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| Sonic Unleashed; LAST UPDATE: 11/24/2008 | |
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| Tweet Topic Started: Mar 23 2008, 07:49 PM (6,556 Views) | |
| frungus | Oct 8 2008, 04:44 PM Post #451 |
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Knight Champion
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Okay. Here's how I would do it if I was the Sonic Team. At the end of the game after beating Dark Gaia and all that jazz, there would be some sort of.... side mission. Like... Master emerald broken and scattered all over the world. But in places where normal Sonic couldn't get to. You'd have to go through the levels again with Super Sonic to complete the final side quest. (Without the bosses) |
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| SoniCalvin | Oct 8 2008, 04:53 PM Post #452 |
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Grand Marshal
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Yyyyyeahhh, no. We want Super Sonic to be playable in regular levels again, but we don't want it to be too fancy. We shouldn't have to complete side-missions as Super Sonic. We wanna zoom all the way through to the end of the level, just like how the classic games did it. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | Oct 8 2008, 05:42 PM Post #453 |
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I actually felt that the Super Sonic final battles wore out their welcome with Sonic Adventure 2. It was on thing with S3&K; you could still use Super Sonic in regular levels, so it was hardly some great annoyance. It was neat in Sonic Adventure. But from SA2 onwards, it was a chore. It's the downside of overdoing a certain mechanic. Sure, the last level Super Sonic thing is practically tradition now, but it's a cruddy one. Exchange SS last story for SS in-game Sonic Team kthnx. |
![]() ![]() Damiens Omens: My review blog | |
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| SoniCalvin | Oct 8 2008, 05:44 PM Post #454 |
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Grand Marshal
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And just in case they browse around Internet forums, don't implement anything fancy like what Frungus suggested. We just want to zoom across the levels, and pwninate enemies' asses hell fast. EDIT: ![]() Japanese Sonic Unleashed site has undergone a major design change. A Characters page has been posted, with Sonic being the only one up there. We can only judge who the rest of the characters are based on their silhouettes. The roster doesn't seem too bad so far. Sonic, Amy, Tails, Chip that... dog... thingy... and who the hell is that? |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| SoniCalvin | Oct 9 2008, 10:43 AM Post #455 |
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Grand Marshal
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As the Tokyo Game Show begins, footage from Sonic Unleashed is spreading through the Internet slowly but surely. One of the first set of people to get gameplay footage is GameTrailers. First up, some 360 Ring Race footage, featuring Sonic in the daytime version of Greece. [YOUTUBE]http://www.youtube.com/watch?v=_G1GT1ZXZao[/YOUTUBE] These videos show a more polished Sonic Unleashed, featuring numerous small graphical tweaks. Rings, for example, now float from Sonic directly to the Ring counter. If you've ever played any of the Donkey Kong Country games, the bananas you collect in those have the same effect. They float from the player directly to the number of bananas the player is holding on the HUD. It's not the most dramatic change in the world, but it could be a signal that Sonic Unleashed is receiving a little polish here and there. The next new feature is the EXP bar. At certain times during a video, a yellow crystal will float towards Sonic, and when he collects it, it brings up a bar on the HUD for EXP - undoubtedly "Experience Points". Early information about Sonic Unleashed mentioned Sonic would have skills that could be upgraded as the game progressed, and this may be our first look at how this happens. The question is: Where do these yellow crystals come from? Nowhere in the video do enemies seem to drop them; they instead seem to appear almost at random intervals, and always float in from off screen... The final new feature is the SPD bonus. It seems the game awards the player bonus points based on how fast they were travelling when they touched the checkpoint. The next video footage is of the Seaside Parlor, and focuses more on the Werehog, and it also features some new HUD elements. [YOUTUBE]http://www.youtube.com/watch?v=OZQVYMBVY2w[/YOUTUBE] Previously, the Werehog had two meters in the bottom left of the screen: Vitality and Shield. That part of the interface has been completely redesigned: Vitality has now been simplified to "LIFE" and a new "UNLEASH" meter is visible. As the Werehog fights enemies, his UNLEASH meter slowly fills. The SHIELD is now probably represented by those five icons at the bottom. I think it works in a similar manner to Sonic the Fighters, in that you only have a limited number of times to protect yourself with a shield before an enemy breaks it. And finally, Gametrailers provides us with our first look at in-game footage of the Wii version of the game, featuring the Europe level. [YOUTUBE]http://www.youtube.com/watch?v=vtChoPlcSJk[/YOUTUBE] The Wii version contains a number of notable differences, including a completely redesigned HUD. Featured prominently on the HUD is the specific time you have to achieve to get an A-rank on the level, and the game actively calls out how quickly you complete specific sections of a level and how many attacks you can chain together as Sonic. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | Oct 9 2008, 03:49 PM Post #456 |
