Opinions on Sonic Adventure?
Opinions on Sonic Adventure?
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A damn good game.
Too many glitches, shame they never patched them out.
Both SA1 and SA2 are decent games in their own right.
Easily would be a lot better if they were more like SA1 Windy Valley Beta during the majority of the levels. A shame, I really liked that beta level.
Coming from someone who started with Sonic The Hedgehog 2 on the Genesis, I think the Adventure games are top-tier.
Sonic 06 would've been fantastic as well if it weren't for the pantsonhead stupid story and the godawfull loading times.
It's where all the Sonic autism originated. Trying to make Sonic edgy and story-rich was a mistake.
Pretty fun games though.
>Sonic 06 would've been fantastic as well if it weren't for the pantsonhead stupid story and the godawfull loading times
>hokey acting
>erratic controls (especially given how many enclosed spaces there are)
>too many pointless story routes, like Big the Cat's
>Chao garden not as fleshed out as the sequel
>most ports run like ass
I think out of all the official Sonic games SA1 at least has the best "weight" to jumping unlike the floaty shit in the later games, but then again it was the birth of the cancerous homing attack that gets shoved into every design aspect of the level.
This game aged like fucking milk
Very fun game, better than SA2
Going as fast as possible and taking shortcuts through Emerald coast, red mountain and speed highway will never get old
You're thinking of SA2
I don't understand why Sega didn't just copy Nintendo in making the switch to 3D, like they did when Sonic was 2D.
Everything about the movement in this game feels so utterly wrong for a 3D perspective.
Nah, SA1 is where the edge and srs business story started. SA2 sealed the deal by adding a canon recolor with a Devart tier past.
don't be a memer, they almost perfected the music and level design aspects
>SADX port to PS3/360 locked at 480p, 30fps and gamegear games removed
What is wrong with Sega?
Liked the atmosphere a lot. Super Sonic was fucking great. Wish I could've used him in the normal stages.
But yeah, everything else could have used some tweaking.
>I don't understand why Sega didn't just copy Nintendo in making the switch to 3D, like they did when Sonic was 2D.
Did you just say 2D Sonic was a Nintendo copy?
It wasn't?
There's a mod for that
info.sonicretro.org/Super_SADX
>almost perfected level design aspects
I think you should go purchase and gun so that you can shoot your brains out of your skull.
Ass
Are you talking about strictly for Sonic, or are you praising Shadow and Silver's stages too?
more color than botw
Glitchy and kinda clunky and awkward at point but the level design is mostly great and Sonic, Tails and Knuckles levels are fun. OSt is 10/10.
>the music
Sure
>the level design
Stop huffing paint
SADX with Dreamcast's assets and lantern lighting that was cut from SADX for ??? reasons
Flawed but enjoyable. Should've been led by the guy that led the classic games instead of the programmer. Would've been better had the Saturn and X-treme not been shitshows. Most of the problems after Adventure were because they didn't fix the flaws that Adventure had.
I liked it as a kid.
I also had zero fucking standards then. As an adult? I rather replay Secret Rings. God, 3D Sonic is awful.
SA1 is janky as fuck and has not aged well at all. SA2 is still a little clunky but remains enjoyable.
>too many pointless story routes, like Big the Cat's
Have your master plan to take over the world ruined by a guy fishing and tell me how pointless it was.
I liked the different stories coming together, but only because they seemed tangential. Shit like SA2 and Sonic Heroes was just fucking boring.
>Sup Forumseterans think SA1 was a great game
As an oldfag I can recall that even back in 2000 the verdict was that is was extremely decent at best. It's faulty, the controls suck, the cutscenes look worse than Banjo Kazooie, and the voices are ridiculous.
The fact that they borked DX and used that as the basis for every port since hasn't helped.
shit, just like its sequel
>remains enjoyable
I don't think we played the same SA2.
>the flaws that Adventure had.
?
This is now a Sanic thread
Post your rare sanics
>The fact that they borked DX and used that as the basis for every port since hasn't helped.
