Lol I can't believe they are calling their lack of creativity; Eggman having "budget cuts" Like it's a story element.
Wouldn't it have been hilarious if they had written in a story explanation for the glitches in 06?
I don't think they're saying that the badnik itself is because of budget cuts, only the specific version without spikes. I actually like the idea of under-developed badniks. It's like in Sonic 3D Blast where in the later levels the Flicky birds aren't even in the badniks because Robotnik didn't have time.
Is it sad that it took me twenty minutes to figure out where that badnik is from? And I just got done playing through Sonic 3.
If they are going to bring back a classic, how about Coconuts? Or did I miss that already? (Fond memories of AoSth)
Oh snap! I completely forgot about last nights update! And once again its a recycled badnik. Clearly Sega has confused the concept of "nostalgia" with "dishing up last night's lasange leftovers". Don't get me wrong, last nights lasagne was delicious, but I don't really want it served to me every night, regardless of how much extra parmesan is grated on top.
But specifically regarding Bubbles - this just looks a mess. He used to look quite cute, but now he just looks butt-ugly. If I'm able to get this game I'll make no excuses for sparing its life because I don't want that hidious thing on my TV.
And as for this "Eggman's budget cuts" nonsence. Suspension of disbelief officially shattered. I never before questioned Eggman's financial status, but now I all I can think of is where he gets the funding in the first place for all these robots, and lets not forget the airships and space stations - I doubt they come cheap. If you just ignore the issue of real-life, you can get away anything without need of explaination. I could write a how list of stuff that happens in fiction that "just-so-happens-to-be" but I'd be here all day. If this was a game with a comedic tone, or better yet a parody, then the idea of Eggman's budget cuts would be really funny, but its not. Its supposed to be Sonic 4. It just sounds plain stupid.
Maybe I'm too used to the overly serious nature of the Sonic franchises stories (like SA2, ShTH, and Unleashed to name a few - not to mention I recently bought and watched the SatAM boxset so thats influencing my current outlook), but even then, with this being a continuation of Sonic 1/2/3&K, those games didn't have the faculties for humour so trying to introduce it messes with the preset balance, after all Sonic was never called "the Hedgehog with slight satirical whimzy", he was the Hedgehog with Attitdude. Restore that sence of early 90's attitude and you could be on to a winner.
Sonic Battle´s security robots seem to imply that Eggman sells his old models to the military/the government. Not to mention in the same game he sent robots around to steal stuff for him (granted, he wanted them to get the emeralds, but getting a bunch of other valuable things kinda round up the budget, too).
Also, to add a bit more of fan-wank flavor: Since Eggman is always rummaging through ruins and the like, it´s possible he resells these ancient archaeological treasures to museums under a false name.
Back on topic:
Calling this Sonic 4 when it´s rather obviously a rehash alá Sonic Pocket Adventure is indeed disappointing, but I do hope they actually get the gameplay and feel right in this "episode 1". They can later add more original stuff to later episodes.
I know, I know, lame of them to add the cool stuff in extra episodes we have to pay for, but I´m ok with it as long as they realize that old-style games have the potential to be big sellers and invest in making more of them.
INSTANT BUY
<strong class="quote-title" B Vulpix wrote:
Wouldn't it have been hilarious if they had written in a story explanation for the glitches in 06?
Reminds me of Superman 64. Didn't they try to explain away the godawful draw distance as "kryptonite fog"?
INSTANT BUY
B Vulpix wrote:
Wouldn't it have been hilarious if they had written in a story explanation for the glitches in 06?
Reminds me of Superman 64. Didn't they try to explain away the godawful draw distance as "kryptonite fog"?
Bahahaha! Not sure how many of you have played Virtual On Marz, but they actually did do this. Claimed the slow clunky controls[as well as a ton of other stuff that makes the game vastly inferior to all its predecessors] were due to the J-Crystals[story element] interferring with the Virtuaroids. Yea...right...good one SEGA. xP
Sonic 4 Achievements list reveal. Super Sonic playable in the zones confirm .
Sexcellent.
But let's wait and see how someone can find something to complain about this.
"Dood super sonic is a hax! God m0de!"
Sonic 4 Achievements list reveal. Super Sonic playable in the zones confirm .
