Describe your ideal Sonic game

Describe your ideal Sonic game.

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A non-existent one.

Fun

Quality reply.

Sonic Adventure 2

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It already exists

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A moist bag of dog poop.

Sonic Adventure 2 is a really weird game. It's extremely fun, but it has so many minor problems that all add up and create an extremely conflicting experience. It's impossible for me to call it good, bad, or anything in between.

I just want a section on a level that requires you to dodge incoming obstacles in a higher speed that if you blink you'll lose kind of situation. They did it before but it felt slow and casual.

No game, it's just a Crush 40 album and bright green landscapes.

I know what you mean. I think most Sonic games are too easy, and if Sonic Teams wants to make ultra-automated roller coasters instead of just converting Classic gameplay into 3D with a Modern coat of paint, then they should at least throw in some difficulty to compensate for the lack of interaction from the player.

Make a game of worlds collide comic. Its not fucking rocket science.

I think it's pretty bad overall. Really it does have a lot of minor things that add up but I think the issue that is ultimately its downfall is the way it paces out levels between the different playstyles. Like shit on the first Adventure all you want, at least you didn't have to do three gamma and knuckles stages before you could play another Sonic one.

Chaotix in their own game where they go on a crazy inter-dimensional adventure to save the universe (in hope of getting paid). Knuckles should be there because he's basically useless in actual Sonic games, and I wouldn't mind Silver making a playable appearance.

A fighting game developed by Arksys

I don't think many people would have a problem with aspect if the game had just been polished more, resulting in the mech and treasure-hunting levels basically being on the same tier as the main ones.

Guy Ritchie dialogue and fast, fun gameplay.

Honestly i'd just settle for the knuckles stages being on par with the ones from the first game. I mean the levels themselves generally are, but that radar alone drags them down into dogshit.

Granted I never liked playing gamma in Adventure so having to do it even more in 2 left a sour taste in my mouth.

>Whitehead and CO continue to make sprite based Sonic games every few years
>Sonic Team goes back to Adventure style games

This
youtube.com/watch?v=zfUoXJzff2I

This was the most perfect level in Sonic Generations. It was big enough to explore, but it was always fast paced, and there were multiple paths every fucking where. This is the ideal Modern Sonic experience. This is what every Modern Sonic stage should be. Great gameplay, great level design, and even greater level cinematics. And the best part? 2D is almost non existent.

Generations City Escape was the epitome of Modern Sonic.

...

>The Great Lange

that faggot? No!

What's wrong with him?

I would say that the radar only being able to detect one object at a time is only a problem in four of the nine treasure-hunting levels: Pumpkin Hill, Meteor Herd, Security Hall, and Mad Space. Those levels are huge, and as a result, only being able to find one thing at a time can be completely infuriating. It doesn't help that the radar only has three color-indicators and nothing to tell you if you're exactly on the spot (there's no exclamation point in the Dreamcast version), unlike the SA1 radar, which had FIVE color-indicators, one of which only activated when you were directly on the object you needed to find. In the SA2 treasure-hunting stages, you'll be stumbling around aimlessly trying to get to the next color on the radar so you'll know you're closer, and when the radar is red and the item happens to be underground or something (which happens painfully often), you're completely screwed. You have to dig into every possible spot within the area that the radar is red in, and it's a horrible, tedious experience that's not fun in the slightest. It only makes it worse that by the time you've found the item, you've probably wasted too much time to get an A-rank. It's just terrible all the way around, and it could have been entirely fixed with a few extremely basic solutions.

I would actually very much like a sonic R type game made now a days. New and old levels returning, and being able to play as ALL or close to all of the characters we have seen in the games.
Kinda like the fan project Sonic Worlds only a racer.
It be much better then sonic R with its 5 levels and 10 Characters. (i don't count super sonic as a character)

Huge ego, thinks he's better than Sonic Team.

>This was the most perfect level in Sonic Generations

>not rooftop run

mate this isn't just my favorite generations level, it isn't just my favorite modern sonic level, it's my favorite level in any platformer I've ever played and in a top 3 for any game period.

youtube.com/watch?v=EvP7fGpQOT0

And is impossibly stubborn, getting kicked out of every project he gets his claws into, or asked to not comeback.

HE is very difficult to work with wanting to be done HIS way and no other way, will not compromise unless you verbally beat him to submission.

Tends to cause drama with his Autistic thinking.
As in you must PAINSTAKINGLY describe exactly what you are going to do and every step by step instruction on HOW you want it done, only for him to just ignore you and do it his way anyways.

Has a massive mental issues due to his upbringing.

Is not a team player.

>tfw no one remembers Speed Highway

C-Cool..

Sounds like Sonic Utopia is never coming out.