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The Werehog sections make me sad in the pants. It looks like Sega really is going for a very basic Devil May Cry-lite beat em up formula. That's not good and it's variety for the sake of variety, I think. Combat looks to be very, very basic and somewhat tedious; at the least, I think it should have progressed a bit faster, which may have alleviated some of the frustration at what looks like sections that won't be much fun at all. The portions with regular Sonic, however, look to be far more on the right track. While still a bit too straightforward for my taste, it did not escape my notice that there were some branching paths every now and then; something that's been lost to a large degree since SA2. The level design still needs a lot of work, but the fact that they've actually listened and looked to diversify the levels again is an encouraging sign. Enemy placement, however, has me scratching my head a bit. I didn't really see too many in that gameplay video and what ones there were were spaced pretty far apart. But this could just be because it's an early level, of course. I'm also not very optimistic about all the pitfalls that seem to be in this game; it's been a very large complain among the 3D games that the pitfalls of death are far too cheap and prevalent and this doesn't look to be much better. The engine looks a bit more stable than our previous Sonic offerings. I don't know how it will feel in game, but the transitions from 3D to 2D looked relatively simple and smooth. I've got mixed reactions to what I'm seeing, overall. It doesn't look like the trainwreck I thought it would be, I'll admit outright. But my fears with the Werehog gameplay seem justified. Not to mention Sonic Team still obviously has a lot to learn before they can match anything from pre-SA2. Still, this looks playable, so maybe this will be the first decent main console Sonic in a while. Decent being the key word. I'll probably give this a rental, at least. |
![]() ![]() Damiens Omens: My review blog | |
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| SoniCalvin | Oct 9 2008, 04:18 PM Post #457 |
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Grand Marshal
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Yes, I think we've established by now.
Out of curiosity, if you were to improve the Werehog sections, how would you go about it? And no, you can't say you would eliminate them.
Though I fell very few times in the 3D games, this is one complaint that I share with everyone. I think it's alright to include bottomless pits, but... yeah. I don't think we want them... ALMOST EVERYWHERE!! There used to be a time when falling underwater meant you can actually walk underwater, and try to make it back up to the surface for air. These days, water = instant death. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | Oct 9 2008, 04:34 PM Post #458 |
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Aside from eliminating them, there are some things that could possibly improve them to tolerable levels. I think the speed of the fights is one thing. Sonic can't move fast as a Werehog, but he's supposed to have power. These fights shouldn't last longer than half a minute that early in the game. Faster progression through them would lessen tediousness. A larger combo system would also greatly benefit those sections. What we see in that video is very, very basic and rudimentary. Normally, I'd say there's time to change that, but we're way too close to the release date to expect that, especially from Sega. This fighting system works for games like DMC and God of War because those games offer a varied, interesting fighting experience, which saves it from becoming a boring beat em up. As you progress, new abilities and combo's open themselves up, to the point where battles go far beyond anything seen in a typical beat em up to an interesting experience; you almost have to become good at other combo's to get far in the game. Such progression keeps combat fresh and exciting, bringing it on another level. Since Sega insisted on the Werehog nonsense, they could have done well to emulate those games in a scaled down version, at least. Finally, the Werehogs speed needs to be increased drastically. I understand there's supposed to be a marked contrast between the Werehog and regular Sonic, but that is too much. The Werehog seems slow and plodding, meaning you'll have to practically trudge through those sections. Then it becomes like the cardinal sin SA2 made in sticking you with sections you don't want to play for periods of time far greater than you care to go through. I don't know if I should be surprised at Sonic Team not noticing any of these options themselves and the benefits.
And alas, that was another thing we tended to lose with the 3D games. The water stages, which were often varied and expansive explorationwise. SA2 had some sections, but they were so unaccountably annoying that you ended up hating them. |
![]() ![]() Damiens Omens: My review blog | |
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| SoniCalvin | Oct 9 2008, 04:49 PM Post #459 |
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Grand Marshal
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Well... okay, there's one thing I can agree on.
Alright, there's another thing I can agree on. But Sega did say that you'd be able to unlock more combos as you progressed through the Werehog sections. Albeit, they didn't elaborate on that many combo moves in one of their magazine articles, but I'm suspecting there were some moves they didn't care to talk about.