Sexcellent.
But let's wait and see how someone can find something to complain about this.
Shouldn't take too long.
Potential Complaint material:
- "IT ISNT THE ORIGINAL SPRITE! It's that FAKERHOG we all despiiiiiise so much!" followed by Fanrage
- "GIVE US HYPER SONIC!" ...Again, followed by FanRage
- "Can we haz Supersonic option at the start"
Yup, there's a good few ways for this to get complained at!
Haha yes. All of the above will definitely happen.
I don't normally quote him, but Tim Buckley had a lovely tidbit on nerdrage and how if we were able to harness this energy that could basically power the world. He was referring to the apocolyPS3, but it applies to all things.
New interview and screens from Game Informer. Seems Episode 1 is a prologue and Tails and Knuckles might appear in Episode 2.
Wow, after reading that interview and seeing those new screens I am totally pumped about this. And Sonic 2's Buzzer is back (aww, I always preferred Buzzbomber) it seems, and look(!) *points* you get a point tally as you destroy badniks in a chain! Sweet! But the best news is that there's a fifth zone and good old fashioned Playable Anywhere Super Sonic. I just can't believe we've got to wait until Episode II for Tails and Knuckles! I totally can't wait... but if it means it turns out good, I'll do so with a massive grin on my face.
...
... oh, yeah. My Wii's not connected to WiiWare TT_TT (Please Sega! Release a compilation disc of all collected episodes!)
So Tails and Knuckles semi-confirmed for follow-up?
1) Episode 1 released.
2) Players find that certain areas in each zone are inaccessible to Sonic.
3) Episode 2 released. Tails and Knuckles confirmed for LOCK ON into Ep1.
4) ????
5) Profit!
Repeat until epic.
So Tails and Knuckles semi-confirmed for follow-up?
1) Episode 1 released.
2) Players find that certain areas in each zone are inaccessible to Sonic.
3) Episode 2 released. Tails and Knuckles confirmed for LOCK ON into Ep1.
4) ????
5) Profit!
Repeat until epic.
"With all the episodes released, use all 15 playable characters to access all 29 separate routes in each level!"
So Tails and Knuckles semi-confirmed for follow-up?
1) Episode 1 released.
2) Players find that certain areas in each zone are inaccessible to Sonic.
3) Episode 2 released. Tails and Knuckles confirmed for LOCK ON into Ep1.
4) ????
5) Profit!Repeat until epic.
"With all the episodes released, use all 15 playable characters to access all 29 separate routes in each level!"
Ha! I honestly wouldnt be suprised.
So Tails and Knuckles semi-confirmed for follow-up?
1) Episode 1 released.
2) Players find that certain areas in each zone are inaccessible to Sonic.
3) Episode 2 released. Tails and Knuckles confirmed for LOCK ON into Ep1.
4) ????
5) Profit!Repeat until epic.
"With all the episodes released, use all 15 playable characters to access all 29 separate routes in each level!"
Ha! I honestly wouldnt be suprised.
It's sad that I wouldn't be either. But you know...if it's actually a great game and plays well enough...I wouldn't mind it. Honestly.
http://www.sonicstadium.o...info-from-nintendo-power
Includes scans from Nintendo Powers 4-page feature including an interview with Takashi Iizuka.
"...fan favourite Jun Senoue will be the music director for this game..."
Oh, son of a--
I know we haven't heard much of the audio yet, but for the love of all things melodious, how dismaying. I'd rather have the music from Sonic In Sydney than another round of uninspired guitar riffs sloppily strung together.
More worrisome still is Iizuka noting that only he and Senoue are returning champions from the MegaDrive days for this title. At least he said he's not responsible for level design this time...
lol I like this....Sally Acorn song. Hearing a love song being sung directly at Sonic is sort of weird but still.
Saying the right things. They've done that before, but never so much. Homing attack leading to sky routes makes me much more accepting of it since that makes it a proper Sonic 2D special move that can lead to character routes instead of an easy mode or pointless reference. The boss changing modes makes it a great idea instead of yet another rehash. Sonic 2 style level design would be incredible... if they can achieve it, but at least they're attempting it.
