Sonic Forces

Remember the old Sonic Games? Or even the newer ones! Talk about these Sonic games here, whether you are stuck or just want to talk about your favourite game!
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chaoadventures
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Re: Sonic Forces

Post by chaoadventures » Thu Nov 09, 2017 2:32 am

WHY IS EVERY LEVEL ONLY 2 MINUTES

...

more later
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Re: Sonic Forces

Post by Pumpkinium » Thu Nov 09, 2017 8:56 am

so, upon scavenging the sonic forces soundtrack i'm noticing there are musical inconsistencies between console and pc episode shadow. i'm finding there are supposedly two versions of the eggman's facility music but the only 'versions' there are is the one that was uploaded officially to the sonic youtube channel that has the good guitars in it and the one that is being ripped from the game that doesn't have the good guitars. on top of this, the other two stages have clear separate versions from each other.

long story short, can someone clarify which versions of the music belong to which platform of the game because i want the one with the music that doesn't sound crappier.
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Re: Sonic Forces

Post by Sable » Sun Nov 12, 2017 6:13 am

the other versions are just unused alternates from what i understand, the used music is shared across all versions of the game
take my word with a grain of salt however as i've only played the PS4 version.
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Re: Sonic Forces

Post by chaoadventures » Tue Nov 14, 2017 12:46 am

My take on the game:
Spoiler:
Levels are too short. LEVELS ARE TOO SHORT. LEVELS ARE TOO FREAKING SHORT.
Unleashed and Generations had levels that neared about 4 minutes near the end of the game. Forces did not.

Personally my favorite take on Boost Sonic's movement, as it allows him to move freely, shown in-depth in the Zavok boss fight.

Unfortunately, just like Colors, there are very few places to use this ability. All levels are incredibly short, even more than Colors I'd say.

The linear level design, while I believe it was within the Boost games all along, coupled with the level length, makes the game much more fun to perfect the levels in, similar to Metal Harbor.

Classic Sonic is fun. Momentum and physics are better than Generations tenfold, but Classic Sonic's jump height is awkward to say the least.
This game unfortunately still fails to grasp the actual gameplay of the classic series like Mania did, but physics and levels are passable; better than rush and the other boost games.

classic still technically only has one boss to fight this game though

Avatar gameplay is... Good. Not great, just good. Wire Attack takes too long to activate and quite honestly bothers me because of it.
Movement is a hollowed out version Modern Sonic, which makes certain situations annoying to play, but the Wispon are fun. cube lacks a purpose to use though

Story is within my top 5 Sonic stories, take what you will from that statement.

Best part of the game was getting the Void Wispon for beating the last level, 10/10 placement of the Wispon on the game's cover.
Honestly, after that happened, I became convinced that the missions give random payouts.
I'm pretty sure that you can get all of the best items either near the beginning and after the game based on a stupid dice roll between 100+ different items.

...

also I spent 31 minutes total on the last boss why am I so bad at a boss they've reused twice

My score, if I had to give one would be about, 8/10, but it could be me being overly happy that they had a story that tried to connect the levels together again. Story still needed work though.
I also say it's better than generations but I think that game is more overrated than sa2 at this point so also take what you will from that statement
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oh hey

launch day mini comics that I forgot to post

This time it's part of Infinite's origin.
Spoiler:
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Pumpkinium wrote:can someone clarify which versions of the music belong to which platform of the game
I also can't personally confirm it, but through a discussion chain, my brother has said that the culprit is the PC version.
As far as I can tell (in a level where I can't really hear the music), the Switch version is the same as the officially released version.
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Re: Sonic Forces

Post by Ivogoji » Tue Nov 14, 2017 4:12 pm

"Precious Stone!"
"Wrong game."
Pffthahahahahaha
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Re: Sonic Forces

Post by Nano » Tue Nov 14, 2017 6:49 pm

According to Nakamura in Famitsu, the current version of Sonic Forces was only in development for one year. For reference that's a little over 3 more months than Sonic 06.

EDIT: Here's a twitter post in reference here
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Re: Sonic Forces

Post by azureprism » Thu Nov 16, 2017 8:38 am

That's concerning, especially since Forces is an anniversary celebration game.

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Re: Sonic Forces

Post by eblu » Thu Nov 16, 2017 1:11 pm

azureprism wrote:That's concerning, especially since Forces is an anniversary celebration game.
so was 06
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Re: Sonic Forces

Post by Jeffery Mewtamer » Thu Nov 16, 2017 2:32 pm

While games being rushed to market is a long standing problem that has only gotten worse thanks to the ease of releasing patches on modern consoles putting many devs in a mindset that they can charge full price for what is essentially a public beta and then patch bugs based on feedback from early adopters or do QA simultaneously with release preparation and put those bugfixes into a Day 1 patch, a short development cycle doesn't automatically mean the game was rushed, nor is a long development cycle an automatic guarantee of quality.

From what I understand of what the folks over at Sonic Retro have said, the game is running mostly on the same engine as Lost Worlds, so it's quite possible the actual coding for the game didn't take long at all, and I would think things like level asset creation and level layout design could be fairly well parallelized(i.e. if it takes 1 team of 10 people a month to make one level, 4 teams of 10 people each can make four levels in that same month, though granted, ensuring one team's art style doesn't clash with another team's and ensuring a reasonable difficulty curve might complicate matters).

The real measure of whether the devs gave the game enough time to be properly polished is the quality of the end result, not any absolute measure of how long the game spent in development.
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Re: Sonic Forces

Post by Nano » Thu Nov 16, 2017 4:16 pm

I commend them for changing Lost World's engine into something able to play boost gameplay, but I gotta say I think that's where half my issues with the game come from. The physics are all sorts of messed up and I feel like it has to do with the Lost Worlds engine. It definitely makes Sonic feel looser and less heavy, but it also makes him completely impossible to control at times and makes every single jump some labor intensive task so that you don't get completely destroyed by how wonky air control is.

It feels like every movement in the game has to have a lot of thought put into it so you don't get screwed over by how absolutely awful the physics are imo.
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Re: Sonic Forces

Post by chaoadventures » Fri Nov 17, 2017 11:07 pm

uhhhhhh

if memory serves lost world itself was built on
generations' engine, which in itself was built on unleashed's engine

personally the game vastly improved from being the painful and extremely stiff sections in unleashed and generations and even colors but that's me
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Re: Sonic Forces

Post by Sable » Sat Nov 18, 2017 1:14 am

unleashed imo controlled leagues beyond generations, which was very stiff at best and nearly immobile at worst
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Re: Sonic Forces

Post by Nano » Sat Nov 18, 2017 2:08 am

I'm gonna have to dissent here and say that Sonic Generations as a whole controlled great, and that Classic Sonic in Generations for me controlled far far far better than Classic Sonic in Forces.
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