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Fedule
Mar 27, 2010


No one left uncured.
I got you.
Sorry if I missed it since this thread Goes So Fast but is the soundtrack on any download stores yet? I've searched a bit but all I can find is that there's apparently a vinyl version... which comes with a download code. I am being mocked.

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Fedule
Mar 27, 2010


No one left uncured.
I got you.

XavierGenisi posted:

Sadly not yet. It's a serious crime that it's not available to buy and download right now

whyyyyyyyyyyyyyyy

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Apparently you can play the Switch version with a single joy con but I can't figure out how to activate this. I've even tried booting up the game with only one joy con activated but it's still stuck on dual mode.

I did learn you can navigate the menus on the touch screen though.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Further weirdness; I just played CPZ act 2 and beat the boss, after which... I died. I was all wtf, and played again, and won again, and died again. I was again wtf. I resolved to capture a screen of it this time. On the third time, I don't know wtf brain drugs Eggman was on but I got destroyed, and died again but rightfully. At this point I was a bit mad. I played a fourth time; and won. This time I did not die, which if anything only made me madder.

Helluva glitch.

Fedule
Mar 27, 2010


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I got you.
I have made a discovery.

When playing as Sonic & Tails, you can make Tails fly by tapping Jump while holding Up. This will also make Sonic jump onto him, after which you will be controlling Tails and can fly wherever.

This changes everything.

Was this... always a thing?

Fedule
Mar 27, 2010


No one left uncured.
I got you.

Gammatron 64 posted:

You could also do it all the way back in Sonic 3, but you had to use a 2nd controller to do it.

I meant specifically the ability to do it with only one controller.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
What is the deal with Original/Mania Blue Sphere? I assume Mania just has you play through the stages from the normal game (so, the S3 and S&K stages plus the new ones) and Original is the procgenned ones from NO WAY! NO WAY! NO WAY! NO WAY! NO WAY?.

On a related note, I would like to register my interest in murdering whoever came up with the Blue Sphere stage that's just one big long spiral toward the middle with jumps.

Fedule
Mar 27, 2010


No one left uncured.
I got you.

Stink Terios posted:

This hasn't been posted yet? Shameful.

https://www.youtube.com/watch?v=7z1Hjtklq60

Yes, the video is that short. Yes, he beats all Special Stages in that timespan.

what is happening

Fedule
Mar 27, 2010


No one left uncured.
I got you.
I love Blue Sphere.

It's basically a high speed, escalating tension, abstract spatial kinetic puzzle game.

I'm being facetious with the word count there but it really is an action-puzzler, half graphing problem and half obstacle course, where you make shapes in the right order and make sure to end on the right kind of line. Once you realise that it's a puzzle it kind of all just clicks into place, really.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Finished getting all the gold medals, and started a Knux file and got all the Emewoldz by the end of Press Garden Act 1 so I'm pretty pleased with myself.

Fedule
Mar 27, 2010


No one left uncured.
I got you.

elf help book posted:

How do you do the thing when Playing as Sonic + Tails where you grab onto Tails and fly?

With the two of them standing at the same point, hold up on the d-pad and tap A repeatedly. This should start Tails flying just as Sonic passes by him in the air. At that point you will be in control of Tails.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
I swear in a bunch of the early trailers they showed Forces running in 60fps and I was all for that; I'm generally always willing to take a visual hit for more frames but for Sonic it seemed like even more of a good idea. I don't see that in this footage though. Was it just too good to be true?

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Some of the responses were gold.

"My favourite memory... is being dead."

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Sayonara Wild Hearts owns because as has been observed it has a lot of Sonic-like traits and also has a lot of the same bullshit problems that certain Sonic games have but due to a combination of a) unbelievably powerful aesthetic b) considerately letting you skip bits you suck at (but also letting you turn that option off) c) having lots of extremely quickfire stages and d) having hella checkpoints it powers through these flaws and keeps you right in the intended flow.

Its achievements are nonsense but ehhhhhhh. I'd like to say I was sold by the lesbian motorcycle swordfight but that would involve me having to pretend I wasn't sold long before that point by basically any other setpiece in the game.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
The version of the Chronicles Music story I heard was that the rights to various Genesis Sonic OSTs are gummed up in horrific legal whatevers and BioWare's people completely forgot to secure the rights needed to do whatever arrangements or etc they originally planned, and nobody noticed until very very late, so all the music that wasn't completely original got memory-holed.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
The anecdote I frequently hear is that Dragon Road is approximately the size of Skyrim, so yeah it makes sense something would have to give here.