Jun Sunoue is the biggest warning alarm here. He is capable of music other than generic guitar rock, but often chooses not to let you know that. Iizuka also talks about the press forward nonsense of their 3D levels as if it is just how 3D Sonic should be instead of something to improve.
This game has been upgraded from "future franchise killer" to "could they actually do it?"
So Tails and Knuckles semi-confirmed for follow-up?
1) Episode 1 released.
2) Players find that certain areas in each zone are inaccessible to Sonic.
3) Episode 2 released. Tails and Knuckles confirmed for LOCK ON into Ep1.
4) ????5) Profit!
Repeat until epic.
"With all the episodes released, use all 15 playable characters to access all 29 separate routes in each level!"
That WOULD be the most epic thing they could do. It's what they should have been doing the whole time instead of the characters = badly controlled minigames paradigm they're been using.
I don't expect the Episode 1 levels to have alternate character routes though. That's farther planning than I think they're willing to do yet, and would make an already challenging standard (Sonic 2, which for a single move set is arguably a better, more flowing style than Sonic 3&K anyway) into an impossible standard (Sonic 3&K with an undetermined number of episodes).
Trust me, Jun's soundtrack isn't just going to be a slew of guitar riffs - you guys just aren't giving him enough credit.
Listen, dig out the Megadrive version of Sonic 3D, be it the original cartridge or from Sonic Mega Collection or whatever (i.e. NOT the Saturn version), go to the sound test and listen to that games music, from the into and Puppet Panic music, to Green Grove, Rusty Ruins and Diamond Dust. These are top quality tunes and sound even better in there appropiete zones. Sonic 3D is not one of Sonic's finist moments, and as a result its soundtrack, or rather Jun Senoue's soundtrack is heavily underrated.
We already know that this game is going to have a classic sounding chiptune based soundtrack, and Jun is more than capable of making it work.
Didn't he also contribute to S3&K, or was he merely a sound programmer back then?
Special cliffhanger at the end, eh? Nice! I'm kinda excited about this game now. Doubt i'll but it the day it come out, but i'm fairly positive i'll atleast check it out now.
Trust me, Jun's soundtrack isn't just going to be a slew of guitar riffs - you guys just aren't giving him enough credit.
Listen, dig out the Megadrive version of Sonic 3D, be it the original cartridge or from Sonic Mega Collection or whatever (i.e. NOT the Saturn version), go to the sound test and listen to that games music, from the into and Puppet Panic music, to Green Grove, Rusty Ruins and Diamond Dust. These are top quality tunes and sound even better in there appropiete zones. Sonic 3D is not one of Sonic's finist moments, and as a result its soundtrack, or rather Jun Senoue's soundtrack is heavily underrated.
We already know that this game is going to have a classic sounding chiptune based soundtrack, and Jun is more than capable of making it work.
Believe me, Blue, I do appreciate Senoue's soundtrack in that game. I even liked a fair bit of his work in Sonic Adventure, but by then, the handwriting was on the wall. From that point on, his instrumentation was going downhill, culminating in the atrocity that was the Angel Island Zone SSBB Remix.
Listening to Splash Hill Zone again, though, it's not even that I have a problem with his selection of instruments. It just sounds...bland, generic, and vanilla. It takes no innovative risks and is pretty dull, like a pale imitation of Ocean Palace. I like to think Senoue could have done better than this.
Didn't he also contribute to S3&K, or was he merely a sound programmer back then?
Apparently he was just a sound designer back then. It can be assumed that the "Act Complete" music is by Senoue, since its been used in almost every Sonic game where he's been the sound director, as well as any other sound effects that got carried over to Sonic 3D.
(Look here for fullerlist of credits and job roles)
Rapidfire wrote:
Believe me, Blue, I do appreciate Senoue's soundtrack in that game. I even liked a fair bit of his work in Sonic Adventure, but by then, the handwriting was on the wall. From that point on, his instrumentation was going downhill, culminating in the atrocity that was the Angel Island Zone SSBB Remix.
Listening to Splash Hill Zone again, though, it's not even that I have a problem with his selection of instruments. It just sounds...bland, generic, and vanilla. It takes no innovative risks and is pretty dull, like a pale imitation of Ocean Palace. I like to think Senoue could have done better than this.
