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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Sonic Forces

Post by eblu » Thu Mar 16, 2017 11:14 pm

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logo recreation by NuryRush @ deviantart

It's out and it's pretty middling just wait for it to go on sale

VIDEOS (i'm lazy so it's not everything)
Spoiler:
Debut Trailer
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Custom Hero Trailer
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E3 Trailer
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Park Avenue Gameplay
(Modern)

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(Custom Hero)
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Green Hill Gameplay
(Classic)

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MUSIC
Spoiler:
Just go YouTube it, Crunchii has already ripped the OST
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Re: SONIC FORCES

Post by chaoadventures » Thu Mar 16, 2017 11:24 pm

From the older topic on this:
chaoadventures wrote:I'm just hoping it either plays more like Colors in terms of physics (and that they fix Classic Sonic's Spin Rocket Dash) or it has a different style of play entirely at this point.
Generations' City Escape is torture right after playing the more free flowing Colors (which interestingly only had about 7 seconds worth of actually using it).
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Re: SONIC FORCES

Post by NiGHTSIsLife » Fri Mar 17, 2017 2:53 am

I am SO excited for Sonic Forces! I just can't wait! It looks good, but there are Wisps-again. I'm not complaining,they're cool, but how are they going to be introduced plot wise? In Lost World they were just... there. I can kind of understand since the "Lost Hex" is in the sky and not connected to Mobius/earth, but if this game takes place in the present or past earth, how are they going to be there? I thought they were over and done with in Colors!
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Re: SONIC FORCES

Post by Ivogoji » Fri Mar 17, 2017 5:31 am

The title is interesting. I wonder what it means?
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Re: SONIC FORCES

Post by The Thunder » Fri Mar 17, 2017 10:32 pm

Ivogoji wrote:The title is interesting. I wonder what it means?
It means that people are gonna complain "Aw, not this Sonic Adventure style game play again!" despite that Sonic Mania is coming as well. I just assumed people are sick of the Sonic Adventure type era by now.
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Re: SONIC FORCES

Post by Rajikaru » Fri Mar 17, 2017 11:10 pm

Ivogoji wrote:The title is interesting. I wonder what it means?
From rumours I've heard, Adventure Era Sonic is possibly in this game as well as Classic and modern, so if I had to guess, a team-up between the three to defeat an evil threat. There was mention in interviews that a desire to add DC era SA Sonic to Generations, but time constraints prevented it from being realistic, so going that direction would make sense if they want to keep using the "alternate between different Sonic playstyles" gameplay.

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Re: SONIC FORCES

Post by CitrusCat » Fri Mar 17, 2017 11:23 pm

The Thunder wrote:
Ivogoji wrote:The title is interesting. I wonder what it means?
It means that people are gonna complain "Aw, not this Sonic Adventure style game play again!" despite that Sonic Mania is coming as well. I just assumed people are sick of the Sonic Adventure type era by now.
Um, did you even see the gameplay they showed for Sonic Forces? It's not like Sonic Adventure at all. And in fact, I WANT Sonic Adventure gameplay back. The modern "boost gameplay" doesn't interest me, I don't like being restricted to a narrow and linear path the whole time. I want to have a bit more room to explore. Like, in Sonic Adventure, Sonic's levels were still linear, but there was room to move around freely. You could move Sonic around in all directions, not just forward. There were twists and turns. Occasional secrets, like hidden rings and power-ups. You weren't just running straight forward the whole time with minimal platforming.

Now, I've heard that there are apparently going to be multiple pathways and more platforming elements, but I want to see it with my own eyes first before I can believe it.

Also, since there are apparently going to be three different gameplay styles, I'm really hoping that the yet-to-be-revealed third character will have the more Adventure-styled gameplay that I'm looking for.
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Re: SONIC FORCES

Post by The Thunder » Sat Mar 18, 2017 12:22 am

I never complained about Sonic Adventure stuff, mind you, probably because I never played most of their latter games.
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Re: SONIC FORCES

Post by Lamby » Sat Mar 18, 2017 12:41 am

so like i thought, a logical continuation of generations mechanically, considering it actually sold copies and actually achieved bare minimum average quality that sonic games rarely achieve

edit: to be clear, i'm happy about this, see nano's post
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Re: SONIC FORCES

Post by Nano » Sat Mar 18, 2017 2:28 am

chaoadventures wrote:From the older topic on this:
chaoadventures wrote:I'm just hoping it either plays more like Colors in terms of physics (and that they fix Classic Sonic's Spin Rocket Dash) or it has a different style of play entirely at this point.
Generations' City Escape is torture right after playing the more free flowing Colors (which interestingly only had about 7 seconds worth of actually using it).
I never considered Sonic Colors to be a bad Sonic game, but I'm incredibly glad that (by the looks of it) they're ditching the Sonic Colors style gameplay. Generations was a perfection of the Sonic Unleashed way of playing and it was a shame they decided not to continue it after that.

