BeamClaws
Balloon Fighter
Beam claws closes the gap with his excellent foot speed!
Posts: 934
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Post by BeamClaws on Nov 6, 2008 16:29:09 GMT -5
Does it include stretchy arms? If it does, I might get it.
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Post by kirbychu on Nov 6, 2008 18:39:25 GMT -5
Nope. Posable, but not stretchy.
Shame, the Werehog would be perfect for a Stretch Armstrong-type toy. Much better than that nonsensical Homer Simpson in his underwear one.
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Post by Koopaul on Nov 7, 2008 11:08:04 GMT -5
IGN has a new gameply vid for the Wii. I notice that Sonic turns into a ball when jumping in the Wii version but he doesn't in the other versions. He just coils up.
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Post by Dasher Misire on Nov 7, 2008 12:48:36 GMT -5
Which is good, because I hate the coil up "shield jump" thing Sonic's been doing since SA2. Spin Attack is awesome, why they ever got rid of it is a mystery to me.
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Post by kirbychu on Nov 7, 2008 14:53:36 GMT -5
Which is good, because I hate the coil up "shield jump" thing Sonic's been doing since SA2. Spin Attack is awesome, why they ever got rid of it is a mystery to me. Eh? They never got rid of it, it's the same thing. The only game where he turned into a literal ball to jump was Sonic Adventure. And it was ugly as hell with his texture stretched across it. XD If you're complaining about the fact that we actually see Sonic curl up now instead of having him instantly snap into a curled position, then that's the most nitpicky thing I've ever read. We may as well complain that Mario has more than two running frames now.
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Post by Manspeed on Nov 7, 2008 16:34:12 GMT -5
In SA2, he didn't roll into a perfect sphere. He did more of this forward flippy move. More recently, they've managed to just curl his model up as much as possible, which is good, but I think the whole "roll into a perfect sphere" thing was kind of one of Sonic's defining traits. Nowadays he uses karate kicks and stuff moreso than his rolling buzzsaw move, which sucks.
Looking at the way they handled the Spin Jump in Unleashed, it kinda resembles the jumping animation from SEGASonic the arcade game. I just wish he could the actual Spin Dash and Spin Attacks instead of relying on that cheapass boost technique for everything. They should've made it so the boost lets you run faster but not barrel through everything in your way. That's what the Sonic Spin Attack is for.
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BeamClaws
Balloon Fighter
Beam claws closes the gap with his excellent foot speed!
Posts: 934
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Post by BeamClaws on Nov 7, 2008 17:11:27 GMT -5
So you think it should be more like the strike dash? Then it's useless.
It should just be used as a means of gaining a little more speed with the spin dash making you faster.
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Post by Manspeed on Nov 7, 2008 17:54:48 GMT -5
Can you rephrase that? I have no idea what you just said.
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Post by kirbychu on Nov 7, 2008 19:24:10 GMT -5
In SA2, he didn't roll into a perfect sphere. He did more of this forward flippy move. More recently, they've managed to just curl his model up as much as possible, which is good, but I think the whole "roll into a perfect sphere" thing was kind of one of Sonic's defining traits. Nowadays he uses karate kicks and stuff moreso than his rolling buzzsaw move, which sucks. ...We must not be playing the same games. He has his breakdance kick in Sonic '06, but... apart from that, it's all Spin Attacks, homing or otherwise. I've certainly never seen him do martial arts of any kind. XD
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Post by Manspeed on Nov 7, 2008 19:43:17 GMT -5
In Secret Rings his Homing Attack is a flying kick. Not to mention you can't even hurt enemies by jumping on them in '06, you can only Homing Attack them. That's a bit ridiculous, if you ask me.
Another thing I didn't like was that the original smooth-flowing Spin Attack was replaced with the so-called "Somersault" move in SA2 which is considerable more awkward to use and is actually less useful within the context of a Sonic game. It's remained that way ever since, complete with the sliding type maneuver that comes after it. How the hell did that manage to screw that one up?
