casting shadows, the resolution of the overall shadow rendering is lowered in order to try and keep things sped up.

    The really nice cutscenes were done by Blur Studios - they used to have footage of Sonic 2006's opening FMV in their demo reels, along side Shadow the Hedgehog and I think even Sonic Riders. The shitty cutscenes were probably done in-house at Sega on a far stricter budget, most likely before they established Sega V.E.
     
  14. The Taxman

    The Taxman

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    Actually, the shadows are done with Shadow Mapping. Shadows with the the stencil buffer are typically hard lined with no penumbra and don't get pixelated (Sonic Adventure 2 Dreamcast uses stencil shadows). Shadow Mapping on the other hand, relies on comparing depth buffers at different viewpoints to see what should be in shadow. Pixelation can be reduced with better algorithms, but the implementation in Sonic 2006 is most likely lifted straight out of example code in an early dev kit.
     
  15. Fuzedknight

    Fuzedknight

    Epic Gnome Time! Member
    Well, since this thread has officially died, I propose a new question for all of you Sonic 06 players which has bothered me for a while. It may just be taste but I found myself playing through Unleashed, Sonic 06 and Sonic Adventure during the past week and I must say, I REALLY liked the level design of Sonic 06. I'm not sure why but the levels as Sonic seem to have a lot of enjoyable platforming compared to Unleashed, well the Day stages atleast. Even Sonic Adventure had some good platforming stages, I still feel this was a redeeming quality of some of Sonic 06's stages. It took away from the outrageous raw speed we see in Sonic games today and provided a bit slower of gameplay but with plenty of challenging platforming, and for one I found this very enjoyable provided the game didn't suffer a glitch and cause a death. I also liked how the MANY alternate paths in Sonic 06's stages actually detracted from the main path largely, unlike in Unleashed where it's just a small shortcut to save time or in Adventure where there are a lot less alternate paths.

    So my question is, how do you the forumers feel about the level design of Sonic 06, even if they had some major flaws caused by glitches would you actually enjoy playing them and maybe even prefer them over the Sonic Unleashed stages if the game was remastered in a way to demolish all the soul crushing glitches? I also apologise if this is considered necroposting, but hey who doesn't like seeing DigitalDuck's wall of confusion about the Sonic 06 story elements (which I will admit was an enjoyable read) again?

    P.S. I didn't referance SA 2 or Sonic Colors gameplay because I have yet to play either game so my arguement might be flawed in terms of how quality is for those two games but for now I will boldly say what no man dare say, Sonic 06 has THE BEST level design I have ever seen.
     
  16. TheKazeblade

    TheKazeblade

    "Our Life is More than a Side-Effect" Member

    I can't speak for everyone, but I believe a sizable amount of Retro goers will vouch for the level design of '06. I love Kingdom Valley and Crisis City, they're both I believe very well laid out, but obviously hindered by the controls, especially the boarding segment of Crisis City.

    Beyond that, the level design doesn't really stand out. I never go back and play the train level, and White Acropolis is way too glitchy, I hate the liquid balls of the underwater level, and the rest really don't stick out to me.
     
  17. Jaseman

    Jaseman

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    I thought the level design was great.

    Just the engine wasn't.
     
  18. Fuzedknight

    Fuzedknight

    Epic Gnome Time! Member
    That is exactly my point, IF the glitches were nonexistant like they should have been when the game was released, would you actually enjoy the layout of White Acropolis and find some of the other levels in Sonic 06 memorable? Honestly I think some people would.
     
  19. Azookara

    Azookara

    come and see him Member
    Nearly all the stages in Sonic Nextgen were designed really well. Kingdom Valley and Crisis City are pretty well designed, sure, but I think a shoutout or two also needs to go to White Acropolis, Dusty Desert, Radical Train and Tropical Jungle. Their layouts were really well done, but further destroyed by terrible gameplay and object placement.

    The only level I can't say the same about was Wave Ocean (ironically the first stage). That is probably because the entirety of the stage is made up of impossibly huge loops and narrow bridges.
     
  20. 0r4ng3

    0r4ng3

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    Speaking of Sonic alone, I liked the layout. However, I had no desire to go back and play any of the levels, because they're boring to look at. The generic badniks, Iblis / Mephiles monsters, the environment failing to impress, the unpolished feel of the gameplay and the level itself... The levels don't feel or look very Sonic to me. I'd say I like Crysis City the most because it looks the most promising. Kingdom Vally has a nice concept as well, if only it wasn't grey all over with specks of green every now and then.
     
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