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Sonic Forces


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But, it looks like the same three-dimensional sonic gameplay as the ones people complain about, with prettier graphics..  :mellow:

 

I know Sonic has "gotta go fast" but 2D sonic never went that fast and it's way more fun.  So, why not slow sonic down to a speed that doesn't make the game feel like it's on rails all the time?

 

I'm not trying to hate on this game, but I fail to see the difference between it and other 3D sonic titles, that would make it better to play.

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4 hours ago, BruceBruce said:

I'm not trying to hate on this game, but I fail to see the difference between it and other 3D sonic titles, that would make it better to play.

Screw that! This looks like the same garbage they've been relentlessly jamming down their fans throats since the Dreamcast, as they've realised that quality doesn't matter as long as you have enough material to keep the furry fanbase fapping.

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I never understood why Sega just didn't make a Sonic game with the F Zero GX Engine (which I think was just a modified version of Super Monkey Ball).

 

Make it a linear track but have it super fast, but with enough draw distance/visibility so you could actually fucking dodge (or kill) the enemies - which was the biggest problem with the 16-bit games. You had no idea a fucking spike was just ahead. Meaning you ( I mean, ..I...) would just end up losing rings all the time. But at least it was fast.

 

Theyve never really recaptured that sense of speed - apart from in the opening level on Sonic Adventure.

 

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The problem with that footage along with the other 3D sonic titles is it practically plays itself, you run forward at silly speeds occasional pressing jump to defeat a few enemies in lock on before pressing boost and then just ramming enemies and hazards out of the way. Sonic turns at awkward juddery right angled turns as the character moves too quick for the camera and geometry to keep up. The way the rings are placed makes it impossible to do a correct route without coming to a stop and slowly picking them all up, the complete antithesis of what classic Sonic gameplay is about.

 

Why they can't just have some slower, more considered platforming and save the run forward as a loon bits for scripted sections like loop the loop is beyond me.

 

Even Sonic Adventure 2 got a half decent balance during the opening city escape level, when you are not in the scripted fast sequence (in that case, the surfing on the door) Sonic actually controls pretty well.

 

In these later games, just pressing up gently makes you glide across the floor at twenty miles an hour, the camera fisheyes and you're soon up to cosmic speed. There's no exploration or sense of discovery, it's just filler. The 2D sections of Generations, especially stages like the coast one which had 3-4 different routes depending on whether you go overground or underwater, were a glorious throwback to proper Sonic gameplay which rewarded exploration in faster , safer routes or the red rings to unlock extras.

 

tl:dr  please place an emphasis on platforming over autoplay speed sections

 

At least we have Mania, which I'm 10 X more excited about than this

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14 minutes ago, Down by Law said:

The problem with that footage along with the other 3D sonic titles is it practically plays itself, you run forward at silly speeds occasional pressing jump to defeat a few enemies in lock on before pressing boost and then just ramming enemies and hazards out of the way. Sonic turns at awkward juddery right angled turns as the character moves too quick for the camera and geometry to keep up. The way the rings are placed makes it impossible to do a correct route without coming to a stop and slowly picking them all up, the complete antithesis of what classic Sonic gameplay is about.

 

Every recent 3D title has had multiple route zones, not the games problem if you don't go for them. Try harder.

 

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That's my concern with the modern series.  You get 2 fast four minute levels for each stage, followed by about 10 side-missions involving doing random things in that stage.  Why not just make the stage entirely fucking massive, and include those side missions within the main stage itself, like the old games did?

 

And slow sonic down a bit so he's not just destroying everything in his wake with absolute ease, but can still maintain moderate momentum.  The ultra-fast speeds are pointless and just end the level quicker.  They could slow him down and make the stages more dense and contain more layers to traverse through, as well as more secrets and potentially those side-missions I mentioned.

 

And instead of auto targeting air based enemies, just put air based enemies in the "2D" sections where you can properly gauge how to manually jump on them. Or perhaps in the standard 3D areas, line them up and if you miss jumping on each one, fuck you, git gud, go take an alternative way.

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