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Sega community wake up!!! |
vbt - Oct 7, 2007 |
vbt | Oct 7, 2007 | |||
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dibz | Oct 8, 2007 | |||
*dibz rolls over and goes back to sleep* |
RockinB | Oct 8, 2007 | |||
I'm starting to get awake, again |
KuKzz | Oct 8, 2007 | |||
Hrm ? Anyways....*goes back to psp* |
Amon | Oct 10, 2007 | |||
Maybe sonic on a rail system is where sonic should be since in the 16bit days of sonic he only had 2 real directions to move left and right. Multiple paths all lead to the same thing either back to the start of the level or to the finish. The newer sonic games have levels where you cant truely move in 360 degrees... there is a section which you can move on and the rest conviently kills you or you hit walls/invisible walls. Sonic might do well in a truely 3d world in which you can move anywhere and the camera doesnt point you in the right direction (like in the 360 sonic game or sonic adventure). Who knows. Looks like I will have to pick up the wii sonic game |
mtxblau | Oct 10, 2007 | |||||||||
I definitely agree. It's a vast improvement over previous iterations...
...however, it's not a game that I feel like picking up and playing again - because it's on rails there's really no 'exploration', so while in the 16bit era there were only 1 start and end point, there were various routes to discover additional power ups; 'secrets' and that sort of thing. Or maybe S&tSR has that and I'm missing it. The game doesn't give me reason to think that though. Don't get me wrong, compared to other sonic games, this one is outstanding. But when you compare it to other flagship games like Mario, you're left wanting just a little bit more. |
dibz | Oct 10, 2007 | |||||
I agree entirely, however I don't really believe Sonic can be compared to Mario anymore. The transition to "next-gen" for the Mario type of game has been much more friendly then it was to Sonic, I believe this is caused by the core of what made each game great. Mario has always been a slower paced game, and just adapts better. About the only way I can see Sonic making a semi-successful transition is in a game like Sonic R, the old type of game play otherwise just doesn't adapt. Take the new Sonic the Hedgehog Xbox360 and PS3 game -- think about it, would that have ever actually worked? I don't think so. Even with a perfect camera system, going at the speed Sonic should go you'd either have to be on rails like the Wii Sonic game, or be so disoriented the game would be unplayable. Er, I just described the game didn't I? |
mtxblau | Oct 11, 2007 | |||
You did in fact describe it. :-D I guess the lack of depth is troubling. 16-bit Sonic is excellent in sound, speed, and for the platforming genre. S&tSR, not so much platforming. I know you have the game, dibz, so you can correct me if I'm wrong but S&tSR is basically fast twitch 'press 2 to jump', 'forward to hit the target', etc. It's almost like Sewer Shark for the Sega CD (but much much better). Don't get me wrong, it's a fun game, but in the spirit of 16-bit Sonic, it is not. I think a rails/platforming hybrid would work better for the series and ease the transition. Multiple paths through a level, bring back the emeralds, make interesting boss battles, and you can have a winner with replay value. I'm looking at a game like 'The Red Star' and seeing the possibilities - for TSR, the beat em up and shooter sections, if set alone, aren't very good but by combining the two there's a perfect mix of action. |
vbt | Oct 22, 2007 | |||
Sega has delayed Nights, so we will have to wait a little more for Sega's community wake up |
Caelestis | Oct 25, 2007 | |||
Well, I'm certainly beginning to wake up. Shining Force 3, scenario 2 is almost completely patched with the translation, apart from the odd bookshelf. It's close enough that I've decided to start playing... so yeah. Everybody else should wake up now. |