Jesus fucking Christ is the level design shit in this game.
Jesus fucking Christ is the level design shit in this game
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i thought it was fantastic, besides wacky workbench
I thought the same when I was 13 and playing through all the 3D Sonic games on emulators, but then, I WAS 13
I've considered giving it another shot to see if I was young and stupid and full of shit and didn't understand good game design or if my instincts were correct
The FMVs at least are the best animated Sonic ever. Holy fuck these are amazing.
>3D Sonic games
I mean 2D Sonic games
As most sonic games do, sadly. Linear sonic is the best sonic. Bring back more unleashed/generations styled stages.
I know I'll get shit on for this because of Dimps hate but I liked the stages in Rush.
Agreed. The layouts themselves just aren't fun to navigate and the visual design of this game was puke. The storage power of the Sega CD got the devs asking whether or not they could do things but they never stopped to ask whether or not they should.
The answer was no. Puke green and putrid pink colored clusterfucks are not good looking levels.
Dimps isnt bad, it just depends on how much time and money theyre given. Rush has my fourth favorite set of levels in sonic games. Top level design for me is
Unleashed
Generations
Rush Adventure
and Rush right under at 4th
I think the main issue is that the game tries to put an emphasis on exploration with the whole time travel thing, but actually navigating the levels is frustrating as fuck.
>buzzing intensifies
Fuck wacky workbench.
sonic cd has the best music, design, and fmv's out of every sonic game.
Prove me wrong
Protip:you can't
>music
unleashed
>design
unleashed
>by fmv i assume you mean cutscene quality/cgi
unleashed too
A common criticism of Rush is that it's a 'holdright' game and I guess I get that since you do hold right most of the time... but you still do all sorts of platforming and grinding and whatnot while holding right and getting S-ranks can be pretty challenging.
I guess the game could've offered some kind of reward for it, but navigating the levels with that level of finesse is its own reward.
>Liking hold right roller coaster sims over design that favors Sonic's physics and are pretty much sandboxes for you to use and explore with
First time playing Sonic eh?
Of course youre mainly holding right...in a 2D game thats the primary input. All the other stuff you said is right. Boost sonic is my favorite style of sonic, thats why the boost console games and rush games are my favorite. Its the only games that makes sonic feel fast and powerful and the platforming is inventive. Rather than it just being generic platforming it creates its own category of reflex intensive based platforming and the games are all about flow, keeping your speed rather than slowly, awkwardly trying to get it going to begin with. Any fan of boost sonic is a friend of mine.
lel he actually thinks unleashed was good
The amount of blind faith jumps/springs into spike walls/ceiling is what makes it shit. At the end of Metallic Madness act 2 there is a rolling spring you just have to guess you're supposed to jump on when its to the right and not the middle/left of the room its in or you get flung into spikes. Act 3 begins with a similar setup only this time the middle of its path is the only time you don't get hit by spikes. That's some serious bullshit.
Stardust Speedway is brilliant.
Also the music youtube.com
What will be the CD level in Mania that you want to be the one that reappears?
There are plenty of levels in Sonic CD with the spring into spike bullshit. I actually just started playing this Sonic.
The bosses have been pretty meh.
I'm trash at the bonus stages right now.
Playing Sonic CD on an actual Sega CD is the worst mistake one could make. Playing the modern port of it not so much but CD is still a shitty Sonic game
Did you like sonic advance?
My biggest problem is despite how time traveling is an interesting mechanic you can at most visit one time period and return before finishing the level.
You'd think Time Attack would let you start at any time period, but no. There absolutely no way of enjoying, say, Good Future or Bad Future because you'll spend your time in the past searching for the machine.
They're okay unless you're looking to get the good ending
US soundtrack or JP Soundtrack?
Yeah, the past and future mechanic is really poorly implemented.
I thought the game was interesting, but I could never really get into it and the exploration aspect kind of turned me off.
Rather than the goal being the end of the stage, it's searching the stage for this generator thingy that makes the future all bad or whatever.