If SEGA can capitalize on what made Sonic Generations great and expand on it, I think this could prove to be one of the best Sonic games to date. Like the style or not, Generations is one of the most highly received Sonic titles since SA2B. It's personally what I think Sonic games should've always been (Not that I don't think the adventure series games were good. I'd still like them to come back and try it again). Extremely fast games that encourage you to memorize stage layout and go for record times.It's fun and addictive, but not for everyone.
CitrusCat wrote:
The Thunder wrote:
Ivogoji wrote:The title is interesting. I wonder what it means?
It means that people are gonna complain "Aw, not this Sonic Adventure style game play again!" despite that Sonic Mania is coming as well. I just assumed people are sick of the Sonic Adventure type era by now.
Um, did you even see the gameplay they showed for Sonic Forces? It's not like Sonic Adventure at all. And in fact, I WANT Sonic Adventure gameplay back. The modern "boost gameplay" doesn't interest me, I don't like being restricted to a narrow and linear path the whole time. I want to have a bit more room to explore. Like, in Sonic Adventure, Sonic's levels were still linear, but there was room to move around freely. You could move Sonic around in all directions, not just forward. There were twists and turns. Occasional secrets, like hidden rings and power-ups. You weren't just running straight forward the whole time with minimal platforming.
I believe this is a gross understatement of the complexity of some of the levels in Sonic Unleashed and Generations. You can boost in a straight line if you want and do the absolute minimum but you'll be hitting roadblocks and small platforming segments that seriously reduce your speed. If you play the game how it's meant to be played though, and focus on memorizing locations and shortcuts, you'll find yourself meeting minimum resistance the entire time and you'll feel incredibly fast doing so. It's definitely more on the rails, but both games offer various ways to complete the stages faster. I would go as far to argue that Generations is far less linear than SA2B when it comes to level design. SA2B only gives you a feeling of open endedness, when in reality it's just the freedom of moving in all directions that makes you think it's open. SADX is different, that game was incredibly open ended and I appreciate it, but calling generations nothing but a "Hold boost to get to the ending" is straight up disrespectful considering the beloved sequel to SADX is one of the most linear 3D platformers I've ever played.
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Re: SONIC FORCES (project 2017)

Post by CitrusCat » Sat Mar 18, 2017 5:20 am

I was not trying to be disrespectful, and I have nothing against Generations. I know that it's not "boost to win" but when I watch gameplay, I just can't help but think to myself, "this looks so restrictive". I'm sure it's still fun, and I know it's a great game, but I think it's the simple freedom of moving in any direction that makes all the difference for me.

Most Sonic fans want to be able to go fast, and of course that makes sense. Boost gameplay does satisfy that need for speed.
But what I want is to be able to CHOOSE between speeding through a level and stopping to explore the nooks and crannies. Boost gameplay does not satisfy that desire.

I hope that my post makes sense now, because it seemed like you really misunderstood the point I was trying to get across.
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Re: SONIC FORCES

Post by chaoadventures » Sat Mar 18, 2017 8:32 am

The Main Theme is top notch.

The gameplay at least somewhat looks like it has the physics fluidity of Colors with what seems more like the level design of the others.
Not much to seriously analyze, especially without actually playing it, I'd say.
Nano wrote: I never considered Sonic Colors to be a bad Sonic game, but I'm incredibly glad that (by the looks of it) they're ditching the Sonic Colors style gameplay. Generations was a perfection of the Sonic Unleashed way of playing and it was a shame they decided not to continue it after that.
...I was talking about the physics. The core gameplay of Colors was the exact same as Daytime in Unleashed and Modern in Generations. Also Wisps appear to still be here, at least with White Wisps giving boost energy, so I don't think Colors is all gone.
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Re: SONIC FORCES (project 2017)

