How would you make a sequel that doesn't feel like a blatant rehash?
What classic zones would you want
What new gimmicks could they explore
Should Amy be in the next game
How would you make a sequel that doesn't feel like a blatant rehash?
What classic zones would you want
What new gimmicks could they explore
Should Amy be in the next game
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This game has absolutely no rumble feature
Make the next game almost 100% new zones and you're golden. Also, don't rush the game.
How would you make a sequel that doesn't feel like a blatant rehash?
Have it be low poly 2D like the Rush games (with hidden 16 bit sprite toggle)
What classic zones would you want
Lava Shelter, Aquarium Park, Pyramid Cave, and Mushroom Hill
What new gimmicks could they explore
I don't know, but having a sonic spinball boss to parallel the MBM boss would be neat
Should Amy be in the next game
Yes, but only as a cosmetic. Same for Shadow and Rouge.
And then for no raising a two week delay
New stages were the best part of Mania so just do more of those
Sonic Generations but none of that 3D garbage
Next game is advertised as all new zones.
Game is all new zones except for Ice Cap
Include an A E S T H E T I C soundtrack:
youtube.com
Less old zones, but still some. As long as Mushroom Hill zone is in it.
Make a new art style that shows off what the Saturn could do better instead of making it a Genesis/Saturn mix. Do a bunch of low-poly 3D effects with the backgrounds and make it so pretty much every zone is a new one with small callbacks to old zones mixed in.
Borrow the ubiart engine from Ubisoft. Make it look like the new rayman games. And bring back more levels. because honestly, the original levels were the worst part of mania. They all fucking sucked ass besides studiopolis
just make Sonic 5 in the same style
>Mecha Green Hill from Sonic Chaos
Green hill's recognizability as a first level while also using an obscure classic level
>Underground Zone from Sonic 2 8-bit
I just think it looks nice
>White Park from Sonic 4
Making a Sonic 4 stage actually good, the Carnival aspects of this level were criminally underused and it was basically just Ice Cap.
>Toxic Caves from Sonic Spinball
Gives them an excuse to make basically an entirely new level without having to come up with the theme themself
Okay hear me out because first you're gonna misunderstand me, then react in disgust but I can sell you on this.
3D Blast Special Stages
Now I don't mean the special stages from 3D Blast, those suck dick. I'm talking about Special Stages that play like 3D Blast. You have a time limit, you can "die" if you get hit with no rings, you can find other secrets while you're in the special stage (Like finding a fire shield and bringing it back to the main game), the controls would be tightened up better than the original game, and instead of fucklong monotonous stages, its just one iteration per special stage. Five flickies, bring to ring, you're done you get the Chaos Emerald. If you complete it with time still on the clock, you can elect to search for bonuses, but you have to get back to the ring before 0 or you don't get the Emerald. Rewards speedy play but punishes overly risky play.
And Super Tails gets to use those flickies.
>Make it look like the new rayman games
Rayman looks good but Sonic shouldn't look like Rayman. Sonic needs a style that brings out its own identity better unless you're using Rayman as a lazy example to just say "make it look HD".
Fix the fucking zone transitions, and you already have GOAT.
Game adaption of the Mega Drive comic. Amy is included as a playable character and the partner system is expanded so you can pair any two characters together instead of it being just Sonic & Tails, while still retaining an option for solo play.
Sonic has no visual identity at this point. I would say they should commission more artists from Sonic Team but gone are the talents that made beautiful games like Nights: Journey of Dreams, Phantasy Star Universe, and Sonic Unleashed on the limited Wii and 360 consoles a decade ago. Now they make ugly games like Sonic Lost World and Sonic Forces. Sonic would look great in Rayman's graphic engine.
Rush 1 was the last good Sonic game before Generations, boost wasn't a cancerous mechanic in it, it was just an easy game.
have it be 90% new zones. No more blue sphere. The special stage was pretty cool though
some of the Act 2's in Mania didn't feel different enough, like Hydrocity, Flying Battery (Act 2 was Wing Fortress) and Lava Reef. I like what they did with the two CD levels.
Mania's new levels were pretty good, with exceptions. Pressed Garden Act 1 and the Sky Chase section of Mirage Saloon were iffy
Amy should be in the next one, but not playable
>Sonic would look great in Rayman's graphic engine
Sonic looks great in Mania.
