I'm liking Sonic Forces thus far.
I'm liking Sonic Forces thus far
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Music is good but do we really need green hill again?
Yes
It's time sonic started banking on nostalgia.
And this is only the second time
>good
It's empty as fuck.
>second time
Not really. It's like the 4th or 5th not counting zones that have very similar aesthetics to act as a tribute to it.
I see it as a tradition more than anything else
You can't go wrong with green hill
>It's time sonic started banking on nostalgia.
They've been doing that since Emerald Hill Zone in Sonic 2.
>that fuck awful drawing distance
Have they not learned their lesson?
Feels like your generic anime OP without vocals. It's even 90 seconds long too. People just don't have standards.
How can music be empty?
>lost world-tier level design
>lost world 2D camera angle
What could possibly go wrong?
Just watched the gameplay. Platforming looks good, graphics are great.
But the music sounds like they grabbed a mod file out of an old photoshop crack.
Yeah you can't go wrong with recycling the same fucking level 2000 times. Reminder infinitely better zones like Flying Battery and Spring Yard will never see the light of day again because of this shit
Not who you replied to, but it'd be cool to have Angel Island as a starting zone again. I don't know how I'd feel about a sonic game that started without a tropical theme though. The whole point of those more open greener levels was to make it feel fast and free.
>Flying Battery
youtu.be
Where'd you get the screenie?
>Flying Battery
Have you been living under a rock?
Might be from this.
youtube.com
It looks awful
That's fucking awesome, i'm legit speechless
I've heard better Sonic music from fan games.
Those physics look really fucky
>springs everywhere
>dash pads everywhere
Looks bad.
>It's time sonic started banking on nostalgia.
Where the fuck have you been for the past forever? Sonic has always fucking banked on nostalgia.
But it hasn't, it took like 20 years just to hear the original theme again and see some old stages again.
>game about building and keeping momentum
>put dash pads and shit everywhere
>dash pads make you move so fast you can't react to anything
>screen stays zoomed in, no freeze-framing to give you time to figure out what the fuck is going on
why do sonic games always fuck up extremely basic shit?
>game about going fast and having good reflexes
>wanting it to be slowed down every second
you're old
Fuck Green Hill, where my Palmtree Panic?
you mean panic puppet
meme off
is there seriously anyone who plays a fucking 2d genesis style sonic for the first time and has the reflexes to do anything with that cramped ass screen going at max speed?
other speed games like meat boy do perfectly fine. sonic is just badly designed and always has been.
I will say this, li'l Sanic's model has improved.
I am the only one that preferred slower sonic games. The series has been caught up in this everything is fast meme.
>meme off
fuck you the music in sonic 3d blast was great
that song needs to be in a newer game remixed
>music is good
>it's trash
HOLY SHIT NEVER HAVE I EVER SEEN SOMEONE BTFO SO FAST
>that music
what the fuck?
>the grass is vibrant
i do like that very nice.
>those springs
stop
>physics look better
very nice
>no momentum
i don't get it. its like they took some steps forward and a couple steps back.
I played S3&K because it was close to Castlevania and megaman. I don't want any of that 'gotta remember when to jump' it just turns into a rhythm game at that point
Anyone that isn't shit at games can since they know to control their speed based on the current layout, plus you have more than enough time to react to anything if you're again paying attention to the level layout. Note that I'm not saying "learn the level", I'm saying "if you run up a ramp then land on a straight path, you might want to consider something can be in front of you". Things that the game teaches you if you're actually playing it.
Sonic needs to sort his life out or just fucking retire
you got me user, sonic team should just keep making the same badly designed crt-sized boost pad genesis shit games because people should just git gud and have extreme reflexes and pretend other speedrunning games that don't make the same autistic mistakes don't exist.
Sonic was never good.
>generations but it looks like it was made in unity
Fuck
Green Hill Zone was in several games before Sonic Generations.
No it wasn't.
Not mainline games anyway, I don't know about the silly sonic game gear type crap.
There was that hidden stage in SA2 but it was a joke. Glad I didn't go though the hell of 100% ing it for that payoff
Sonic Advance 3 has Sunset Hill Zone which is deliberately a throwback to Green Hill Zone down to the music.
Sonic 4 has Splash Hill Zone is basically Green Hill Zone
Sonic Battle has Green Hill Zone as an arena.
Sonic 4 definitely counts as a mainline game.
why is gameplay sooooo slowly? Is it because PS4 pro hasn't THE BLUST PROCESSING?
What the fuck are you guys on the music was awful it sounded like some shitty chip tune indie game
Pretty much proving my point, you don't need extreme inhuman reflexes, just basic recognition skills and reactions. Think you really do need to git gud, Sonic games aren't exempt from having a learning curve.
It looks to have the same wonky physics that all the other 2.5D Sonics have had.
Would it really be that difficult for them to import the physics engine that ran on the fucking Genesis?
That webm wasn't proving your point though.
It proves nothing related to skills, just memorizing layouts, aka trial and error, not skill.
dont forget green hill in SA2
What if I told you I hadn't played in a very long time (years) and didn't remember that was coming, yet was still able to do that first try because I noticed I was running on the wall and ceiling? There's a pretty obvious reaction time even noticeable from watching. Also learning general level quirks and applying them to parts you haven't been to is a skill, as is learning the full layout itself and practicing how to best take advantage of it. The webm's an example of the former, which is something every game tries to drill into players from the first level.
there are vocals, they're removed
Summary: Played the game before, already familiar with the layout and controls
Trial and error 101
Reminds me of Adventure's music.