I guess we'll have to agree to having very different tastes. I personally loved Jun's Angel Island Zone remix, whereas I absolutely loath the Richard Jaques' version of Spring Stadium Zone Act 2 that you praise so highly in your current Sonic music topic (which I plan to respond to once I've condensed my list of favourites XD). Then again, I also have the controversial preference of Spencer Nilsen's Sonic CD soundtrack.
As for Splash Hill Zone's music, rather than an "imitation" of Ocean Palace it just sounds like a slower tempo version of the games title theme. Though it doesn't sound like a "hit" at first, I've found that the more I listen to it, the catchier it gets, especially about 24 seconds in (from linked video).
Apparently Eggman's budget cuts are worse than predicted. He's now having to fashion booster engines out of out Super Scopes.
Oh... That concept art that I fought was Masher was supposed to be Chopper after all... Well I'll be a Coconuts' uncle.
*GASP!!* And what's that I see? A new addition to the multimedia section to be unvieled next week?! (I call screenshots)
And if that wasn't ingriging enough, A mystery box below the Community section. What in heavens could it be?
Website update:
-New look for the site.
- Splash Hill Zone music.
- New screenshots.
- Eggman profile.
The running animation is there
Ooh, spinny blurry leg thingy. Lookin' good. I'll need to see it in action but that's bound to be more satisfying than the half-run we saw earlier.
Sonic runs by on the page every few seconds there if you want to see him in action.
I don't get how anyone can say this running animation looks good. It reeks of laziness.
Eh, That looks more like an animated gif they scraped together from footage for the internet site more than it does a polished and finished version though...I doubt it's going to look that bad in game, and nor will anyone care for that matter.
^You don't know Sonic fans if you think they won't care about that 😛
*watches the running animation*
Hmmmmm. I dunno. All I can say is that I'm willing to settle for it. I mean what could I really expect? Besides Brawl I've never seen 3D sonic do the Wheel O Feet. I mean yeah you can tell it's just sonic running normally with red and white blurry stuff going around ontop of him. But.......gah whatever!
First Boss Theme = trippy, happy, and goody
There's a few pretty good tracks in there. =D
I love the retro Genesis percussion.
Level design is kind of simplistic, though it's hard to tell how far those other paths go.
Homing spin is used well, and a surprisingly fitting evolution of insta-shield, which also made Sonic the easy and fast choice in S3&K.
Use of momentum is possible, but every loop has a spring to make it easy, and Sonic runs up ramps with no momentum whatsoever.
Badniks and objects, even the points from badniks, have an oversized blocky sense to them.
There is like no depth to anything going on in the video.
Music is unremarkable.
I can't actually think of anything positive to say about it, other than the homing spin being a surprisingly fitting evolution of insta-shield, which also made Sonic the easy and fast choice in S3&K.
Watching the Lost Labyrinth Zone video, it seem I going to die a lot in that zone especially in the super fast wall crushing part. That zone boss was pretty new. I guess Splash Hill Zone is the only with reused boss. My only complain is Sonic's animation. Looks strange in certain parts. Other than that the game looks pretty good.
despise:
Making physics cry
Where'd you get that one, Creo? Are there other leaks than the SHZ one?
As for the Splash Hill video: I dunno. Level design looks good, actually, and whether it be simplistic or not is one of the few things you honestly cannot judge from a single gameplay video. You've got to explore. The old games were more complex in that regard that can easily be remembered; playing through Casino Night Zone again, I think there are still paths I've never seen in that level (and don't get me started on Sonic CD). It did look like there were many paths to take, requiring springs, homing attacks, and (gasp) inertia to reach. Then again, it's one gameplay video. They might just be tiny detours.
Visuals are only going as far as mimicry of the source material. They're using parts from the old games, like retro enemies and green hills, but Frankenstein-ing them together into a nostalgic blob seems lazy. Maybe later levels will have some unique ideas.
I don't really want to touch on the physics yet. >> ...He seems too fast. And speeds requiring twitch gameplay do not match intricate mazes. Hence, why Rush and Unleashed levels were basically long tracks.
*puts on whiny greedy sonic fan hat for a minute*
Here's hoping the super spin dash has a purpose in this game!
Looks it's really confirmed to have Super Sonic throughout all the levels.
Whew!!