Seeing Amy would be neat. All new zones would be ideal.
if the team had the time and budget, doing the game with double-size sprites would be amazing (so instead of being designed around a 240 height screen, drawn them to fit on a 640px tall one)
Rush Adventure has much better stage design.
sailing fucking sucks though
He does. And he could look better with a real graphics engine instead of cheap Genesis sprites and backgrounds.
Make the next one half brand new levels and half "classicfied" locations from modern games, Sonic Advance, Sonic Rush, Sonic Adventure 1+2, Colors, etc.
Playable Amy, Vector, and Metal Sonic (Fluff reskin like in Adventure 1) added as playable.
No idea what you could to do as far as adding another drop dash sized mechanic.
I'll save everyone the hassle of posting in this thread.
>No Amy no buy!
>Thanks for beta testing for us these next two weeks
>Guys what do the gold medals give you?
>Guys the blobby Tetris game in Chemical Plant Zone is super duper hard!
>Wow fuck these transitions
>Can't have the best S3&K stages because of Michael Jackson
>No Mushroom Hill no buy
>Sonic CD never good
>Sonic CD is an underrated gem
>Sonic CD's JP soundtrack is shit
>Sonic CD's US soundtrack is shit
>Ganbatte! Faggot blue sphere streamer!
>THE BOYS
>Only four zones? Fucking romhacks
>Iizuka killed my family and fucked my dog
>Is this a romhack? This looks like a romhack
>Can you play as Sonic and Tails in & Knuckles mode?
>Should I double dip?
>What are the Blue Sphere stages for?
>Literally who asked for Oil Ocean. I'd much rather have Ice Cap or Quartz Quadrant
>How do I unlock Metal Sonic and Amy?
>wow what a shitty ending
>Forces tie-in
>haha Game Gear sounds
>The special stages are tooooo haaaaaard
>Where my Adventurebois at?
>Where my Advancebois at?
>Where my Secretringsbois at?
>Where my Ridersbois at?
>DELAYED FOR DENUVO?!
>physical when?
>here's my twelve page thesis on why Sonic is shit and will never be good
>fresh NeoGAF pasta
>don't get the ps4 version, it's super icky and glitchy eww
Think that about covers it.
That's like, your opinion man, let's rayman do his shtick (which was effectively dead until Marcel brought back to life).
The sprite work of sonic is iconic and mania just exemplified the beauty of it all being animated with the power and creatively of the modern day. There's a reason why sonic overthrew mario for a time on consoles before the rise of 3D.
>with a real graphics engine instead of cheap Genesis sprites and backgrounds
Rayman guy is a shitposting retard, but there is a good point buried beneath the shit: the higher resolution the games are, the harder and more expensive it is to do proper sprite graphics. Mania 1 was fine because it's a throwback to the old games, but eventually the novelty will wear off and they'll be left with a choice: either keep the sprites at the expense of fidelity, or come up with a graphics style that's clean and vector-based while still keeping true to the classic era so that it looks like a progression instead of a replacement.
Easy, higher res sprites.
Sonic's not like Mario. Most of the variety comes from the levels themselves, just having new zones with new mechanics makes it different enough. Sonic's in no danger of getting into an NSMB situation.
>the higher resolution the games are, the harder and more expensive it is to do proper sprite graphics
Right.
Do it anyway.
maybe add amy or shadow
Make it all new stages and adopt boost mode and tricks from Advance 2.
>Have high quality 2D sprites like Wario Land: Shake It or to a lesser extent, something like an anime fighter ala Arc System's stuff or UNIEL
>Low poly 3D environment with pixel art textures (best example I can think of right now is Phantom Breaker Battlegrounds)
>Keep the 90's pop art aesthetic
10 new zones
5 old ones
>Palm-Tree Panic
>Marble (Remember, Mania can make zones better)
>Mushroom Hill
>Ice Cap
>Metropolis
have mania 2 or whatever continue off from forces where classic sonic comes back and everything went to shit while he was gone
If it's a direct sequel with the Mania title, I would remix the Game Gear/Master System levels into Sonic 3 &Knuckles/Sonic Mania tier levels. That would give them more room for improvements, additions, and the upgrades would make them more visually interesting and unique than the returning levels in Mania. It's taking something familiar and making something more unique of it.
[original zone]
Bridge Zone
[original zone]
Sunset Park
[original zone]
Gigapolis Zone
Jungle Zone
[original zone]
Aqua Planet Zone
Robotnik Winter Zone
Crystal Egg Zone
[original zone]
Gimmick Mt. Zone
Scrambled Egg Zone (secret level)
Atomic Destroyer Zone
[original zone]
10 old zones.