Sounds like your average Sonic autist taken to the extreme.
With that said, he does seem know what he's doing.

You worked with the guy before?

2D: Mania but with all original level themes.

3D: Something like Adventure 1s Sonic gameplay, but with less boost-pad heavy corridors over a death pit and more stuff like Speed Highway 3. Semi-open areas with multiple routes of getting from Point A to Point B. Speed Highway 3 isn't even all that great and it's really sad that it's still the best example of how Sonic level design could work in a 3D space.

Removing Iizuka

oh it will, It is only like 4 people working on it.
And Lange is doing most if not everything him self. Basically 3 coders with one artist. With Lange also doing some art.

Utopia is Lange's idea through and through.

Yep, i wont say what i have worked with him, but lets just say him and i don't get along at Retro.
Gotta stay user, plus, the list of people fed up with Lange is growing every year so it wouldn't matter.

Here's to him not shitting it up. I fell in love with the demo.

Welp. Good luck to you and your team.
Be a good example and don't let petty feuds get in the way of professionalism.

a huge chao garden

the problem is he is not JUST autistic with sonic he is autistic with EVERYTHING.
Communication, feelings, ways of doing things ect.
But don't get me wrong if there is one thing he is good at its understanding games, Sonic especially. But God is he insufferable to deal with.

>Ian Flynn story in an adventure-style game

Never knew I wanted something this much

Sonic Adventure 3 now featuring even more Hunnid-P and introducing The Chaotix

Sonic adventure 1 had some great overworlds and a perfect soundtrack. The levels had lots of charm too, especially windy valley and twinkle park.

Wasn't that guy sent to jail a few years ago over some gay shit?
I remember reading something about Sonic fans starting some sort of petition to FREE HUNNID P as if it would overrule the law

>mfw sooner or later there is going to be an internal "Lange War" within the Sonic fan base.

Generations but with original level designs and twice as long

A story-driven game (preferably love story) with Lots of zany new friends

Make a game that somehow plays like the Sonic CD intro.

Sonic Mania with Amy and Chrome Gadget DLC.

Didn't realise how much i wanted a proper Chrome Gadget zone until now....

Modern designs but oldschool gameplay. The base trio plus Amy because Amy was super fun to play in Advance. Extteme focus on level design, momentum physjcs and music.

Sonic Mania.

>getting kicked out of every project he gets his claws into
Can you list any examples? This is the first time I'm hearing about this.

Almost got kicked out of After the Squeal, got kicked out out Freedom Planet, and that's what i do know i know there are a bunch of other Small projects he gets kicked out of as well.

How do you get kicked out of a fan game and an indie-game wannabe?

>got kicked out out Freedom Planet
But he didn't?

SA2B.

I just want them to make a 3D platformer with good, fun mechanics and not bogged down with stupid shit. No alternate play-styles. No forced collecting of medals or whatever. Just straight up good gameplay with enough of a story to keep shit moving.

Though given pretty much every Sonic game made in the last twenty years, I don't think that's fucking possible.

>not modern Seaside Hill
You two don't know shit about anything.

>implying a Sonic 3 multiplyer stage won't be in Mania
wew lads, just wew

A platformer
also this

Games like Utopia make me think it is, Sonic Team have just never really tried it.

A Rouge game

sonic adventure game set in sonic riders universe, can use boards to travel, skates, bikes. chao garden set in space.

A game that just puts Amy on support. She seems like she'd make a better healer/helper than an actual playable character

A really in depth chao garden game. That's all.

source: your ass

Utopia is an interesting idea, but I don't know how I feel about the demo.
Doesn't seem very focused. Like they just threw a bunch of stuff all over. I'm hoping it just feels that way because it's a demo and they wanted to show off everything.

Sonic Generations but longer, with all new levels and no half-baked 2D segments.

Alternatively, Sonic Mania with all new levels.

I think the demo was pretty much just a proof of concept thing, nothing special in particular other than showing what they're capable of

that particular one i was playing when i was 5 years old

I'd just make a 3D Sonic game that's more in line with the 2D game's formula. Big levels with mutliple paths to take, hidden areas that take you to a bonus level where you can earn chaos emeralds, 3 acts for each stage with a boss as the end of each level. Y'know, the basic stuff except in 3D. It's always bothered me that Sega has never gone all the way with that. They always do some kind of gimmick or make the levels way too small and linear to be interesting.

Hi. It's not nice to make things up about people. But you're not entirely wrong either.

>And is impossibly stubborn, getting kicked out of every project he gets his claws into, or asked to not comeback.
I do not get kicked out of every project. In fact most projects I've joined I've remained part of. Only a couple have reached such friction, and there's two sides to every story.