Fedule
Mar 27, 2010


No one left uncured.
I got you.

Ventana posted:

I don't know how common it is, but I think I've seen at least some other handheld official OSTs do this kinda thing before.

Hell, Final Fantasy XII, a PS2 game, did this.

Fedule
Mar 27, 2010


No one left uncured.
I got you.

Shadow Hog posted:

Emerald Coast doesn't use Green Grove music. I know what you're going for here, it sounds vaguely like Act 2, but it's dissimilar enough that I can't say they're the same with much confidence.

Anyway, "Pleasure Castle... for Twinkle Park" is also unused Sonic 3D music, as sparked this discussion. I think that's the lot of them.

what are you talking about, it's super blatant

https://youtu.be/9TwSHCiXPXE

:v:

Fedule
Mar 27, 2010


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I got you.
Well, I mean, it's the 20th in 4 days. If they were going to announce something to capitalise on positive reception, it'd make some sense to consolidate it for a couple day after release.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Can't believe Sonic is crossing over with PlatinumGames

alternative post: 101 * 20 = 2020 :aaaaa:

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Yeah, Modern Sonic is just, above all else, So Weird, as has been said it's like nobody really has any idea what they're doing and they're just Trying Stuff and suddenly corporate shows up and decides that we're getting a game to mark an important anniversary so gently caress it ship it.

The thing is though, someone over there clearly has some sort of vision, because, I mean, look at Forces, just literally look at it (and listen). The game has a style and an aesthetic. That doesn't just Happen in video games, somebody thought it all the way through. The content was kind of a pile in the end but my point is that at least some part of the production had some idea what the hell they were trying to produce.

The problem 3D Sonic always has is that it doesn't scale and something always has to give. Those stages are huge and for some reason they insist on doing bespoke art for the whole thing, so we wind up having to economise environments for content (There's an anecdote somewhere that Dragon Road is by area the size of Skyrim, which I'd love to see a source on but frankly I could believe it as is). So for, say, Sonic 2006 we got the scale and basically nothing else, and everything except for the visuals was pretty much non-functional, and in Unleashed we got this egregious time padding in nine of the most beautiful environments ever to grace gaming. In Generations we more or less got the same thing except the thing they used to pad out the time was a lot more fun even if it was also a tiny bit janky, but it was completely on-brand.

One of the many reasons Colours is so great is because it was one of the best attempts we've yet seen to try and rework how 3D Sonic games are made in a way that makes any kind of economic sense while still allowing it to offer the same kinds of experience we're used to getting from it. Not by accident was it set entirely in a theme park in space, where it made complete sense for relatively simplistic, repetitive chunks of environment to be floating in a void; it turns out when you don't have to painstakingly realize every passing rock you can get a lot more of the important work done, and the result is a game that's fun, played entirely as Sonic, feels full, is unique and characteristic and into the bargain is made in a style that turns out to scale amazingly well when uprezzed. Lost World is a similar sort of endeavour (made in a way that's economical with artist-hours but delivers nice looking environments) but which maybe didn't turn out as well.

The Forces flavour of all that was that they went back into the detail direction but because of the lack of any real vision beyond the aesthetic we wound up getting fragments and bits and pieces of the incredible environments they made. Unleashed and Generations and Colours and to a lesser extent Lost World worked as well as they did because even though they took different directions regarding the economy of it all they knew what they were trying to make and what they would be having Sonic do in all these environments and produced it all in something resembling a planned-out manner.

There's all kinds of places they could go from here but all of them would require them to choose something and then stick with it for a couple years, and, worse, would require them to iterate on it over a couple titles instead of jumping about between styles and design approaches like it seems they have been, like, I don't care if you pick Unleashed or Colours or Lost World or Generations as your template just pick one and make three more. Anyway I eagerly await Sonic's pivot to open world.

Fedule
Mar 27, 2010


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I got you.
Previously on my fears about where this is going;

Fedule posted:

[...]

There's all kinds of places they could go from here but all of them would require them to choose something and then stick with it for a couple years, and, worse, would require them to iterate on it over a couple titles instead of jumping about between styles and design approaches like it seems they have been, like, I don't care if you pick Unleashed or Colours or Lost World or Generations as your template just pick one and make three more. Anyway I eagerly await Sonic's pivot to open world.