Reminder that the Steam version is a port of the 360 game which is a port of the PC version (which has graphical errors Sega never fixed) which is a port of the Gamecube game
my favorite 9gag mem
the only time i ever played it was when it was on a demo kiosk at a toys r us
i had only ever played SNES and Genesis up til that point so i kept trying to move around with the dpad like a retard
i was only 5 to be fair
It's an okay game that gets too much shit because of YouTube e-celebs and contrarians.
Readyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy go
The fixed that in DX to Readyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy GO
The entire SA series is beyond garbage, I can't believe there's delusional furfag edgelords out there actually whining for a sequel to this dumpster fire of a series.
It's OK I guess.
It's fun and unique, with a lot of "charm."
I'm glad it exists but I'd never want them to try and replicate it again
We already talk about it too much, but whatever, here are some bullet points:
-Sonic's SA1 gameplay is still the best of any 3D Sonic title (bring back spindash tapping, Sega)
-great level design, often allowing the player to hop off the rails to find shortcuts, goodies, to the point of borderline -sequence breaking. some of the setpieces are not well executed, unfortunately, slowing down the action so you can fiddle with the awkward bullshit you need to advance
-Tails' levels are also good, placing an even greater emphasis on finding shortcuts in order to outrace your opponent
-Knuckles' levels are okay if you're into object hunting games. I can take it or leave it
-Amy's section is a well-made survival horror game for children
-Big's section is fucking terrible
-Gamma's levels are okay. shooting is fun and the time limit is nice, but shooting should've been more interactive than "hold button, spin to win"
-too many recycled levels
-great story (for a Sonic game at least)
-actual character arcs for Tails, Amy and Gamma
-Eggman ranges from classic, goofy saturday morning self to legitimately threatening madman as his plans fail and he resorts to more desperate measures (especially in Tails' story)
-big-ass hub world to explore (some hated this, I enjoyed it)
-epically corny soundtrack
-chao garden
-you fall through the floor sometimes and that sucks
I think it's a great game, despite its flaws.
Even as a kid who was rabidly siding with Sonic on the whole Sonic / Mario debate, I realized that Mario had knocked 3D momentum based gameplay out of the park while Sonic had dropped the ball.
Post some fucking 10/10 Sonic Adventure music.
>-Big's section is fucking terrible
I will not hear you disparage a Sega fishing game even if it is as half baked as Big's Adventure.
Good points otherwise though.
I kind of miss games like this that tried to dip their toe in everything and be a huge grab bag of gameplay styles. I know that it usually turns out better when devs stick to a few mechanics, but it lacks that feeling of an immersive world to me.
Lack of polish. Corridor level design with an excess of bottomless pits. Overly basic control scheme that put too many contextual controls on the same buttons. Lack of balance between "speed as gameplay" and "speed as reward." Overly floaty physics. Fetishization of vestigial elements from the classic games without considering their purpose from a gameplay standpoint. The existence of the homing attack.
In short, the game's biggest flaw is that it was a complete failure from an actual gameplay design standpoint. Things are created for entirely shallow reasons, "because that's how it was in the classic games", instead of trying to do something that stood on its own in 3D.
I enjoyed Adventure 1, but I'm not going to pretend like it didn't have flaws, and all of those flaws were continued and made worse in subsequent games instead of trying to improve on them. Naka was a god-tier programmer back in the day, but he's always sucked ass in terms of actual game design.
I like the toxic looking bright blue water. Reminds me of early 2000s vacations.
PC hardware at the time was only just getting broad support in hardware for pixel shaders. Thus, implementing that feature was likely unfeasible given that PC ports of the time were targeted to run on toasters.. The lack of pixel shaders is also why the water doesn't have the effects from the GC version.
The lantern lighting, fog and vibrancy was cut from the SADX gamecube, I mean.
>sonic stages
These are okay. Running fast in 3D feels good. Only ten of them though. At least the first game had like 16 levels.