Post by Ivogoji » Sat Mar 18, 2017 3:12 pm

The title is interesting. I wonder what it means?
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Re: SONIC FORCES

Post by Nano » Sat Mar 18, 2017 4:20 pm

chaoadventures wrote:
Nano wrote: I never considered Sonic Colors to be a bad Sonic game, but I'm incredibly glad that (by the looks of it) they're ditching the Sonic Colors style gameplay. Generations was a perfection of the Sonic Unleashed way of playing and it was a shame they decided not to continue it after that.
...I was talking about the physics. The core gameplay of Colors was the exact same as Daytime in Unleashed and Modern in Generations. Also Wisps appear to still be here, at least with White Wisps giving boost energy, so I don't think Colors is all gone.
I'm aware that you are. The physics in Sonic Colors, at least from what I remember playing, felt too heavy imo. They were basically the game gameplay style, but Unleashed and Generations felt a bit lighter which really improved it quite a bit.
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Re: SONIC FORCES (project 2017)

Post by Rajikaru » Sat Mar 18, 2017 4:39 pm

Ivogoji wrote:The title is interesting. I wonder what it means?
ivo you already posted that my guy.

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Re: SONIC FORCES (project 2017)

Post by eblu » Sat Mar 18, 2017 7:15 pm

Ivogoji wrote:The title is interesting. I wonder what it means?
the stream quality was trash so i couldn't really pick up what was being said at the panel but apparently it's the forces of good against the forces of evil
naturally, jokes about the disney show ensued in twitch chat
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Re: SONIC FORCES

Post by CitrusCat » Sat Mar 18, 2017 7:54 pm

Nano wrote:I believe this is a gross understatement of the complexity of some of the levels in Sonic Unleashed and Generations. You can boost in a straight line if you want and do the absolute minimum but you'll be hitting roadblocks and small platforming segments that seriously reduce your speed. If you play the game how it's meant to be played though, and focus on memorizing locations and shortcuts, you'll find yourself meeting minimum resistance the entire time and you'll feel incredibly fast doing so. It's definitely more on the rails, but both games offer various ways to complete the stages faster. I would go as far to argue that Generations is far less linear than SA2B when it comes to level design. SA2B only gives you a feeling of open endedness, when in reality it's just the freedom of moving in all directions that makes you think it's open. SADX is different, that game was incredibly open ended and I appreciate it, but calling generations nothing but a "Hold boost to get to the ending" is straight up disrespectful considering the beloved sequel to SADX is one of the most linear 3D platformers I've ever played.
CitrusCat wrote:I was not trying to be disrespectful, and I have nothing against Generations. I know that it's not "boost to win" but when I watch gameplay, I just can't help but think to myself, "this looks so restrictive". I'm sure it's still fun, and I know it's a great game, but I think it's the simple freedom of moving in any direction that makes all the difference for me.

Most Sonic fans want to be able to go fast, and of course that makes sense. Boost gameplay does satisfy that need for speed.
But what I want is to be able to CHOOSE between speeding through a level and stopping to explore the nooks and crannies. Boost gameplay does not satisfy that desire.

I hope that my post makes sense now, because it seemed like you really misunderstood the point I was trying to get across.
^^^^
Since you apparently didn't see it the first time.

Seriously, I really don't want you to think I hate Sonic Generations, because I certainly don't. It's a great game, but the boost gameplay just isn't my cup of tea.
It's kind of like how I love SA2B, but I wish you could play as Tails outside of his mech in levels like you could in SADX. I still have fun playing the mech levels (just like how Generations is still very fun despite wishing the gameplay style was like Adventure), but I would have preferred it if it was different.

Hope this makes sense to you now.
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Re: SONIC FORCES (project 2017)

Post by Lamby » Sat Mar 18, 2017 8:09 pm

imo the stream was this really vague attempt to sell the game to 35 year old genesis fans and people stuck on sonic adventure and implied a third gameplay style, i imagine to dogwhistle 'dreamcast sonic' which is very slick, but i'm assuming there's a new gimmick like a 'future' sonic or blaze or like airship or a giant sonic robot whatever because they'd say dreamcast sonic already to suck resistant fans in. why can't i play as ivo though and just crush that hedgehog!!!