With another Important Anniversary approaching fast, the time is once again right for management to tell the team to just freeze whatever they were experimenting on, slap some content in to pad it out, and market it as a fresh new start for the franchise

Fedule
Mar 27, 2010


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I got you.
Miles "Tails" Prower in Sonic the Hedgehog 2?!

Fedule
Mar 27, 2010


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I got you.
I don't know if there's enough depth to the concept for an entire original Mania followup. I mean, yeah, most of Mania was, technically, original, but every speck of it was drenched in about three different kinds of throwback nostalgia, every drat thing was from something, even the original levels were full of references to stuff and designed to evoke certain memories of certain other zones, and on top of all that contained a whole game's worth of nifty stuff to do with Sonic Physics. What Mania could use is a healthy DLC offering - I know Mania Plus exists but it's not really what I mean here, what I mean is a new stage or two intended to expand the same inventive nostalgia to a bit more content, as opposed to some theoretical sequel having to bring together a new core to work around.

I said much the same thing about Generations at some point; it seemed insane to me that they weren't doing any DLC stages beyond Casino Night. It was primed for it, make as few or as many levels per pack as feasible for the team, with the same mindset the main stages were made with, and just slot them into the game in a menu; nobody would care that there was no context with Generations' plot, such as it is. The problem was, with Generations and Mania alike, that the nostalgia draw was never going to work twice, you could never get the concept to work again, the only way you were gonna Make More was to have a whole new concept somehow. I still can't quite believe they came up with two completely different nostalgia concepts in the first place. I don't think there's going to be a third. There was An Attempt to tie Mania in with Forces, which honestly dragged Mania down more than it elevated Forces, but mostly what I take away from it all is that Forces was an attempt to repeat Generations but without the throwback nostalgia soul of the thing that gave it purpose. I don't think we want to see the game that is to Mania what Forces is to Generations.

...but that said, with whatever exactly happened aside, there was at least a progression going on from Unleashed to Colours to Generations to Forces with some idea of what the game part of this was actually going to be, with the common core being Boost Sonic with some way of working around the content scalability problem (and somehow only Colours (and later Lost World) offered "try making content in a scalable way" as a solution). I have no idea what anyone in Sega is thinking, I don't know what they're about to try, hell I barely know who's even making these decisions let alone have any opinion re: their capabilities. I don't know what they're even thinking might be a good thing to iterate on or a good thing to throw away and invent anew.

If the leaker is to be believed, they're going to try and revise the way all of this controls a little. Okay. Maybe the thinking is that Boost Sonic isn't working, and they need to find some ways to introduce enough fine control to actually design some challenging levels and interesting concepts around, instead of falling back on what if less error margin and everything is cake for progression? I could stand to have that. The problem, on multiple levels, is space. Mario was able to seamlessly shift into basically open world game design because the space taken up by most Mario obstacle courses is tiny; they're small enough that you can cram a bunch of them into a larger space and have enough control over access and visibility and all that to let a player walk between them freely, or, you can cram as few or many them as you like into a space as big or little as you like and have it basically work. As it stands that's not really gonna work with Sonic and the way Sonic controls now and the kind of places that Sonic runs through, covering the length of Skyrim in three minutes (I am once again asking for a source for the Dragon Road/Skyrim comparison). It seems faintly absurd to imagine Sonic as-is going into an open-world setting. A more interesting idea is some kind of tinkering with the scale of proceedings, creating a style of play that feels a little more reminiscent of the genesis-era physics and having you go decently fast but slower than it looks like you're going, and set the whole affair in, say, a GTA-size city, with stages scattered around a little like a subway map, where you're on one at a time, and in theory you can be on some skyscraper bridges and there's a city stage below you and you can see it but if you fall off it behaves like a bottomless pit and you go back to a checkpoint, and there might be defined interchanges, a few ability gates. Or something. I guess it's not a coincidence that this wound up sounding a little bit like some racing games. That all sounds quite ambitious though, and quite contrary to Sonic Team's tendency with regards to inspiration.

Which is a lot of words to say I have absolutely no idea what to expect from the next game and it's all I can do to fantasize a little. I guess it wouldn't be so bad to get basically another Adventure 2.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Fuckin' called it.

