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/svidya/ is a strict /v/ alternative for moderated vidya discussion. This Board wasn't intended to replace /v/ but to aid Anon's in having vidya discussions with zero shitposters.

File: 1429942010256.jpg (44.57 KB, 500x375, 4:3, edg.jpg)

65f0e4 No.15447

I think we can all agree that speaking broadly, modern Sonic doesn't necessarily sux but could generally be better and Generations, Colors and Lost World were great specifically because they deviated from the standard set by Sonic Adventure. However, there are parts of these games that I think would be worth retaining in an ideal perfect 3D sanic, notably the speed of the speed segments because the speed of the 2D games wasn't even that fast, the occasional cool view and the branching rail segments. What 3D sanic needs (and Heroes did a little bit of but it didn't fucking matter since all it ever had was a bonus and redirection to the main route) is more open level designs that give you a variety of routes including some that are harder to get to while being relatively linear within said routes. Case in point, Heroes tried to have more 3D level design and it fucking sucked (that aspect of it anyways). Sonic works best in straightforward tunnel-like level designs, like it or not. What you can do is retain an exploration aspect by having a lot of branches and secret areas. On the more obvious side of things, we need to cut down on the Sonicfriends in the main platforming games and playibility for any of them at all short of maybe Tails and Knux is a bad idea. Another thing you could do? 2D side perspective style levels, but with depth, so you could do optical illusion secret areas and shit.

Agree/disagree? Is there anything I missed?

332201 No.15468

You mean trying to give them a more "Mario 64-esque" level design?


19a4a3 No.15489

>>15468

The treasure hunting levels in the Adventure games were their attempt at Mario 64 level design. They missed the appeal entirely.


65f0e4 No.15508

>>15468

>>15489

No, I'm thinking a little more like after beating Andross' real form in the first two Star Fox games where you have all these branching paths at high velocity but without the "go this way or die" part and probably not in enclosed spaces. Mario 64 level design was seen in Adventure and Heroes. In Heroes it was ass because none of the 3D space areas had anything important and you'd just end up spamming Homo Attack. Come to think of it, having an ACTUALLY open Mario 64-like game could be super neat. They even almost went down that route- https://www.youtube.com/watch?v=iRj9snhjjrg

Something like that could also be cool. But something's for sure- Sega either needs to go back to real 2D (not Sonic 4), have what I mentioned in the OP, or what I just mentioned. It's the only way, after the colossal tanks that were Lost World and Bum.


eef35f No.15535

>>15447

>notably the speed of the speed segments because the speed of the 2D games wasn't even that fast

The whole purpose of Sonic games has always been to reward the players with speed in two ways:

>boosters and loops in designated areas as a spectacle and/or to transition the player to another part of the level quickly

>speedrunners who know the levels inside and out can get better times

That's it. Apart from that, classic Sonic was never JUST about speed. Classic Sonic was just as much of a platformer as Mario was, albeit with a more vertical focus at times. This misconception that Sonic has to be "GOTTA GO FAST AT ALL TIMES" to be fun is a horrible plague on the franchise. Speed was meant for players who already "got gud" or otherwise as a way to show off the console's technology, but otherwise it was just another exploration platformer that requires first-time players to take their time on. Hell, even S3&K, arguably the highest rated one of all, had numerous moments where you were brought to a full stop so you could take your time with switches or float on awkward levitation disks.

Sonic's success has always been aided by a great soundtrack and creative environments, two things many of the modern games lack in addition to solid gameplay. Yes, Sonic will forever be the speedy character mascot of gaming, but in order to bring him back to his golden roots fans first have to realize that the classic Sonic games were the constant blur of speed they think they were.

>


da8085 No.15539

>>15535

I agree with that reward thing, which is why multiple routes only accessible under certain conditions fascinates me.


7fa791 No.16261

>>15447

>Lost World

>great

Pick one

As for gens and colors, those were good but not great. SA's formula wasn't bad, the problem is that the first one was rushed as fuck and full of bugs and the second had a lot of filler shit (first too but it still had more emphasis on sonic levels).

TBH as a fan of the classic 2D sonic games the latest 3D ones are terrible from a gameplay perspective. What people don't get is that the original sonic games were not "gotta go fast", you did run around but there was also exploration, obstacles and puzzles to get around, and things could get tricky between enemies and well placed traps all over the place.

Compare that with the latest 3D sonic games: everything its on-rails, half of every level have you running through a path where all you do is move left or right. Sonic games were never super-hard but it was a still a challenge, but these sonic games are ridiculously easy, SA2 had trick jumps you could do to score points and it took the right combination of moves at the right time, but these new ones you just fucking bash the A button like a kid with ADD and thats it!. And the enemies, between the hom(o)ing attack and the linear arrangement you might as well have a "kill fucking everything" button instead.

>>15535

>Sonic's success has always been aided by a great soundtrack and creative environments, two things many of the modern games lack in addition to solid gameplay

This is a problem we were discussing in another thread (gone, don't know if archived) and the conclusion was simple

Current sonic games are half-assed as fuck

16bit sonic games were as good as any game could be at the time, tho mostly because those were flagship 1st party titles. Current ones are just cashcows, Sega either lacks the fund or the talent to make a proper sonic game again, either that or everyone in charge is retarded (seeing how sanic boom turned out and the people involved that could be the case).

Some ppl have said Sega should hire Platinum to make a sonic game, but I'm wondering if the problem is that sonic as a brand its so fucked right now that nobody wants to have their name attached to it.


0703ef No.16823

YouTube embed. Click thumbnail to play.

>>16261

>Sonic as a brand its so fucked right now that nobody wants to have their name attached to it.

Nah. If a decent Sonic game were released, it'd bring a ton of respect. If it were mediocre, it'd be nothing unusual. In either case, the Sonic brand would help it sell.

As for OP: SA2 did exactly what you're asking. Watch embed related and tell me that's not perfect.

Even the run-'n'-gun characters could go fast, albeit with typical N64-era glitches. https://www.youtube.com/watch?v=5yk1NKwHVkQ

Compare that to Sonic Heroes speedruns, (https://www.youtube.com/watch?v=foD_aGi2Qd8) which are almost entirely people playing the games linearly, without route-choices or physics-exploiting, due to the forcefully-on-rails aspect.

We just need, as we've all been saying for years, SA3.




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