The Werehog is at his fastest when he runs on all fours, which you can do by holding down one of the bumpers on the 360 controller, or whatever button on any of the other versions of the game. Not sure if that helps. |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| SoniCalvin | Oct 10 2008, 06:48 AM Post #460 |
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Grand Marshal
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We've got some new TGS gameplay videos of the Wii game, this time from IGN. http://wii.ign.com/dor/objects/14242720/so..._01_100908.html http://wii.ign.com/dor/objects/14242720/so..._02_100908.html http://wii.ign.com/dor/objects/14242720/so..._04_100908.html Also, a preview article from Destructoid.
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | Oct 10 2008, 01:02 PM Post #461 |
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Uh oh. Reading that hands on stuff, it sounds like there's way too much "hold right to win" in this game. Not good. That's been a problem with the franchise for a while now. |
![]() ![]() Damiens Omens: My review blog | |
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| SoniCalvin | Oct 10 2008, 01:26 PM Post #462 |
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Grand Marshal
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I, myself, don't really have a problem with such easy gameplay, as long as I have fun. But I do worry for other Sonic fans. The "hold right to win" technique does seem way too easy, and thus it would be very boring for everyone else. EDIT: What's this? Some new TGS videos up on GameSpot? Ooh! I'm intrigued! First, let's look at a new trailer for the game! *trailer starts up* Ooh, this is going to be so exciting! http://www.gamespot.com/xbox360/action/son...updates;title;3 *watches through trailer* *smile slowly fades* ... ... ... ... What... is that? THAT ISN'T NEW!!! It's just the earlier teaser trailer, and the E3 trailer merged to make this... crap! The only new thing here is new Werehog gameplay footage, along with the game's Japanese title at the end! What, were Sega too lazy to come up with a new, flashy trailer?! And now, we have two GameSpot interviews. http://www.gamespot.com/xbox360/action/son...updates;title;2 http://www.gamespot.com/xbox360/action/son...updates;title;1 |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| SoniCalvin | Oct 12 2008, 01:57 PM Post #463 |
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Grand Marshal
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Someone's filmed somebody playing through daytime Mykonos on the PS3 version of the game, at TGS. Yes, we've seen the level dozens of times before. The difference? This guy's playthrough is actually really good. He grinds on the rails well, goes through a lot of the rings, and nails the QTE events and accesses the hidden paths in this level. He goofs up here and there, but overall, it's actually really well done. [YOUTUBE]http://www.youtube.com/watch?v=26k8STS3nZk[/YOUTUBE] |
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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| dl316bh | Oct 12 2008, 02:40 PM Post #464 |
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Hmm. Each video makes me a bit more positive for the franchise, mostly based on the engine they're using. I've noticed no gamebreaking bugs so far; something that we all know has long plauged the 3D Sonic's. It seems smoother overall, which means less overall frustration. Level design also seems much better compared to past games. It's nowhere near the awesome designs from the Genesis years, but it's far better so far than what we've gotten since SA2. What we've seen isn't perfect, but they're on the right track. Hopefully, this game is at least fun. If it is, these improvements could help put the franchise back on track and make the series less of a joke in the game playing populaces eyes. Every little bit helps. Hopefully Sonic and the Black Knight doesn't undo any good will a good Sonic game acrues.
Well, fun is indeed the key word here. The thing is, just about anyone will tell you that part of the fun of the Genesis years is that they weren't straightforward hold-right-to-win's. The Genesis era of Sonic would have been far less popular and memorable if the games were designed like they are today. Still, Sonic Team seems to finally be getting the message, even if there is still too much emphasis on speed. The return of alternate paths is a step in the right direction. |
![]() ![]() Damiens Omens: My review blog | |
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| SoniCalvin | Oct 12 2008, 05:47 PM Post #465 |
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Grand Marshal
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I doubt Sonic Team could do much worse than what we've seen of Next-Gen. Since it's the sequel to Secret Rings, I imagine the gameplay will be similar, except you'll actually be able to control Sonic's movement. Do I still dislike Sonic with a sword? Well yeah, definitely, but at this point, I don't care anymore. I just want the gameplay to be decent. EDIT: GameSpot have posted their hands-on impressions of the demo shown at TGS.
IGN have also thrown in their opinions.
And some more of their impressions of the game, this time talking of the Wii version.
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Adam's Leather Punk Blog Update: I am mighty pissed | |
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