>tails stages
Stages can be completely broken by flying, even more so with the Jet Anklet upgrade. Same as Sonic's anyway, if not shorter.
>knux stages
Utilizes climb and float mechanics well. Kinda wish the levels were more combat centric instead of playing hot and cold in various locations.
>amy
Wow, THREE levels? And it's so fun to run super slowly and be chased by an enemy you can't defeat but only stun for a few seconds.
>big
No.
>E-102 Gamma
It's good for what it is. It feels like a nice side mission.
>story
A lot of the story is spent with other characters, meaning that you have to watch the same characters go thorugh the same cutscenes in their respective stories. Chaos 4 is fought in the same way by 3 different characters (by just waiting, not even doing anything special). The cutscenes where Amy tells Sonic not to hurt Gamma is shown 4 times.
Prove to me that it wasn't. Nintendo perfected the platforming genre with Super Mario Bros.
Sonic was developed and marketed by Sega as a hip, edgy alternative to Mario. The game was very meant to be Super Mario except fast.
>>-Eggman ranges from classic, goofy saturday morning self to legitimately threatening madman as his plans fail and he resorts to more desperate measures (especially in Tails' story)
>"my plan on blowing up station square relying on an ancient evil and the chaos emerald failed"
>"oh well at least i have a nuke so i guess i didn't need chaos in the first place"
>"oh no the missile was a dud now i have to race a fox to it for some reason and if he beats me i have to break out this giant walker machine just outside the casino"
did you ever look at that lives icon and see another face?
...
Super Mario Bros. wasn't perfect. And it was based on namco's prior innovation to the platforming genre, Pac-Land. Sonic isn't meant to be a carbon copy of Mario, just like Final Fantasy isn't meant to be a carbon copy of Pool of Radiance.
> The game was very meant to be Super Mario except with a more streamlined control method and exponentially deeper physics allowing for a lower execution barrier and higher skill ceiling.
FTFY
>this is what Sonicfags think
putting aside any of the physics and shit like that I can't stand the way the game blasts terrible midi electric guitars in your ear on every level
It's better than SA2 and if you disagree you're simply wrong.
>but then again it was the birth of the cancerous homing attack that gets shoved into every design aspect of the level.
>Implying that wasn't 3D blast
>Implying it's not necessary to actually fucking hit things while platforming at high speeds in 3D
Here we see the Naka/Iizuka line of thinking.
And here we see the Yasuhara line of thinking.
Amazing how much a franchise can peak and bomb based entirely on who's in charge.
it's largely about tone and presentation
most of the game he's his usual self, a zany cackling villain,
he's trying to gather the technicolor macguffins to feed to his goo monster, and yeah, he has great evil plans as always, but you foil him before he can even get Chaos operational. it's all E-rated fun and games up to that point
but this failure infuriates him enough to launch a nuclear weapon into a populated city
when his last plan finally fails, his demeanor totally shifts. no more bombastic yelling, evil laughter, slapstick gesticulating. just a low, monotone growl of hatred for the 3-foot furfag that just ruined everything. he straight up threatens to kill him, and not in a "I'm gonna get you!" way, literally talks about chopping him into pieces.
there's a pleasing progression there that follows logically
Go ahead and count up the number of 3D platformers other than Sonic that have a homing attack. Go ahead, I'll wait.
>b-b-but Sonic is faster!
Sonic was never supposed to be so fast that you can't hit enemies without relying on a cancerous mechanics that contradicts literally everything else about the base gameplay.
this game is so fucking A E S T E T H I C it's impossible to hate it.
I'm playing it right now, it actually holds up pretty well. Voice acting is shit but music is pretty flame.
They actually could have used DX9, which supported most of the stuff that the PC version is missing, but they went with DX8 for some reason. What makes it even better is that the game has you install DX9 anyway.
At the very least, the mod that's replacing the assets and everything is coming together quite nicely.
I played SA2B before SA, and found SA vastly inferior, but still enjoyable.