6 new zones.
Secret fourth playable character: Fang the Sniper. Do more with the character, give him a larger role in the game, give him a playstyle where he can do everything essential Sonic does, but has his own quirks making use of his guns, hammers, and Marvelous Queen, make his story kind of like Knuckles mode in 3&K, where he has some of his own stuff going on
Oh, and make one of the original zones spooky.
Did someone say RUSH?
Make a Sonic Advance Mania.
Allow Knuckles to co-op with Tails and Sonic to buddy up with Knuckles
>implying they would want to make a game with the Advance cast or aesthetic
Unless you're saying Dimps should do it.
I need zone transitions between every zone.
Holy fuck why (and how) does Stardust Speedway go into Hydrocity. why am I falling, I wasn't falling from Stardust Speedway.
and then Oil Ocean into Lava reef. just lolk undeground now
You have to realize that zones like Hydrocity and Lava Reef are on angel island and you can't just 'get there' from these stages since they're in entirely different locations and you didn't use the Phantom Ruby's ZA WARUDO for the transition like they did for Green Hill, Chemical Plant and Stardust Speedway.
>cheap Genesis sprites and backgrounds
You must not even understand the work that's involved to create that look accurately. Indie shit gave quality pixelart a bad image to people like you.
this is like asking for a tv dinner at a restaurant
But user, Amy kinda is in the game already.
why the FUCK do people care if amy if playable or not? what the fuck does she bring to the table? this game has one button. they're not gonna put some sonic advance attack gimmick for one fucking character. don't say "amy rose in sonic 3" because the jump button doesn't do anything midair, wasting an input, and they didn't even recreate her whirling hammer drop attack correct. she falls like.....a fucking hammer!
sonic, knuckles, and tails are enough. god damn. haven't we learned anything from SONIC HEROES?
sonic heroes doesn't really work because it relegates everyone into one of three categories and they play the same regardless, when everyone has their own gimmicks in reality
I want more playable friends, stop being autistic. The problem is not the characters, it's Sega being fucking retarded about them and failing to implement them on a Sonic game, but they can work, see Amy or Cream in the Advance games. Christian and co can make them work as well, so I want them to do it.
what do you want amy to do? what do sonic, tails, and knuckles lack that you'd like amy to bring?
Amy can hammer jump, which was pretty fun in advance.
They don't lack anything, but having other characters with different movement options would be fun. Like said. Or other characters walljumping and whatnot, was it Mighty the one who did that?
Waifufags, just want Mania team to do what was already done by Dimps. It'd be more interesting to take an old forgotten character that hasn't been playable and make them playable.
Amy's fine, she's been around since CD. It's not like they'd have to use her hammer as her gimmick anyway, they could give her something simple like a parasol to slowly descend, her car (don't ask me how exactly), etc. I think Chaotix was a good example of how other characters can work (with the exception of Charmy who was busted).
Who gives a fuck about Amy, she is the worst Sonic character.
Even Sega knows this so they've discarded her entire previous personality for Lost World and Boom and now she is just a blank slate girl with a hammer.
>Waifufags
>Clamoring for anything other than Rouge or Blaze
Did you not actually play Amy in Advance 2 or 3?
She was pretty nifty.
She can jump just as high as Sonic (unlike Knuckles) but she couldn't Spin-Dash, meaning she'd have to be more aware of the level layout than the other characters but still generally work on most of Sonic's levels, making her into a sort of Hard-Mode for enthusiasts. The hammer also gave her a bigger boost in height when hitting enemies than anyone else, and she could hammer springs for double the distance and speed.
Just make her mid-air action her Hammer Swirl and she'd fit right in. I don't particularly need her in the game, but I don't understand people who are so adamantly against a character that fits in so well.
Amy gets more distance and height than the others do when she hammers enemies, springs, and other gimmicks. She interacts with the level a little differently but still naturally.
Why do people think a character that has to stop and climb walls fits better into a Sonic game than someone that goes faster when they hit a spring?
i own advance 1 and enjoyed her enough i suppose
Real talk, PS4 or Switch?
PS4 I use more often and games are tax-free, Switch it costs more AND has tax, but its portable.
Switch. I preferred handheld mode for special stages.