Fedule posted:

There's all kinds of places they could go from here but all of them would require them to choose something and then stick with it for a couple years, and, worse, would require them to iterate on it over a couple titles instead of jumping about between styles and design approaches like it seems they have been, like, I don't care if you pick Unleashed or Colours or Lost World or Generations as your template just pick one and make three more. Anyway I eagerly await Sonic's pivot to open world.

Several months later I also wrote this;

Fedule posted:

...there was at least a progression going on from Unleashed to Colours to Generations to Forces with some idea of what the game part of this was actually going to be, with the common core being Boost Sonic with some way of working around the content scalability problem (and somehow only Colours (and later Lost World) offered "try making content in a scalable way" as a solution). I have no idea what anyone in Sega is thinking, I don't know what they're about to try, hell I barely know who's even making these decisions let alone have any opinion re: their capabilities. I don't know what they're even thinking might be a good thing to iterate on or a good thing to throw away and invent anew.

If the leaker is to be believed, they're going to try and revise the way all of this controls a little. Okay. Maybe the thinking is that Boost Sonic isn't working, and they need to find some ways to introduce enough fine control to actually design some challenging levels and interesting concepts around, instead of falling back on what if less error margin and everything is cake for progression? I could stand to have that. The problem, on multiple levels, is space. Mario was able to seamlessly shift into basically open world game design because the space taken up by most Mario obstacle courses is tiny; they're small enough that you can cram a bunch of them into a larger space and have enough control over access and visibility and all that to let a player walk between them freely, or, you can cram as few or many them as you like into a space as big or little as you like and have it basically work. As it stands that's not really gonna work with Sonic and the way Sonic controls now and the kind of places that Sonic runs through, covering the length of Skyrim in three minutes (I am once again asking for a source for the Dragon Road/Skyrim comparison). It seems faintly absurd to imagine Sonic as-is going into an open-world setting...

There are a lot of ways that an open-world Sonic game could work... and a lot it could blow up spectacularly, and I for one cannot wait to find out what outcome they're going to bring about. I hope this can be the New Sonic Cycle.

The things that I immediately want to know are;

1) How does it control

and

2) How much world is there

I'll grant that making a single enormous space that's the size of a modern open-world game that you can explore all of rather than making nine or ten levels the size of modern open-world games in the development span of one game (I will never stop asking; does anyone have a source for the Dragon Road/Skyrim anecdote?) is certainly one way to address the consistent problem Sonic Team has had with the whole thing where it just takes too many man hours to make all those environments that nobody's gonna really get to soak in. The problem I imagine with this approach is the one outlined in the quote above; your Marios Odyssey and your Breaths of the Wild make their open worlds work because the setpieces don't require much space to breathe; neither Link nor Mario goes fast (thinking for now only about world design and not about the tech part where we have to stream data) and Mario's obstacle courses can be packed together in a space fairly densely while Link's dungeons needn't even occupy the open world at all, imposing on it only for a tiny entry point. While BotW also counts broad environment traversal as a main gameplay draw, the pace when you're exploring is usually still fairly slow, even when you're not stopping to smell the roses. Sonic, on the other hand, wants to "get through" enormous stretches of space at what we're intended to believe is uncommon speed; it's a bigger deal to make a platforming area for Sonic and not only accommodate multiple paths through but situate it in a larger world and account for its visibility from arbitrarily far away, and make it comprehensible to navigate around on your way elsewhere.

The current modern 3D Sonic games have a hard enough time as it is organically shifting from fast bits to slow bits and back again, not to mention wrangling the camera, when everything is linear and scripted. To do this in an open-world game more or less necessitates that they completely rethink how Sonic controls, how the game presents the tools you use to get around and frames it in a way that makes the absurd task of doing the actual things Sonic does comprehensible in human controller inputs. We're gonna need an entire game's worth of Homing Attack-sized reconceptualizations.

Which also brings us to; what kind of space even is this thing going to be in, and who else is going to be in it? I mean, like, in the setting, Sonic's always drawn a pretty clear line between Adventure Field Settings and Action Stage Settings, it would be absurd to stop in the middle of a typical Sonic Stage and accept a quest from someone or something, in a way that wouldn't and hasn't been a problem for Link when some NPC shows up out in the field.