Right now I kinda wonder how much of it is due to nostalgia. It's hard to look back and call them objectively good games, but I was a little kid back then and it was cool as fuck just being able to go fast in 3D. Except when you had to play as other characters and couldn't go fast. But even then, the Knuckles and Rouge stages in SA2B were pretty fun. Fuck the Tails and Eggman stages, though.
Only liked the Sonic and Tails stages
One of my favorite games flaws and all, also Gamma is best character.
Both Adventure games are simply reminders that video games are entertainment first and foremost. They have numerous failings from any objective standpoint, but millions of people found them fun regardless.
Emerald Coast, Windy Valley, NiGHTS pinball and Speed Highway are fun.
The rest of it isn't great.
That's an interesting way of looking at things.
Never heard someone liking the SA2B Knuckles stages more than the SADX ones.
>Never heard someone liking the SA2B Knuckles stages more than the SADX ones.
SA2 Knuckles/Rouge hard mode > SA1 Knuckles > SA2 Knuckles/Rouge normal
>SA2 Knuckles/Rouge hard mode
You're a masochist, my brother.
I bought SA at launch and desu it felt rushed, unfinished and unpolished. Play control was not very good. One of the most overrated games in existence.
It's only real strength was it's excellent graphics for the time but obviously that doesn't stand anymore.
By simply removing the randomness, the stage design was allowed to be more focused and based on actual puzzle platforming instead of luck. It is basically what Knuckles/Rouge stages should've been to begin with.
Generations is literally the only 3D Sonic worth a damn.
I don't even remember SADX having any Knuckles stages. All I remember was the shitty hubworld, the absolute cancer that was Big the Cat, and Tails being a slow piece of shit when following you.
S C R I P T E D
EVENTS
VENTS
ENTS
NTS
TS
S
There's zero edge in 1. Its a perfect sphere. 2 had shadow.
>implying generations is 3D
THUNDER
RAIN
AND LIGHTNING
Neat. Is the radar fixed?
I don't think you played much of the game.
>lovecraft monster
>nuclear missile launched into a city
>character commits a noble suicide
it was srs business for a children's game
>Neat. Is the radar fixed?
The main problem with the radar, in that it only shows one emerald at a time, is made irrelevant in hard mode because you're going in a sequence of fixed positions instead of wandering around looking for randomly generated pieces.
At that point replaying a level is null
SA2 hard mode is different from the normal level, user, especially in the treasure hunting levels.
I've played the game, and as far as treasure hunting goes it's the same pieces every time, so once you play the level there's no fun since you know where everything is
Besides it's mostly always, one that's hidden, one that's a bitch to get like in an enemy and one that needs the sunglasses
>I've played the game
Clearly not recently. Normal mode treasure hunting has pieces in randomly generated locations. Hard mode has pieces in fixed locations that aren't any of the normal mode locations.
It did what it was supposed to; give people the 3D Sonic title they asked for since 1996. You had to have played it at the time to really appreciate it, of course it's dated today.
>perfected the music
Ok, yeah
>and level design
HAH
That's exactly what I said numbnuts. There's no fun in replaying a stage when you already know where the pieces are and how to get them. All hard mode staged follow the same formula
The dreamcast has a special kind of bad graphics that, while not as polished as the best of ps2 games, aren't anywhere near as bad as the worst ps2 games. They look exactly like you remember them looking, which isn't a bad thing.
So by your logic the treasure hunting stages are the only "fun" ones in the entire game because all the others stay the same when you replay them.
By my logic the hard mode stages are less fun than normal ones as far as the knuckles/rouge stages.
Each playstyle is different so they have different reasons to be fun. With Sonic and Shadow it's about going fast and doing tricks, Eggman and Tails is about shooting everything up. Knuckles stages are all about exploring and by removing that by making it linear and static it then becomes dull. How often do you replay the hard mode stages vs the normal ones after getting the A rank
Nostalgia causes me to believe it's one of the greatest games ever