as for the name because there is clearly a more serious plot than doofy, gotta have a name more obtuse and cool you know
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@citrus: if people want a game that lets you explore "every nook and cranny" there are actual open world games in excess where you can fetch every irrelevant collectible and wander aimlessly on an empty field and stare at vistas and collect equipment and do lots of great forms of nothing. zelda breath of the week checks those boxes if you don't want to play superior games in this genre on other machines that at least make the monotony worthwhile or fix that issue (witcher 3, horizon, dark whatever, etc.)

i don't know who played sa2 like it's jak and daxter when the game basically blatantly encourages speed, momentum, and timing to build score, albeit poorly. banjo kazooie on the n64 and 2D metroidvanias probably have more depth and exploration than the 5/10 game sonic adventure, it's nearly unplayable by today's standards. you could argue the original sonic games had slow platforming, but that was when sega was deluded enough they could both compete with mario or anyone for that matter (though nintendo is certainly the sega of the modern industry lol) while also making a game about momentum. as 2d sonic evolved , certainly speed and reaction time became more important especially with more meaningful alternate routes and getting away from the poor man's mario shtick WITH STYLE AND 90s AND SPEED, maaaan.

by sonic rush clearly they had found classic sonic gameplay identity at least. as far as 'adventure style' it's 3d platformer soup. which divided the fanbase so much that by the time heroes and shadow was over nobody had any idea what anyone wanted they just started taking the 3d franchise 100 different directions--couple that with sega's terrible management ... wow. unleashed kinda half pinpointed a new market, colors started to follow that a little better, but i think generations nailed how to make sonic marketable again, at least for people my age like the youngest of which are probably about 20 now (i'm 24 old lady in a month) who maybe when we were younger clamored for a sonic adventure 3, but kinda realized through games like shadow, the lame wii games, '06 that clearly sonic team doesn't know what that means because we couldn't even decide what that meant. js, doll

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for me at least, even though unleashed was mediocre it kinda reminded me of heroes, a similarly bargain bin game in some ways, but fun and fresh in other ways. didn't play colors but i was intrigued, and generations sold me because it was like the best of the more fun 2d sonic, 2, &knuckles, cd, and the better handheld incarnations mixed with this modern direction. lost world was a mediocre hiccup, but i knew that exclusivity deal with nintendo would be laughable.

it was.

but this post-generations formula is kinda like an attempt to bring speed and momentum into 3D and reacting quickly to reach alternate roots in the way depicted or suggested in the genesis days, without the limits of oldgen and nintendo tech or two dimensions. handhelds got speedier, but still nowhere near enough to bestow it on sonic in the way that is unique from other games or depicted in-universe and i think now it is a more fluid and skill-demanding game for it. even mania seems to be taking more cues from this philosophy

that said like it's still sonic so it'll never take the industry by storm especially with returning IPs like R&C, Crash, Parappa, Wipeout, Mario--and indies finally dabbling in my generations nostalgia (Skylar and Plux, Yooka-Laylee, Bloodstained, a myriad of other stuff) really only Sonic Mania can compete in the nostalgia market among all that noise, so i'd temper expectations for Forces. it probably won't blow your butt through your face, but if it's anything like Generations, it's gonna be fine prolly. if not, idc, but looks cool c:
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Re: SONIC FORCES

Post by Nano » Sat Mar 18, 2017 8:18 pm

CitrusCat wrote:
Nano wrote:I believe this is a gross understatement of the complexity of some of the levels in Sonic Unleashed and Generations. You can boost in a straight line if you want and do the absolute minimum but you'll be hitting roadblocks and small platforming segments that seriously reduce your speed. If you play the game how it's meant to be played though, and focus on memorizing locations and shortcuts, you'll find yourself meeting minimum resistance the entire time and you'll feel incredibly fast doing so. It's definitely more on the rails, but both games offer various ways to complete the stages faster. I would go as far to argue that Generations is far less linear than SA2B when it comes to level design. SA2B only gives you a feeling of open endedness, when in reality it's just the freedom of moving in all directions that makes you think it's open. SADX is different, that game was incredibly open ended and I appreciate it, but calling generations nothing but a "Hold boost to get to the ending" is straight up disrespectful considering the beloved sequel to SADX is one of the most linear 3D platformers I've ever played.
CitrusCat wrote:I was not trying to be disrespectful, and I have nothing against Generations. I know that it's not "boost to win" but when I watch gameplay, I just can't help but think to myself, "this looks so restrictive". I'm sure it's still fun, and I know it's a great game, but I think it's the simple freedom of moving in any direction that makes all the difference for me.