>HE is very difficult to work with wanting to be done HIS way and no other way
I am stubborn when it comes to directing, because I often know exactly how something should be to work best. I still listen to feedback. In the case of Sonic Utopia, I've made lots of considerations, compromises and plans based on player feedback and that of my team.

>will not compromise unless you verbally beat him to submission
I won't compromise on those terms. I'll compromise if I've been convinced by a good argument.

>As in you must PAINSTAKINGLY describe exactly what you are going to do and every step by step instruction on HOW you want it done
When working on a project, I do tend to have such standards, and I get good results from myself and others.

>only for him to just ignore you and do it his way anyways
If that happens, it means I weighed options and the aforementioned detailed description was part of the decision making process.

>Is not a team player.
The teams I'm part of would disagree.

ebin

Oh shit

Just Sonic Mania but with all new levels.

>Lange comes in the thread an hour later after the discussions long done and does a words words words reply
You should've just let sleeping dogs lie, man.

Is it really you?
What do you think of Spike from Ape Escape and Kat from Gravity Rush being a couple haha

I want a Rouge game.

RPG.

Team Dark are the main and playable characters. Sonic is either not there or just has a small role.

>I'm hoping it just feels that way because it's a demo and they wanted to show off everything.
That's basically exactly what it is. Green Hill does not represent how they want Utopia's level design to be, it's just a physics play ground that was rushed to make it to SAGE 2016.

I've seen similar shit said on Sup Forums multiple times now, so I'm taking this opportunity to address it.

Also if anyone has questions or criticisms or whatever for Utopia, I'm here.

The team is currently 6 people myself included.
We're aiming to make a complete game. We are working on a new demo right now, hopefully done in time for next SAGE.

This really. It is a very messy experiment designed to test player feedback and learn from a wide variety of situations, as well as seeing what people would generally prefer for a more ideal level.
Based on everything so far, the level design for the actual game will be much more tightly focused, while still offering a fair amount of open space to play in and designs that take advantage of 3d space (paths in different directions and heights, intersections and overhangs, etc).

Hi Lange, is that original IP that plays like classic Sonic but in 3D still in development and Utopia is a testing ground for it? Also will there be a new Overture demo this SAGE?

Sonic Adventure was basically the first Uncharted, it was all about the graphical splendor of cinematic moments like the killer whale and running down the building in speed highway, just give the series to Naughty Dog

>I've seen similar shit said on Sup Forums multiple times now, so I'm taking this opportunity to address it.
It's really best to just let Sup Forums be Sup Forums. Don't feed it.

>2d
>more zoomed out than classic ones
>has a map editor a la Mario Maker

>Hi Lange, is that original IP that plays like classic Sonic but in 3D still in development and Utopia is a testing ground for it?
It's funny, Utopia is kind of an accident. We were working on the original game and had started progress on a demo for it, but two of our important devs had to leave due to life issues. I wasn't sure what to do, until Murasaki asked about making a Sonic level and we agreed to try a Sonic demo instead as a learning experiment. I'm glad we did, because we learned a lot that otherwise would've made the original game demo much more difficult to produce. We've shelved the original game for now, and decided to try and make a full game out of Utopia, as we're learning tons and drastically improving the engine in the process, which will greatly benefit our future efforts.

>Also will there be a new Overture demo this SAGE?
We're trying for that too, the team is working hard on it, but I can't make any promises.

Thanks for answering, I'm personally looking forward to both fan games.

Big words little man. if your gonna name drop lange with shit you have herd why dont you tell us who you are. I mean you have no problem outing him. I have been around Lange and these things about being kicked out of projects are rumors. I can back that up. Lange has been working hard to change things and help the community. The rumors have been spread by a certain person who doesnt like Lange. So if ya gonna be a big boy and talk shit then have the balls to post your name with it kid.

>your

I just want a good translation of the 2d mechanics into 3d.

as goofy as SA and SA2 but with better level design and tighter movement mechanics

pretty sure the dude is long gone now.
Probably just some disaffected former team mate or something..

2d: Mania, with original levels and hand drawn graphics.
3d: Blend of adventure and boost gameplay. Small fun hub worlds to run around and find hidden stuff in, multiple characters with slight variations to gameplay, all of them based on the boost gameplay but slightly slower and with more fluid movement. Bring back and build upon the trick system from Rush for filling the boost gauge instead of using wisps. Add a more streamlined version of the Chao garden (something like tiny Chao garden, but with more stuff to do). Crush 40 main theme and a cheesy but not Saturday morning cartoon plot.

also keep it away from bioware this time

I think Sa2 is the incaranation of "fun, but flawed". It's janky as all hell and lacks any amount of polish but the core gameplay and systems there are all really fun and the jank sort of gives it it's own charm.

Who should make it?

Atlus
Sega will save money on outsourcing