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Post by kirbychu on Nov 8, 2008 5:32:18 GMT -5
Another thing I didn't like was that the original smooth-flowing Spin Attack was replaced with the so-called "Somersault" move in SA2 which is considerable more awkward to use and is actually less useful within the context of a Sonic game. It's remained that way ever since, complete with the sliding type maneuver that comes after it. How the hell did that manage to screw that one up? Oh, you mean the rolling spin. Yeah, there's actually a good reason that's not in the 3D games any more. Did you ever try using that in Sonic Adventure? It was absolutely useless. All it did was cause you to lose control for a few seconds. You might take out an enemy or two, but more often than not you'd just roll right off a cliff. It became dead weight, so for SA2 it was dropped in favour of a move that could serve a purpose. I don't know about you, but I'll take playability over nostalgia, thank you very much.
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Post by Manspeed on Nov 8, 2008 17:33:40 GMT -5
The Somersault was as awkward as hell. Using it caused you to grind to a halt, and the only thing you even used it for was smashing boxes. If they used the original Spin Attack for this same purpose, it would've come off a lot smoother. If rolling off a cliff was such a huge problem, then maybe they should design stages with more ground and less cliffs. If controlling it was a problem, than refining Sonic's steering was in order. As a whole, SA1 felt a lot smoother to me than SA2, and I'd have rather they expanded on that formula rather than changing it up constantly.
Personally, I felt they could've taken a cue from Sonic R. Just ditch the car controls and have a workable camera. Everything else is fine: the ability to drift, wide open courses you can explore, loops that don't cheat, hidden secrets everywhere.
Basically I just wanted a Sonic 64 of sorts. Too bad Sonic Xtreme got canned. At least Unleashed is putting out some of the things I want, which is why I'm marginally optimistic for it.
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Post by kirbychu on Nov 8, 2008 17:51:33 GMT -5
The Somersault was as awkward as hell. Using it caused you to grind to a halt, and the only thing you even used it for was smashing boxes. If they used the original Spin Attack for this same purpose, it would've come off a lot smoother. If rolling off a cliff was such a huge problem, then maybe they should design stages with more ground and less cliffs. If controlling it was a problem, than refining Sonic's steering was in order. As a whole, SA1 felt a lot smoother to me than SA2, and I'd have rather they expanded on that formula rather than changing it up constantly. But Sonic's never been controllable while rolling. That's the point - you sacrifice control for attack. If you can have both, why ever stop rolling? Unfortunately, that concept just doesn't work in 3D. And, uh... the rolling attack caused you to grind to a halt too, unless you jumped out of it. Which is also possible with SA2's somersault. Personally, I used the somersault to roll under things all the time, and if you jump out of it you can continue without really losing any speed at all. Personally, I felt they could've taken a cue from Sonic R. Just ditch the car controls and have a workable camera. Everything else is fine: the ability to drift, wide open courses you can explore, loops that don't cheat, hidden secrets everywhere. Eww. No. Sonic R was the worst 3D game I've ever played, and not just in the Sonic series. XD I really wouldn't like a Sonic 64, honestly. The last thing Sonic needs is to become another Mario clone. Linear stages are exactly what Sonic needs to have, because the point is to get to the end as fast as possible. Not to wander around exploring aimlessly. It's Sonic. You just fucking run.
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Post by Manspeed on Nov 9, 2008 8:35:14 GMT -5
Finding the Special Stages in Sonic 3 would like to disagree with you.
Sonic R was not that bad. If it controlled like an ordinary 3D performer adventure, you wouldn't hate it nearly as much.
The big problem with the Somersault is that even when you jump out of it you're still moving slow. The jump physics in both SA1 and SA2 are atrocious. You sorta aimlessly hang in the air, and no matter how fast you're running when you jump, you always spin at the same speed. This wasn't so in the previous Sonic games (including Sonic R).
Unleashed looks to fix that, but it still has some ways to go in other departments.
I also never said I wanted Sonic to be a Mario clone. I just wanted a game where you use Sonic's trademark abilities to explore a big open world. When all the stages are just one-way paths with only minor detours, it gets kinda dull after a while.
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Post by Dasher Misire on Nov 9, 2008 12:22:41 GMT -5
I like the old style jump where he turns into a ball. SA1 did it perfectly, SA2 does it with Spin Dash, Brawl does it perfectly, I thought it was back but apparently not. And I mean visually, in terms of speed it was horrid.
And, *points at self* SO don't care for two frames missing or not. I just want the Brawl jumps to be in Unleashed. Bah.
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