General Sonic The Hedgehog thread:

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Underground Robotnik admitedly seemed more logical in the sense he knew he at least required sentient people under him to rule. Satam's Robotnik's key goal seemed to be to make himself the Omega Man (a shown in the finale even Snively was expendable). Given he was still a complete narcissist it seemed uncharacteristic of him.

There was at least some leaway in the first season, where a lot of his robots had some amount of sentience and his goal seemed to be to make the world 'a work of art' via his industries and robotics. It was season two that begun his whole Stupid Evil disposition and just wanting to make the earth a worse place to live in.

edited 5th Feb '13 5:57:33 PM by Psi001

Mecha sonic cooler? Eh no gotta disagree. Metal has some personality at least, and his look is better IMO. I think they should use his Neo Metal design as his super form though, it's unfortunate we never got to fight it properly and a final boss where you go as Super sonic against neo Metal would be pretty sick.
14028 AceOfScarabs5th Feb 2013 08:42:10 PM from Singapore , Relationship Status: Drift compatible
I am now a shiny stone~
Mechanical Sonic always felt much clumsier than Metal, who was actually able to match Sonic speedwise and turnwise.
14029 Komodin5th Feb 2013 09:06:41 PM from Green Hill Zone , Relationship Status: [TOP SECRET]
Sonic Wiki Curator of TV Tropes
Playing Sonic Rush Adenture for the first time.

What are your thoughts on it so far?
14030 phoenixdaughterAM5th Feb 2013 09:10:10 PM from Cursed college , Relationship Status: Wishing you were here
Wiping All Out
Kinda like that we have a hub. Boating is eh. Noticing a difference in the fact that I am not gaining boots as easily as I did in Rush. But ah well. Still better boating than in Phantom Hourglass.

Also, just got Blaze. SONIC SHALL NEVER BE USED AGAIN. Unless plot mandates it at some point.
In Sonic Rush, am I supposed to un-learn to use the spindash? Because I find that it's useless on downward slopes unlike in other games.
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Boost pretty much does whatever spindash could've done but faster/better. In rush that is. Though in the first game it was useful in the Sonic/Blaze fight.

I liked SRA more than SR. I kind of liked looking for new islands and such and didn't mind replaying the levels for materials. I really like Machine Labyrinth, Haunted Ship and Sky Babylon's themes/lvels. Also Pirate Isle is a refreshing change from the usual last levels being in space or a factory.

edited 5th Feb '13 9:30:38 PM by Vertigo_High

14033 phoenixdaughterAM5th Feb 2013 09:30:19 PM from Cursed college , Relationship Status: Wishing you were here
Wiping All Out
That is a reasonable explination for it.

And ohmygods it's easier than normal to get the Emeralds. YAY!
Would a boosting game work well with Classic physics, or would it be impossible?
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Lol no it's not. Wait until the last few, and then you'll realize just how much of a pain Johnny is.
14036 phoenixdaughterAM5th Feb 2013 09:38:01 PM from Cursed college , Relationship Status: Wishing you were here
Wiping All Out
Ahhhh well. Figured it would get harder as the game goes along.
14037 Komodin5th Feb 2013 10:00:05 PM from Green Hill Zone , Relationship Status: [TOP SECRET]
Sonic Wiki Curator of TV Tropes
Would a boosting game work well with Classic physics, or would it be impossible?

It would be very difficult at best, since the Sonic Boost pretty much renders the Classic physics useless with the on-demand speed and nigh-invincibility it brings.
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[up]X4 its not impossible but it would make boosting completely broken if the levels aren't designed well enough.
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14039 maxwellelvis6th Feb 2013 05:52:57 AM from undisclosed location , Relationship Status: In my bunk
Mad Scientist Wannabe
[up][up]That's why I hated the Modern Sonic levels in Generations. I spent ages trying to figure out, "When did this idiotic gimmick become a mainstay element, and why can't I spin-dash instead?"
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14040 darkabomination6th Feb 2013 06:06:19 AM from the darkest of the hillside thickets , Relationship Status: Norwegian Wood
Slayer of Grues
Which is why I prefered the ability to spin dash in motion in SA 1. If it was just polished a bit and lengthen the initial dash, it could be a nice classic style alternative to the boost. In general, I think they should take cues from Generations to allow the players to use the older styles of character moves so you can switch between both a modern and classic mode. Something like how you can choose the dashes in the CD remake.
"You are not alone. And you are not strange.

You are you, and everyone has damage.

