[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/v2/ - The King's Vidya

Premiere Video Game Lounge

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
A message from @CodeMonkeyZ, 2ch lead developer: "How Hiroyuki Nishimura will sell 4chan data"
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Options
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


Welcome to /v2/: The Gentleman's Vidya Lounge.
You may peruse the rules here: Code of Conduct

File: 1411409735496.png (19.01 KB, 870x870, 1:1, 2166329-trans_sanic[1].png)

 No.52

Why can't Sega make a truly great 3D Sonic? Is Sonic's gameplay just not able to be translated well into 3D? If you were put in charge of making a 3D Sonic game, what would you do differently than has been done?

 No.53

File: 1411410338114.gif (90.92 KB, 500x364, 125:91, [spazmatic polka].gif)

I think that the best way to translate classic Sonic gameplay would be the high-speed obstacle course.

It was in certain levels of Lost world. Full on running, behind the back camera, hit anything and you lose.

 No.60

>>52
I would make a complete standalone Chao-raising game

 No.61

>>52
My personal opinion is the focus on speed, I get how dumb that sounds when discussing sonic but I think sonic lives and dies by the flow of the game rather than how much meaningless terrain he can cover in a unit of time.
Basically I think they should try and copy something like prince of persia.

 No.62

File: 1411415078555.png (12.14 KB, 99x85, 99:85, lol.png)

>>60
Fucking fund it

>mfw the Sonic franchise proper is dead and the Choa franchise becomes a hugely successful IP that lives on forever

 No.64

>>62
Chao raising, breeding with Warioware-esque microgames for your chao to play to raise stats, grow up old enough to go to school, play increasingly more difficult minigames to raise other stats, choose a path in life to be an adventurer, racer, fighter, or just a socialite, ala The Sims. Each path in life presents completely different genre of playstyle.

Adventurer would give a player the chance to play as their chao and explore randomly generated terrain, collect items, craft equipment, and kill monsters.

Racer would be sanic, just played as your chao. Breed of chao determining how you complete stages.

Fighter would be some Super Smash Bros shit, your breed of chao determining moveset

Socialite just lets you live in a little chao house and date and make friends with other chao, go to work, raise children, etc.

 No.76

File: 1411490337875.jpg (294.22 KB, 1600x1200, 4:3, jason-statham-wallpaper.jpg)

>>62

If that's yfw then

>mfw

 No.77

File: 1411493595823.jpg (86.22 KB, 640x480, 4:3, 059sonic.jpg)

>>52
There are too many ways to make a Sonic game and no one right way to do it. If they make a fast-paced game like Unleashed day, some people will complain that there's not enough platforming. If they make a more puzzle-centric platformer like Colors or Lost World, some will complain that there's not enough speed. If they try to build a strong narrative, some will complain that it's too serious/grimdark and 2edgy4me. If they just write a silly story like "Baldy Nosehair has a tractor beam that shoots ice cream", some will complain that it's too silly.

I believe there is balance in some aspects, but even the balance itself can be subjective depending on the person. For example most people say they nailed the speed:platforming ratio with Generations, but I still wasn't pleased with how it was handled compared to Unleashed day. Maybe not the platforming itself, but the way it was implemented, very stop-and-start with no real transition between soaring through and stopping to solve random puzzles.

3D Sonic is tricky, because Sonic is always changing and taking risks to do something different, even in the Genesis games - just compare Sonic 1 and CD to Sonic 2 and 3&K. It's not like Mario or Mega Man where they can just keep doing the same thing over and over again and expect it to work. Sonic is more in line with Sony's various "mascots". He was only really supposed to be around for the Genesis, but then NiGHTs didn't really have the same impact so they brought him back, and now we're just kind of stuck with him. Not that it's a bad thing…

 No.113

>>77
I'm interested in how Sonic Xtreme would have turned out, because I'm not so sure Sonic was supposed to die with the Genesis. He was a very successful mascot and had more games planned, but the war between Sega Japan and Sega America killed that game. The entire Saturn era of Sega is just sad.

Personally, I think puzzle elements should more or less be removed entirely. 3D Sonic is at its best when it feels like a rollercoaster ride, with the challenge being centered around effectively navigating the environments without losing speed and chaining up combos by killing enemies, which usually leads to secret paths.

I think the multiple "branches" through levels that the Genesis Sonics had, combined with their emphasis on maintaining momentum, could even be considered the core of Sonic design; if a 3D game were to focus solely on these elements and design the entire game around them in various ways, I think it would be a very compelling experience.

The problems with 3D Sonic have been trying to incorporate elements of other contemporary 3D platformers, such as the adventuring and exploration segments in the Adventure games. These should be done away with entirely to create a mostly linear game with branching paths, where which path you take depends on how well you're able to maintain your speed (keep up enough momentum and you can reach the classic "upper path" like in most Sonic 2 levels). Certain branches could lead to different zones, giving the game a lot of replay value since you wouldn't be able to see every level on one playthrough. And the game shouldn't take more than 4-6 hours to complete; Sonic's biggest strength was speed and replay value.

That's how I would try and "fix" Sonic, at least.

 No.149

File: 1412024157982.jpg (210.42 KB, 1280x720, 16:9, Emerowd Hill.jpg)

>>52
But Sonic Adventure 2 Battle was great, the only bad parts were the mech parts and the camera was a bit funky

Only thing I'd change is improve camera and general controls and remove furfaggot enablers otuside of the bare essentials such as Sonic and Knuckles

 No.168

>>149
I liked the mech parts, they weren't very interesting but they were fun. Less bug-prone than the sonic/shadow stuff and less boring than the emerood parts.

 No.177

>>52
Gameplay wise, I think adventure 2 did a great job. It has the potential to be great, sonic team just sucks.



[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]