>but she couldn't Spin-Dash
I feel like that is the main issue - the classic games and Mania require rolling through tubes and tunnels too frequently, so Amy would never work out if she can't spin
Boco pls go
She still spun when she went into tubes in Advance, she just couldn't do it naturally. Besides, the game is just harder without a spindash since you don't have access to instant speed, just look at Sonic 1.
I don't actually know if they had her Hammer affecting enemies and springs in Advance the same way they do in as in 2 or 3. But in 2/3, she'd get a fair bit of height every time she'd smack a mid air enemy. This introduced some interesting level manuvering - she'd have an easier time getting to certain higher or further areas if she could chain off of enemies, but without the spin dash she'd have a harder time in other areas.
She's essentially just Hard-Mode, but a naturally fitting one.
>How would you make a sequel
I FUCKING WOULDN'T
THERE ARE A BAJILLION GODDAMN SONIC GAMES
IF YOU WANT TO PLAY A SONIC GAME GO PLAY ONE OF THOSE
HEY FUCKING SEGA
YOU WANT TO MAKE A FUCKING GAME
MAKE A FUCKING NEW ONE AND STOP REHASHING FUCKING SONIC
HOLY FUCKING GODDAMN SHIT WHAT A RADICAL CONCEPT
I recall she was forced into a ball when necessary but would never curl up voluntarily.
i don't think characters should break chronology. so, if "classic" games represent sonic's past, then shadow should not be present. same with cream, who would be too young.
old characters (like eggman) or completely original characters would be fine.
...
>so Amy would never work out if she can't spin
What?
But she can spin.
She just can't Spin-Dash, which is never really required in the game (outside of making certain elevators go up, but that could easily be changed for her into just running - this would be MUCH less of a change than certain things they do to make Knuckles playable with his jump height). She can still spin through tubes and tunnels when she needs to, she just doesn't know how to instantly accelerate from a ball (or jump in a ball either, but that's why you have to time the hammer spin)
actually, now that i say this i would prefer the guys just design a fun ability and create an oc off of that. if it's fun, then i don't see the problem.
new ideas shoot
I'm pretty sure Advance 2 Amy could just spinjump and roll like everybody else.
Amy technically met Sonic before Tails did, so...
How is not wanting yet another Sonic game that will be ruined anyway and just wanting to play the ones we have in any way hating on Sonic?
>rehash
confirmed for not having played the game
I'm fine with just more mecha sonics
They've already done most of them.
Sonic has a Drop Dash and Shield abilities.
Tails can fly.
Knuckles can climb.
Amy can hammer jump off of enemies and springs, which would work naturally in the game but could definitely make it a bit harder.
Blaze can hover, but this could very easily fuck up with a fair bit of the flow.
There's only so many abilities you can add before the level design starts to fall apart - which is pretty much Sonic Advance 3's major failing point.
I can't believe they put Silver Sonic in Mania.
What were Espio and Vector's movement gimmicks?
They have plenty of natural abilities they should just bring back.
>Tricks off of Springs ala Sonic Advance 2
>Homing Attack
>Hovering
>Wall Jumping
>Hammer Boosts
>Air Dashes
>haven't we learned anything from SONIC HEROES?
Yes. Levels shouldn't be like nine minutes on a first try.
Rail grinding shouldn't have ever been simplified from the skateboarding game style system it had in SA2 so stages couldn't just use them fucking everywhere in place of actual stage design (they really wanted to with say, Final Rush, but that stage has actual level design anyway despite being like 60% metal noodles in space).
Metal Sonic should be cool and not look like some edgy OC.
Special stages shouldn't suck.
All non-boss enemies should be single-hit to kill (this removes the need for Power formation, but the three-character system was kind of a mistake).
If characters need to speak, find good voice actors or have 'em shut up.
The way Tails flew sucked in Heroes.
Notice how none of those issues are the fact that there were multiple teams. The team system was flawed, which is the root of the whole "fuck Sonic's friends" thing.
We had three fucking Sonic Advance games do the whole loads of characters thing really well (I still wish Advance 3 was a better game, because the partner system was really fucking amazing, but the wonky handling and fairly junk stage design really hurt it).
In Advance 2, Amy is just like Sonic and the lot, and has an actual roll+spindash (she's not curled up when charging the spindash). In fact, her normal jump in SAdv2 is a spin attack (pressing A again uncurls her with a hammer swing).
Bit of a shame, really.
Her hammer doesn't affect springs at all in Advance 2, unlike Advance 1, where she could get some crazy height/distance.