I say all of this to outline; I'm trying to guess where even makes sense for them to go with this, and I've got nothing. They could try basically anything, and therefore we have to get hype for everything. The possibilities are never-ending. I see it. I see it, and now it's all within my reach...

fake edit to add:

Larryb posted:

AOSTH is getting a complete series release:

Hell yes.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Fun fact: More people have beaten the entire story in Marvel's Spider-Man than have used fast travel five times. And the only reason we know that is because they made using fast travel five times a trophy. I've yet to meet anyone whose used it more than exactly five times. This tells you something about Marvel's Spider-Man.

A Sonic open-world game should not have a fast travel system. If it's done well nobody would even want one.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
lmao I don't know what I expected but I expected... something? Anything? Any kind of appeal at all?

Fedule
Mar 27, 2010


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I got you.
What was with the weird clicking sound that kept playing

Fedule
Mar 27, 2010


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I got you.
The thing about the rails and other floating gimmicks being incongruous is that it's not particularly a matter of the things themselves being weird but the fact that it is the job of level/gameplay/animation designers to take something fundamentally loving ridiculous and sell it to you while also making it not tedious to play.

Since we're going to be seeing a lot of Breath of the Wild comparisons, let's do some more. In BotW, you can hunt animals. You can just use whatever to deal damage, arrows, swords, bombs, physics, whatever reduces its HP, after which it plays a little defeat animation, falls over sideways, and explodes into a dust cloud, and when that dissipates a single cut of steak is left behind on the ground. This series of events is fundamentally loving ridiculous. It's dumb as poo poo. It's obviously much worse than Certified True Important Art Game Red Dead Redemption 2, in which every time you kill an animal you have to watch a painstakingly crafted animation in which Arthur Redemption removes all its skin and butchers it and the loot you get is determined by what you used to kill it and random chance and a hundred other factors. And yet, nobody complains about the dumb poo poo animation in BotW. In fact, more people than otherwise [source: trust me bro, but seriously I would love to see someone actually market research this] would want BotW's system in RDR2 than RDR2's in BotW. BotW works because the systems designers decided that step one would be kill animal and step two would be collect meat, and the enemy and animation designers came up with a way to hook that logical input with that logical outcome with the bare minimum of intermediary steps and then made that ridiculous intermediary step seem like the most natural thing in the world.

Consider Sonic Unleashed.



Unleashed's world design is frankly incredible. It goes in so hard on realistic global illumination, evocative architecture and real world references. And yet this stupid loving grind rail barely even jumps out from the picture of which fully fifty percent of the right extremity it occupies. I forget sometimes that every level in Unleashed has its own style of rail. This ridiculous Sonic Level-rear end obstacle course just scans completely naturally in this sandstone city even though there's this giant pipe just floating in the air because all the little details, even down to the camera angles, do just enough work that your brain just goes "gently caress it, this is fine" and rolls on through.



There will probably be better examples from Frontiers but I'm lazy and this was very early in the video. The problem here is pretty obvious. This is a broadly very plain and realistic looking grassy area with stone ruins and metal whatevers scattered around. This makes all the rails floating in the sky - and I note that they are, like, ordinary railway rails, and yes Unleashed did use those too at times, in cities - look completely out of place even before you account for their shapes and level-design-y placement. For god's sake the rings (both gold collectable and pink gimmicks) and bounce pads look less out of place than the rails.

It's not like Unleashed didn't also have some pretty arbitrary rail paths, but...



Look at them! Not only are the rails styled to fit in with the local environment, but where they do snake implausibly through the sky they're at least placed proximate to more sensible structures so they at least look about ordinary until you get close, and even then they follow the same shapes and contours as those structures. The level designers have done their work and this stupid ridiculous gameplay conceit is presented frictionlessly and gracefully.

When people make that tech-demo/fan-game jibe at Frontiers, this is the kind of thing they're driving at. This kind of level design is what we call invisible hand work; the better the job has been done, the less it seems to the layperson as though a job has been done at all. Unleashed presented these ridiculous elements so carefully that nobody thought to criticise them. Frontiers seems to have made no effort on that account, and so suddenly people are noticing this thing that has actually been here all along.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
While I'm willing to keep an open mind and look forward to future videos showing off more of the game, and while I'm fully cognisant of the fact that some games just don't seem like they can possibly work until you have the controller in your hands and it all comes together, I've got to say; the thing I find more damning than any detail in that exploration video we could criticise is the fact that this is the splashy world premiere with a month of sporadic content releases in conjunction with a major games journalism outlet, and this is what they chose to open with. Like, this is what they thought was going to wow people, this was them coming out of the gate with the first impression, and it's... that.