>It's a Green Hill Zone episode
That's the last level of the game user. If you're not familiar with the controls at that point then the problem is clear. And again I knew nothing about the layout.
>playing a Sonic game in the year 2017
Is it playing the fucking rolling sound effect when you run through the boost pad? While you're STILL RUNNING?
Is this dubbed like those old Generations trailers? I really hope so, because that's an embarrassing oversight if this is in game audio.
Sonic Utopia, an alpha proof of concept demo, was made in Unity and it actually looks and probably plays better than Forces judging by the gameplay footage I've seen so far. And unlike Forces, that game will probably get better because the developers actually care about improving it and aren't just milking a cash cow.
I'm not even mad, really. I'm just sad.
Pretty sure Sonic Team, and by that I mean probably Iizuka, responded to the criticisms of Classic Sonic in Generations years ago. It was basically something along the lines of "doing Classic Sonic physics in 3D is hard :^(". Even though the fans can do that shit for free if they wanted to over a weekend. In fact, several already have over the years, even if the projects never went anywhere beyond demos.
The thing is though, most normalfags won't even notice how badly Classic Sonic controls. The nostalgia pandering is too strong for them, so Sonic Team just gets away with shitting out sub-par gameplay because it's "functional" and it vaguely looks and sounds like the classics. Shit's fucked. At least you have Mania for an actual good Classic style game, but man it's really depressing.
I think you're wasting your time user, that other guy is just one of those "sonic was never good" contrarians. Probably gets his video game opinions from e-celebs.
Anyone else think this seems kind of eerie? The zone so seems so lifeless and the music feels kind of out of place. I wonder if that's intentional as a result of Eggman's fuckery.
Why not just play Sonic 2?
so it's jpop? great shit.
I'm not the one you initially argued with, just wanted to inject that skill means that you should be able to beat it by just fast reaction even if you've never played the game.
After all it was implied here
>Anyone that isn't shit at games
Straight up tells that anyone should be able to never make mistakes and always know when to jump when it's needed without knowing what's ahead.
And here as well
>plus you have more than enough time to react to anything
And here the person further nails the statement that no trial and error should be needed here since obviously nobody needs to "learn" the level" since you should never fail, purely based on skill and not memory through trial and error.
>Note that I'm not saying "learn the level"
Then here as well Reading between lines it states you need to git gud if you can't play the game at full speed with a tiny area you see ahead.
If you happen to be both of the people I quoted then maybe you should google up the meaning behind trial and error since you seem to have mistaken it.
I've played 2D Sonic for 20 years, it's a game based on the satisfaction from trial and error and getting those memorized high speed runs.
Stop trying to claim it's a skill based game.
It's an easy game that favors those that memorized it so they can go fast and reach higher ground for even faster level clearing.
"sonic was never good"
You're assuming skills have been well trained though. Try wasting time on something useful instead.
I've come to expect the people on Sup Forums are just all 15 years old.
I just hope it was intentionally blaring and cheerful for scene setting purposes.
>I just hope it was intentionally bad
>Green Hill again, with a catchy theme that is not Green Hill theme and feels out of place for such level
>that weird slowish running animation like Generations
>fucking dash pads for no reason that only boost a bit of Sonic's speed, nothing compared to fucking Sonic 2 or 3 speed
>springs everywhere
>some randomly placed spikes at the beginning of the stage for no reason
>throw a bunch of enemies at a row like a boost game, instead of placing them at different spots
The presentation is good, as how the background looks and changes through the stage, as classic Sonic looks better than Generations. But it doesn't portrait right the classic feel with speed and momentum. Iizuka just can't do it and whatever is with ST now
Even more than what forces looks like?
Forgetting the GG and Master System games.
Green Hill in Sonic 1
Green Hills in Sonic 2
Mecha Green Hill in Chaos
Sonic Chaos and/or Triple Trouble first level is a mix of Palmtree+Green Hill+Emerald
Green Hill and Casino's stages are overused at this point. Like Dimps overused ice themed stages in a short amount of time with the Advance and Rush series
whats with those weird fences? Is Sonic finally going to find that tribe that left those totem poles and boost pads everywhere?
Possibly, but it's more for other people than just him.
You have a very narrow view of what skill is but anyway.
>anyone should be able to never make mistakes
Not what I said but you're missing the point. The reason you have the time to react to things is because you yourself are in control of your speed, and levels mainly consist of similar tropes and setups i.e. platforming sections after ramps that slow you down, sudden stops followed by a need to jump. This is consistent not only in games but across the series, levels have clear tells that are supposed to make you watch for reacting to specific things, which are introduced in the early levels slowly. It's not a case of "anything can show up so you better be ready". Also, because you decide your pace at most times, you can better prepare yourself for anything that will come up. If you're making mistakes it's because you're going too fast for yourself and not paying attention to aforementioned designs, and that's something you're fully equipped to compensate for. However the game is lenient on said mistakes due to the ring system. Being hit isn't a bad thing, unless it halts your progress due to needing rings.
As far as the term trial and error goes, which you're the only one bringing up, that's not something that's separate from skill, and isn't entirely necessary because again, you can adjust for lack of exact layout knowledge by adjusting your speed and noting the general stage design. That is absolutely an aspect of skill, and trying to belittle it and the rest of the game by just calling it "trial and error" does no service to anything. As a term itself, trial and error is hardly so black and white as Sup Forums likes to parade.