Most Sonic fans want to be able to go fast, and of course that makes sense. Boost gameplay does satisfy that need for speed.
But what I want is to be able to CHOOSE between speeding through a level and stopping to explore the nooks and crannies. Boost gameplay does not satisfy that desire.

I hope that my post makes sense now, because it seemed like you really misunderstood the point I was trying to get across.
^^^^
Since you apparently didn't see it the first time.

Seriously, I really don't want you to think I hate Sonic Generations, because I certainly don't. It's a great game, but the boost gameplay just isn't my cup of tea.
It's kind of like how I love SA2B, but I wish you could play as Tails outside of his mech in levels like you could in SADX. I still have fun playing the mech levels (just like how Generations is still very fun despite wishing the gameplay style was like Adventure), but I would have preferred it if it was different.

Hope this makes sense to you now.
I had nothing else to really say to you.

I didn't need to see it a second time. Thanks anyhow I guess.
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Re: SONIC FORCES (project 2017)

Post by CitrusCat » Sat Mar 18, 2017 8:35 pm

^
Oh, I see. I assumed you had skipped over it somehow, my bad.

@Lamby:
Well by "nooks and crannies" I kinda just meant little parts of the level that had extra rings/lives/power-ups and looking for the Chao boxes. Things like that. Just small things to reward the player for going off the main path slightly.

Maybe I chose my words poorly, sorry about that.

Sonic Adventure 1/2 are obviously not Jak and Daxter, that should be obvious. The Sonic Adventure games are still very linear, the emphasis isn't on exploration (except in treasure-hunting levels I suppose?), and there isn't a lot to find anyway, but my point was that I just like having a little more freedom. I don't want to be restricted to moving in only 1 direction, because it feels like I don't have full control over my character.
I remember I really hated Sonic and the Secret Rings/Sonic and the Black Knight's gameplay which was also very limited in movement with narrow levels, and you could only back up a short distance. So if you missed something important in the level, you couldn't backtrack. You had to replay it from the start.
And no, I'm not comparing Generations to Secret Rings and Black Knight. Those two games had many other problems that made them... Not very good, to say the least. On the other hand, Generations had lots of things it did right, and its boost gameplay was miles better than whatever Secret Rings and Black Knight was trying to do. But I'm just trying to explain why I don't really like being restricted to narrow, three-lane pathways all the time, and was just using Secret Rings and Black Knight as a couple other examples of that. I like having slightly more open spaces for platforming, like in SADX and SA2B. Heck, even Heroes.

Also, I didn't like how you basically just bashed the open-world genre of games. That was pretty uncalled for. I do hope to get Breath of the Wild soon, and now you're making me feel like I have bad taste in games for wanting to play it...
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Re: SONIC FORCES (project 2017)

Post by eblu » Sat Mar 18, 2017 8:45 pm

holy crap does this website have to turn every thread into an argument

i understand you're being critical of the game but there's like very little to go off of so you're basically arguing over hors d'ouveres

please try to keep things together.
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Re: SONIC FORCES (project 2017)

Post by CitrusCat » Sat Mar 18, 2017 8:51 pm

Alright, I'll try to chill. Sorry.
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Re: SONIC FORCES

Post by Ivogoji » Sat Mar 18, 2017 9:26 pm

Rajikaru wrote:
Ivogoji wrote:The title is interesting. I wonder what it means?
From rumours I've heard, Adventure Era Sonic is possibly in this game as well as Classic and modern, so if I had to guess, a team-up between the three to defeat an evil threat. There was mention in interviews that a desire to add DC era SA Sonic to Generations, but time constraints prevented it from being realistic, so going that direction would make sense if they want to keep using the "alternate between different Sonic playstyles" gameplay.
That would be cool if it were true, hope we do see something like that.
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Re: SONIC FORCES (project 2017)

Post by Sable » Sun Mar 19, 2017 6:25 pm

http://nintendowire.com/news/2017/03/18 ... ic-forces/

looks like they're bringing back at least a little bit of the extended cast that's been sorely missing from recent games
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Rajikaru
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Legendary Chaos Chao
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Re: SONIC FORCES (project 2017)

Post by Rajikaru » Sun Mar 19, 2017 6:28 pm

I'm biased as **** but as long as Silver and Blaze are in the game I'll be happy.

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