Fedule
Mar 27, 2010


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I got you.
Oh yeah to be sure it's also likely that lazy production by IGN is also a factor in the unappeal of the footage. But what I'm getting at is, leaving your first impression entirely in the hands of IGN's production team is indicative of, at the most charitable possible reading of the available information, staggering irresponsibility by SEGA's marketing team in the handling of public perception of their next flagship game, and at the least charitable possible reading of the available information, a complete disinterest by the development team in crafting something with appeal. It's like, there is no plan, at some point. Either the whole game was basically ad-libbed out of poorly-considered concepts and the marketing is aimless to reflect this, or - and do we think this is more or less likely - the game is actually well conceived and well crafted and by sheer misfortune was sent off to a marketing team who just figured "gently caress it let's just tell IGN to record something".

Like, just the fact that there were these screenshot sounds in the released video suggests that SEGA aren't even bothering to be hands-on with the people introducing the public to their game.

Fedule
Mar 27, 2010


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I got you.
How is it all so boring.

If this is really Sega recording their own footage and not letting IGN record their own then... wow. It looks like there's at least some interesting gameplay going on here, if only because it looks like we're playing the whole game as '06 Shadow but with more moves. There's clearly some kind of skill system at work. I think I saw some dodge rolling in there too? But none of that is really obvious from watching the footage unless you're really scrutinising it. Also... it's not really Sonic, is it? The whole reason we got into Boost Sonic in the first place was so we could not have to be stopping all the drat time.

The fight with the big guy was the first time in any footage of this game I felt like someone had an actual plan for how to make a game that's both recognisably Sonic and something new and something with immediate appeal, like it mashes up the typical Sonic obstacle dodging sections from
Unleashed et al with this NieR-ish bullet hell except the bullets are all boost gates? Cool idea. Instantly graspable. Easy to branch it out into spectacle. There's clearly some other stuff going on with these encounters but the video did a piss poor job showing that - I don't understand what attacking the big guy's feet actually accomplished, since it looked like they went right back to trying to reach his head anyway. Video should've had more of this, but instead we get even more minutes of fighting the one flower looking guy.

Also the enemies are boring. There's just, like, we've got Dudes, we've got Many Small Spheres, we've got Big Spheres. What are these? Even the big guy wasn't really very interesting to look at other than for being big.

My diagnosis: terminal lack of vision.

Fedule
Mar 27, 2010


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I got you.
I'm trying to decide whether the ineptitude of Sonic Frontiers' marketing effort would be funnier if the game ultimately turned out to be good or bad

Fedule
Mar 27, 2010


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I got you.
The pink hearts we see Sonic picking up in these videos are [checks notes] Amy's memories? Okay?

Source: https://www.fanbyte.com/features/i-dont-really-understand-what-sonic-frontiers-wants-to-be/

Fedule
Mar 27, 2010


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I got you.

Looper posted:

is this supposed to sound bad

My framing isn't supposed to indicate a judgement other than that this is maybe a weird way for people to be finding this out, in offhand comments from journalists who played a demo that was in the already-weird position of being out on a convention floor but with filming prohibited and the aura of secrecy everywhere.

Fanbyte's framing I can't speak to.

Fedule
Mar 27, 2010


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I got you.
'oh it's not "open world" it's "open zone"' come on, man, this doesn't mean anything and if there's some specific definition or connotation of "open zone" you expect us to know then why in the christ did you not lead with that in your controlled world premiere event in partnership with a huge game journalism outlet

Fedule
Mar 27, 2010


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I got you.
Link to new footage? I just see the exact same handful of scenes that every publication has been looping all week.

Fedule
Mar 27, 2010


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I got you.
god a Platinum-style variable mix of literally any Crush 40 track would instantly elevate any Sonic game

Fedule
Mar 27, 2010


No one left uncured.
I got you.
So, like, multiple journalisms are, independently of eachother, swearing up and down that they played something really good and engaging with visual polish and tight controls, far beyond the quality levels shown in officially released footage, but Sega has embargo'd them from talking in detail about it and requires them to only ever release vague voiceover commentary over loops of the video of the poo poo version of the game.



??????????????????????

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Fedule
Mar 27, 2010


No one left uncured.
I got you.
"Hydro City or Hidrossity" - the greatest thread in the history of forums, locked by a moderator after 12,239 pages of heated debate,

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