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Post by Nester the Lark on Sept 13, 2009 12:07:28 GMT -5
The thing is, if they go back to Sonic's speed in the Genesis days... well, Mario's practically as fast as that now. And this is what I was trying to point out earlier - his name is Sonic the Hedgehog. That's his selling point. He's fast. He's the fastest thing alive. This is why they keep pushing to be the fastest game out there. It's why they've always done that. No Sonic game has ever been advertised based on anything other than being faster than the competition. It may not make for games that you guys like, and it may not be the most efficient way of making a game, but it's good marketing and it moves units, which is what Sega desperately need. I just want to point out that, yes, Sonic is about speed, but not necessarily that kind of speed. I think the thing that really set Sonic apart from Mario "back in the day" is that Mario's game design encouraged exploration, breaking all the bricks, trying to enter every pipe, and basically taking it slow; while Sonic was designed around keeping the player moving and building up momentum, but that doesn't necessarily mean it has to be blindingly fast. At the end of the day, they were both platform games. You could play Mario fast and Sonic slow if you wanted, but their designs encouraged you in different directions. *jumps out before getting sucked into the debate*
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Post by kirbychu on Sept 13, 2009 12:37:22 GMT -5
Guess I'll reply to Man-Frog over here, then. It should be noted that Sonic games have actually been steadily declining in sales over the years, so I don't know how much longer SEGA expects to keep their charade up. Actually not true. Despite having been out for less than a year, Sonic Unleashed has already sold about half of what Sonic 3 sold in it's entire life span on the Wii alone. Add the 360, PS2 and PS3 sales to that, and it's sold more. If I were making a game and the publisher forced me to change the way the game plays just because it sells better I'd be pretty damn pissed. Don't ever make one, then. I'm breaking into the industry at the moment, and that's how things work. The publishers decide how to sell a game, and tell you what to change to help them sell it better. If you don't make the game your publisher wants, your game doesn't get published. Simple as that. Why do you think Dinosaur Planet became a Star Fox game?
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Swedol
Bubbles
How Could I Win Here, Where Fools Can Be Kings
Posts: 592
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Post by Swedol on Sept 13, 2009 13:04:10 GMT -5
Has someone deleted his posts here or what?
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Post by Nester the Lark on Sept 13, 2009 13:39:24 GMT -5
No, this conversation got started here in the game announcements thread. It was getting out of hand, so I started a fresh thread for it. We're just quoting from the other thread so people know what we're talking about.
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Post by Manspeed on Sept 13, 2009 16:25:14 GMT -5
Why do you think Dinosaur Planet became a Star Fox game? 'Cuz Nintendo had their heads shoved a mile up their own asses at the time. ;D I just want to point out that, yes, Sonic is about speed, but not necessarily that kind of speed. I think the thing that really set Sonic apart from Mario "back in the day" is that Mario's game design encouraged exploration, breaking all the bricks, trying to enter every pipe, and basically taking it slow; while Sonic was designed around keeping the player moving and building up momentum, but that doesn't necessarily mean it has to be blindingly fast. At the end of the day, they were both platform games. You could play Mario fast and Sonic slow if you wanted, but their designs encouraged you in different directions. Nester hit the nail on the head here. My biggest beef with the newer Sonics is not so much the fact that you're able to go ballsout fast but the fact that the game forces you to do so. Actually, they force you to do a lot of things that in many games should rightfully be optional, such as playing as another character.
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Post by kirbychu on Sept 13, 2009 17:18:10 GMT -5
If anything I'd say that going slowly is more optional in the newer games, since you no longer die if you take too long. I mean, sure, on the Genesis you could take a gentle stroll through the stages if you wanted. You'd die before you reached the end, though, 'cause you'd be taking too long.
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Post by Manspeed on Sept 13, 2009 17:39:10 GMT -5
The explain to me why in Unleashed it's harder to control when you're NOT going at full speed and there are several areas that require the cheap-ass boost move to progress. Better yet, explain to me why there are so many automated sections and the inability to backtrack for much of the stages. Removing the time limit didn't do shit when it came to optional...ness.
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Post by kirbychu on Sept 14, 2009 3:27:47 GMT -5
The explain to me why in Unleashed it's harder to control when you're NOT going at full speed and there are several areas that require the cheap-ass boost move to progress. I never found it particularly hard to control when walking. If I did, it would've been pretty damn hard to find the secret areas and finish the optional daytime stages, since most of them require you to be a lot more careful than the regular ones. Better yet, explain to me why there are so many automated sections and the inability to backtrack for much of the stages. Find me a Sonic game where this isn't true. There isn't a single stage in Sonic 1 which allows you to backtrack. EDIT: Since we're talking about classic Sonic stages here, Sega have just released a Sonic Level Creator. You have to be a PlaySEGA subscriber to actually make levels, but you can play other peoples' for free. Looks interesting.
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Post by 8bitretroshit on Sept 14, 2009 13:21:26 GMT -5
Neat-o! I'm a sucker for level editors. I'm not paying a monthly fee just so I can screw around with it though.
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Post by Manspeed on Sept 14, 2009 18:34:46 GMT -5
Sonic CD. Every single stage is built to be completely navigable both ways.
And almost none of the old Sonics have automated sections save for Sonic 3 and some parts of Sonic 2.
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Post by kirbychu on Sept 15, 2009 1:31:44 GMT -5
Sonic CD. Every single stage is built to be completely navigable both ways. 'fraid not. Each stage in Sonic CD has several cutoff points, usually not far after a time post. This is the only game where not allowing you to backtrack is particularly stupid, since you're supposed to be searching for Eggman's machine. Sometimes the cutoff points don't exist in every time zone, but usually they do. And almost none of the old Sonics have automated sections save for Sonic 3 and some parts of Sonic 2. Rolling tunnels, water slides, warp tubes... stop me if any of these sound familiar.
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Post by Shrikeswind on Sept 15, 2009 9:49:42 GMT -5
Automated sections have never bugged me. Now ANIMATED sections are another story, but when I'm going so balls-out fast inertia prevents me from stopping, hey, that's just fine with me.
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Post by Koopaul on Jan 11, 2010 16:58:16 GMT -5
Super Bump! According to this article: gonintendo.com/viewstory.php?id=110437SEGA will be revealing all the playable characters this week. Honestly the way they set up that list I think the only one will be Sonic.
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Post by Manspeed on Jan 11, 2010 20:29:01 GMT -5
Tails and Knuckles aren't even on the list, and "Chip", "Froggy" and "Sonic's New Friend Mr. Needlemouse" are among the names listed there. There's a 999% chance the final name is going to be Sonic. Seriously.
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Post by Buzzardo on Jan 11, 2010 23:00:13 GMT -5
Tails will probably reprise his old role as accident prone sidekick. I sure hope that Knuckles will be an antagonist (like in Sonic 3). Well, assuming he's going to be in the game.
Also, part of me wants to see Vector playable in this game.
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