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This one's going down in the history books for sure. Glad to be here from the beginning. edit: wait, just the sonic stages? aww Discendo Vox fucked around with this message at 04:21 on Feb 5, 2018 |
# ¿ Feb 5, 2018 04:04 |
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# ¿ Apr 26, 2024 13:59 |
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Very impressive- but, how many of those shortcuts do you think were not intended by the developers?
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# ¿ Feb 9, 2018 02:06 |
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S-Rank Soleanna's Apple Festival
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# ¿ Feb 9, 2018 11:04 |
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He has no style He has no grace This hedgehog has poorly considered point and viewpoint perspective-derived turning radius problems inherited from previous games
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# ¿ Feb 11, 2018 18:35 |
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Kurieg posted:So, you're playing this on the PS3 right? My deepest, darkest wish is for sonic 2006 to come out on steam with all these DLC.
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# ¿ Feb 14, 2018 19:00 |
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Some other videos appear to be functional...do you still have the raw? it may need another uploading.
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# ¿ Mar 1, 2018 20:50 |
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GamesAreSupernice posted:Updates are postponed until YouTube stops being all broken. It's ok, just make it a text LP.
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# ¿ Mar 2, 2018 02:46 |
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GamesAreSupernice posted:Silver's levels are stupidly hard to S-Rank, and while I did figure that poo poo out, there's no way I can spin all those glitches to make the game look good Careful, your facade is slipping!
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# ¿ Mar 12, 2018 04:59 |
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The 3D Sonics all have a tendency to continuously increase the length of stages as the game progresses. There are a bunch of reasons for that which I won't dive into-they're not all bad. Where can I find details on what happened to the sonic 06 pc port?
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# ¿ Mar 13, 2018 08:32 |
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A challenge for Sonic games generally, and especially the 3D ones, is to meaningfully convey progression and goals in the environment. This is especially challenging for the series because the core design encourages tunnel vision in players. I think Sonic Colors is the only recent game that really pulled it off very well, but it's clear that they've been trying different things in the 3D games to tackle this issue, as far back as Adventure 1. Remember that repeated boost section showing you working your way down some sort of powercore shaft in the final sonic level, or the rollercoaster in twinkle park that gave you a big overview of several level areas? My guess is this most recent level is meant to do the same in the second section. The player is supposed to be able to tell that they're working their way down the valley toward the doors leading to the mach speed section. It just doesn't really...work. The player gets turned around too many times, and the towers you're moving between are too smiliar to each other.
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# ¿ Mar 14, 2018 18:21 |
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You're doing the final story level, right?
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# ¿ Mar 16, 2018 17:49 |
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"the homing attack works wonderfully in this game", he said, using a broken inventory item to shortcut past the homing attack traversal areas.
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# ¿ Mar 17, 2018 21:52 |
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Without getting into Sega's production process, Sonic has a big issue at this point in that different constituencies really demand the qualities of different game designs that Sega's delivered over the years. Some people really want the 2D flow stuff, some want a slower platform experience, some live and die by the colors extremely flow-based, lower throughput/interaction design, and some want the 3D Adventures games. Satisfying all of those isn't really possible in one game, and it's not clear there's a consistent market that would support the production costs of catering to several of those at once. Even one of them is a pretty large ask. Sega then has a bunch of high-level project management and workflow practices that make this Much Harder. Discendo Vox fucked around with this message at 05:26 on Mar 19, 2018 |
# ¿ Mar 19, 2018 05:23 |
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Bricoleur posted:I wouldn't be surprised if they had someone in charge of keeping track how much furry porn a new character design is going to generate. By most accounts I've been able to find, even behind closed doors, the people running Sonic found the sexualization of the characters bizarre and horrifying. It literally didn't occur to them when the characters first came out, and even with the creation of the incredibly Rouge design, they didn't actually think someone would find the characters sexually attractive. The thought process was literally "haha, like a sexy thief character, but she's an animal, how absurd." Discendo Vox fucked around with this message at 23:04 on Mar 19, 2018 |
# ¿ Mar 19, 2018 22:54 |
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This LP hasn't delivered, but it's one step closer to my dream of a comprehensive informative all emblem S-rank run of Sonic 2006. Followed by my nightmare of a comprehensive informative all library sequence and full completion run of Shadow the Hedgehog.
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# ¿ Mar 22, 2018 17:55 |
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Bah, speedruns and glitches and forced crashes. I want to watch someone come up with commentary over the 315th run of the first level. And the 316th. And the 317th...
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# ¿ Mar 22, 2018 18:56 |
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# ¿ Apr 26, 2024 13:59 |
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BioEnchanted posted:Honestly there are a lot of infamous games that could have been saved by better control schemes, not just Sonic - Ace Lightning has interesting, distinctive level design, and if the controls weren't hot garbage it could have worked. There’s gotta be a resource somewhere that drills down into the problem of the adventure style sonic camera, view axis, and control sensitivity.
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# ¿ Mar 23, 2018 23:09 |