Call me a furry or whatever but I really like the clicky double jump that the dragon girl has in Freedom Planet.
I don't see why slight variations characters can't be a thing. Metal Sonic comes to mind.
Also what about Vector with a big bounce or something?
Espio could stick to walls and run up and down them. Basically Knuckles' climbing, but you actually gained momentum. Vector could air dash in 8 directions. They're pretty fun to mess around with in Chaotix honestly.
>Espio
Clings to walls and ceilings, so he can literally just walk on them. Sometimes useful, sometimes annoying.
>Vector
Mid-Air Dash + Climbing.
Tricks off of springs is about the only thing I agree with here.
>Blaze can hover, but this could very easily fuck up with a fair bit of the flow.
wouldn't be any worse than Tails flying or Knuckles' glide (in fact, it's basically a more controllable version of Knuckles glide that doesn't really pick up speed)
And really, Advance 3's major failing point is the level design being poor in general. The abilities don't really play into it, the stages barely take anyone but plain old Sonic (and occasionally, Knuckles) into consideration, and they're still fairly poor as Sonic stages.
There won't be a 'sequel'.
They're either going to hire the teams to be in charge of the classic sections for all future sonic games (which will all do the modern/classic split), or "mania 2" will be for the advance games / rush games.
>They're either going to hire the teams to be in charge of the classic sections for all future sonic games (which will all do the modern/classic split),
Jesus christ no - Izuka fucking hates westerners working on HIS games (he could give a shit about people working on Sonic). That's why he gave them the ok and then had ALL dealings with them handled by SOA.
>"mania 2" will be for the advance games / rush games
Also no. Taxman's already said that he enjoyed the Gamegear games and would like to see some of the old stages brought back to life. He already said that he's just not interested in the Advanced games, and he's called the Rush/Boost games the worst thing to happen to Sonic.
The next game will have a few beloved classic levels we didn't get here (Mushroom HIll Zone, Mystic Cave Zone, Spring Yard Zone, etc.), a few from the Game Gear games (Sunset Park, Gigopolis, Sky High), and probably mostly new stages.
>Not liking driving a hammer into an enemy's skull
wtf user
NOT TOO FAR TAXMANNU
MANIA 2 WIRR INTRODUCE BOOSTING
>and he's called the Rush/Boost games the worst thing to happen to Sonic
Well taxman is fucking dumb then. Rush 1 was a bit easy but it was still a great game with unique level design, and boost isn't a bad mechanic, it was just too easy to spam. Rush adventure was pretty good too, just with some lowpoints. I'd argue both are better than the gamegear games too, though it's a toss up between them and the advance games.
>we'll never get a sprite Blaze or Shadow because taxman is more autistic than Sup Forums about nofriendsallowed even though they're good characters when not handled like shit (everything past their 2nd installments each)
Will Sonic Mania be Sega's Answer to Nintendo's New Super Mario Bros series?
Before the New Super Mario Bros on the DS, there were no proper 2D Mario game. The success of New Super Mario Bros prompt Nintendo to have Mario go back to his 2D gameplay roots once in a while.
Sega tried this before with Sonic 4 ep1 and ep2 but it still was missing the original 2D feel. Sonic 4 was good but it felt too short.
Sonic Mania delivered what Sonic 4 ep1/2 was not able to do. A Simpe 2D platformer game in a veint of the retro Genesis era.
With this game out, Sega might push for more Sonic Mania type of gameplay in the future.
If they do make a sequel, we could be seeing the "Mania series"
Boost is just a dumb concept. Why would you want to make Sonic maximum normal running speed feel slow?
Sonic's in no danger of becoming rehashy even if the gameplay/graphics are the same, because the zones themselves are so radically different from each other, and that's where the variety comes from. Won't stop Sup Forums from shitposting though.
>4.5 main games of good Sonic to compliment the 4.5 from the genesis days
Hell yeah motherfucker
I say if Sega was smart they'd keep making Mania games along side 3D sonic games. That way both old and new fans are happy.
For the Mania games keep it a mix of both old stages and new stages so there's the excitement of remixed classic stages and brand new ones. Treat them like NSMB since they're probably easier to crank out consistently compared to 3D Sonic games
He's full of shit, Taxman's never said anything about Advance or the Rush/Boost games.
Though Mania does make fun of the boost games, so I wouldn't bet against Taxman having a poor opinion of them...