Which brings me to the biggest problem
Like he says, you're going to spend all your time in the past.
Present and future air pointless since the machine you need to find is, understandably, always in the past, making present just a stopgap in your search until you find a past sign and can actually begin searching, and future is just a waste of game assets.
You mean advance 1 or the advance trilogy? I don't really care for the classic games but I think 1 was a faithful sonic 4 for its time and still hasnt been beaten yet. Advance 2 is my favorite for the speed. I love the level themes and team system in Advance 3 but a lot of the levels are so so ish, but theres some really strong contenders in there too.
Both
>Make a game about traveling through time
>Make the traveling gimmick annoying and limited to only certain areas due to the rarity of a certain sign
>Make 3 timelines, but only have 1 of them have any actual significant impact on the gameplay
>Limit the amount of signs necessary to travel to that timeline while flooding the rest of the stage with the other one
>Turn the gameplay that was once about flowing smoothly and quickly through a stage into a slow back tracking and searching process
>Don't even make interesting mechanics, level designs, or puzzles based around using the time travel mechanic to swap between timelines
>Don't even recognize the other timelines in the time attack mode
>After all this, completely nullify the entire gimmick by giving you the same reward for collecting the 7 McGuffins
It's a perfect example of great idea, shit execution.
>has feature that incentivizes you to try and go fast and build speed
>levels are full of fucking dead-ends with walls everywhere to blueball you
Music yes, FMV's yes. Design no.
S3K shits all over it if we're purely looking at gameplay.
Peel-Out to travel through the future
Spin-Dash to travel through the past
Have Yuji Naka actually on the team to make instant time travel possible
Design the levels that make use of traveling through all timelines to clear stages
I fixed Sonic CD
Sonic CD is designed with the intent of stage exploration. It's not designed with the same school of thought as Sonic 2. In Sonic CD you to take your time and explore the levels deeply.
No other Sanic Game did this. I love Sonic CD because I understand HOW it was designed and HOW to enjoy it.
Sonic's mechanics don't lend themselves well to backtracking exploration design.
I know, but it's still officially confirmed that yes, this is the direction the producer took with this game. I am not kidding. When you do explore and play it the way it was meant to be played, the game turns into a fun adventure game, much like Sanic 1 was.
>fun adventure
>sonic 1
Christ no, that game is shit
I still have PTSD
It's probably because you don't know how to enjoy Sonic 1, once you understand its design it's really a great game. You sound like the type of guy I'd like to chat with lol.
I never understood this meme, all sonic games have shit level design.
...
Yeah I like the boost. I also like the Genesis games. It's two different types of gameplay and both are valid.
What the fuck is that panda game?
>no reason in going to the future because you need to go to the past to get the good future but we're gonna scatter future signs all over the stage so if you accidentally go into the future, you have go back in time twice
>hope you find any good stretches of land so that you can enter the past on your first go, because if you lose speed when those stars around you show up indicating you're close, you have to find the past sign again
>miss to make a good future in ONE (1) level? too bad fuckface now you get the bad ending
>oh wait never mind i guess you just got the chaos emer- i mean TIME STONES, so now every future is good so fuck the time travel mechanic
>i am the best sonic game you know because if it's different it's automatically good
Sonic CD's level design is actually really good. I like the maze design that a bunch of levels had instead of being completely linear.
The producer for CD is a character designer first and a game designer last. A majority of the games he's been behind have been mediocre at best. If he truly wanted people to explore the levels then he would have ditched the timer and found another way to end the stage rather than the traditional get to the end. Those two points completely ruin the whole exploration aspect as you're in a rush to find the McGuffins and reach the finish in time. Exploring present and Good Future/Bad Future are completely pointless to the game's overall design.
Sonic 1 also wasn't an adventure game, what are you smoking. It was a fast pace platformer.
Sonic 1 wasn't all that fast compared to, well, any other Sonic game under the sun. It was really more of a platformer adventure than anything else.