Be the better person." - Katawa Shoujo
14041 PhysicalStamina6th Feb 2013 06:56:29 AM from be real, it doesn't matter aaanywaaaaaaay , Relationship Status: It's so nice to be turned on again
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[up], [up][up]You guys are aware that the spin dash got more and more useless with each game, right?
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14042 unnoun6th Feb 2013 07:01:17 AM from being ridden by the loa
Everybody's Aunt
[up] Yes. What's your point? That Sonic Team is too incompetent to add new gameplay mechanics without making old ones worthless?

Just because it became useless doesn't mean it always was or that it had to be as a matter of course.
14043 PhysicalStamina6th Feb 2013 07:09:01 AM from be real, it doesn't matter aaanywaaaaaaay , Relationship Status: It's so nice to be turned on again
take a little journey
[up]I guess so.

Even if Generations did have the spindash, why use that if you can just boost through everything?

Thinking about it, I can't see the spindash being of any use with the way the levels are designed.
You wish to take me out so you study
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14044 unnoun6th Feb 2013 07:10:00 AM from being ridden by the loa
Everybody's Aunt
[up] Cut the boost, change the way levels are designed.
14045 PhysicalStamina6th Feb 2013 07:11:50 AM from be real, it doesn't matter aaanywaaaaaaay , Relationship Status: It's so nice to be turned on again
take a little journey
[up]Why not change the level design and keep the boost? While the spindash would only work with a certain type of level design, the boost could work anywhere.

edited 6th Feb '13 7:11:55 AM by PhysicalStamina

You wish to take me out so you study
Meanwhile, my clothes, mics, and foes are left bloody
14046 darkabomination6th Feb 2013 07:49:59 AM from the darkest of the hillside thickets , Relationship Status: Norwegian Wood
Slayer of Grues
Come on, it's one of the most iconic moves in the series. It's the freaking spin dash.
"You are not alone. And you are not strange.

You are you, and everyone has damage.

Be the better person." - Katawa Shoujo
14047 AceOfScarabs6th Feb 2013 07:55:03 AM from Singapore , Relationship Status: Drift compatible
I am now a shiny stone~
They could just alter the mechanics so the Boost and Spindash have different uses.

Spindash could be altered to allow for more impressive physics assisted gymnastics, like precision high/long jumping, or rocketing under things at high speed, or even ricocheting around like a pinball without speed loss.

Boost would be better for smashing certain barriers without losing speed and travelling uphill, as well as "sticking" to tricky surfaces and paths without "safety railing" clipping more easily without losing grip and/or falling off.

edited 6th Feb '13 7:55:34 AM by AceOfScarabs

14048 PhysicalStamina6th Feb 2013 07:56:32 AM from be real, it doesn't matter aaanywaaaaaaay , Relationship Status: It's so nice to be turned on again
take a little journey
[up]That's what I'm saying. Have both instead of getting rid of one of them. Even if the level design is built around the spindash, it wouldn't render the boost useless.

edited 6th Feb '13 7:57:31 AM by PhysicalStamina

You wish to take me out so you study
Meanwhile, my clothes, mics, and foes are left bloody
14049 KnownUnknown6th Feb 2013 10:38:43 AM from Here. There. Everywhere.
Fresh For 2015
Just mechanics-wise, the Spin-Dash is outright useless in a three dimensional environment. It was one of the most noticeable things about the Adventure games: suddenly, in a wide open environment and a less linear environment, the fact that you had the stop and wait for a moment before getting speed you need to do things became more sluggish than necessary. It works a lot better in 2D - most things about Classic Sonic do, that's why he excels in that environment (it's another reason why he's a lot more platforming heavy as well, singular focus on speed isn't quite as easy to pull off entertainingly in 2D as it is in 3D).

So to continue reimagined Sonic's movement: they made running more important, since accuracy over a single burst of linear speed was far more useful. After that, they just took it the extreme: they returned to linear design, but rather than bring back a mechanic that works better in a two dimensional system and feels sluggish in 3D they merely implemented a system that grants speed immediately in order to focus on aesthetic and speedy gameplay. I'll be the first to complain about how the boost was implemented in Unleashed, but they proved that they could improve it with better level design in Generations.

Personally, I prefer the way Colors did it - basic running and platforming, with boost and powerups only being useable for short times and ultimately used for very specific purposes. In my opinion, the next Sonic game should use both wider and linear environments, and feel fast but require neither boost nor spindash in order to do so. But I'm not about to belittle gameplay features and mechanics I don't like as "gimmicks" because I enjoy something best.

These things happen in game design - not everyone's skillset is as universally adaptable as Mario's. If it makes you feel any better (which it probably won't), sometimes while boosting in Generations Sonic does do the spindash animation.
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[up]I feel that running sections in new Sonic games should be designed like the Mach sections in 2006, since those sections were very wide open with several secret paths.
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