>design
>Unleashed
Unleashed suffers from the same dog-shit design that's plagued Sonic for like a decade. It wasn't until Colors that they learned to pick one fucking concept and stick to it.
Oh boy, it's one of you fuckers.
Outside of 2 zones, the game is incredibly fast paced . The game was entirely designed with it in mind from its level layouts, health mechanic, and score handling.
The game ha s platforming, but in no way is it as platforming heavy or as challenging as a Mega Man game or end game SMB3.
...
I vaguely understood sonic but it wasn't until rush in 2005 that I started following the series and became what I would call a fan. Before that I played a little sonic adventure and heroes multiplayer with a friend. When i played the sonic unleashed demo in 2008 thats when I loved the series. I don't think the genesis sonic works. Fans proclaim it to be physics based platformer. The levels do have slopes that you can roll on but they never amount to anything besides a brief boost of speed that is going to end within seconds as you crash into the next wall/enemy/hazard youd never know was there unless you wasted your childhood replaying it. The actual platforming is as generic as it gets (thats what the panda game pic was for, people only think of that when platforming) and is kind of shitty because of how slippery sonic is at low speeds. On top of this the games are rarely fast. For every chemical plant or hydrocity you have a labyrinth of marble garden pulling the brakes and making you play a slow shitty level designed for a character thats supposed to be fast.
The boost games smartly do away with almost all of this and have much better flow for it. As well as having better graphics, music, and stories. Its no competition really.
Is actually a fantastic platformer its just hard and you probably suck at it. Yo have to be careful and cautious but its fun as fuck. I recently sat down and beat it in one sitting. I used to think the Level design was shit too but I simply got good. Even wacky workbench is great you just have to jump on the right platforms which should. be a no brainer. There is always a slow path on the bottom you can fall on if you suck and the top path is the fast one. If you're skilled you stay on the fast path and the level design shines. It carefully uses the acceleration in the controls to make challenging jumps.
Get gud
>careful and cautious in a supposed fast paced game
>fun
????
Yes its fun to me. As I said if you're skilled you remain on the fast path and are therefor going fast. Its supposed to be a platformer, and its a very good platformer that uses speed at a reward for playing well. How is that not good game design? People hate Wacky Workbench because they fall off the platforms and get an admittedly overly harsh punishment but if you just try to actually pay attention to whats going on in the level it will play very smoothly and it's fun. Its really not hard to not fall off and start bouncing. Controlling your character's movement to go faster and avoid obstacles is what these games were about and Sonic CD does it very well.
>speed is a reward for skill
Wew literally get good
This reads like a shitty pasta
This reads like a shitpost
Bump
Wacky Workbench. It really doesn't mesh with the time travel mechanic, but I honestly like the level's platforming and the gimmicks it has in act 2. They'd just have to make it more like act 2 to begin with and tone down the top trap rooms when the platform sections come up.
Why would I want to train myself to the lightning fast reflexes and split second calculations necessary to quickly beat a Sonic level? Each level would require about an hour to learn to go fast, or more. ...just so that you can toss all that training aside and go and do more grinding at the next level. Where's the gameplay in that? What's the use in wasting that many synapses on something so useless, instead of doing homework or lifting weights? Those are actual worthwhile challenges.
You can say this with any game
Old sonic games are the most notorious time wasters though
I beat the game in under two hours taking the faster routes, fucking up a few times. Sounds like you're just fucking retarded and have never played a game before.
It has the best level design in the series, actually. You just don't like it because it requires more effort than simply holding right.
Your lack of taste is offensive to me, please leave.
maybe 2 early but rate/hate 'em
>God tier
Sonic 1
CD
Generations
Racing transformed
Advance
>Top tier
S3&K
Rush Adventure
S4 E2
Colors
Chaos
>Ohshitechidnawhatareyoudoing tier
Shadow
Heroes
Story books
06
Riders
>Meh
Everything else
A sequel would take advantage of everything you said.