I'd buy any new Sonic games if it had Rogue the Cat in them but with enormous fake titties, like.. ridiculously big.
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I'd buy any new Sonic games if it had Rogue the Cat in them but with enormous fake titties, like.. ridiculously big.
I also want to see Hyper Sonic and Hyper Blaze.
I want a game where you play in a mech as Tails like in SA2. I would not mind a Werehog game either, I really really liked these stages in Sonic Unleashed, far more than the day stages.
I couldn't even get past the first Werehog stage; it's boring as hell. And I don't like the 360 version's town hubs; I've played both Adventure 1 and Sonic 2006, and tolerated the hubs there, I can't here though. One of the things the PS2/Wii version did right imo by not including them.
Have you tried rushing through the werehog stages?:
The problem with Sonic Unleashed is that the Werehog levels are not only boring, but if I wanted to play God of War, i'd play God of War, not Sonic.
That being said, I don't like Modern Sonic in Generations that much anyway.
No more Sonic games.
I want to see the Chao Garden back.
Honestly, what I'd like to see more than anything for a new 3D Sonic title would be revisiting the Sonic Adventure gameplay style. Take the best elements of control, level design, etc from those games and polish it a bit further . . . and leave out some of the BS that's been added in more recent games (like the quick time events and boost/drift mechanics) and it could be really cool.
Keep the story relatively simple and straightforward (be it lighthearted or somewhat dark), not overly complex, but enough to make the game a little more engaging. (so far, SA2 did this best . . . that could have been better -odd plot holes among other things- but it's still the best example Sega has done so far, in 3D at least) Generations went too far with the simplified plot and it made it kind of stupid if you actually pay attention to the story.
As for "friends" . . . or more accurately the expanded cast of characters in general, I really don't have a problem with them at all, as long as they're done well and tastefully. (ie actually have useful gameplay contributions with good controls, etc, work into the story without being tacked-on for the hell of it, and have tolerable voice actors -again, Sonic Adventure 2 did all of those things IMO)
Also, keep in-game voice acting to a minimum: this is something that started getting grating and annoying when it was introduced back in Heroes, and it hasn't really gotten better since then. In Adventure 2, the Omochao were annoying enough, but at least you could usually avoid them (Tikal's hints in SA1 were less annoying, partially because of the voice acting).
OTOH, if they got that mechanic to be included more tactfully/subtly and manged decent script and voice acting, I might be OK with it too. (it's just that, so far, it's been nothing but distracting in all 3D Sonic games to use it) -Hell, being able to toggle that feature on an off would be a more foolproof option to include too.
I kind of like the idea of Tails having multiple vehicles and maybe the ability to jump in and out of them at will . . . sort of like they did with Shadow in a couple games, except with vehicles that actually control properly and offer more integral dynamics to the levels they correspond to.
Having flying stages with Tails would be really cool too . . .arcade railshooter style or more free roam style, so long as the levels are fitting to it and the controls work well. (the railshooter states in SA1 worked OK, but they were pretty shallow overall)
Why they ever did that mechanic with Shadow, I don't know . . . and why they specifically reused THAT gimmick that was introduced in Shadow The Hedgehog I really don't know. (it didn't work well in that game -arguably aside from the mech- and it worked even worse in Sonic '06 . . . the weapons mechanic in Shadow actually worked pretty well, and TBH, if any gimmick got re-used from that game, I wouldn't mind seeing that one revisited -I've mentioned it before, but I rather liked Shadow, at least in small doses -a marathon playthrough of that game will probably kill the fun though, especially with all the redundancy for reaching the final ending . . . then there's really weird holes in the story if you actually care about that -less so if you, like I tend to, pretend it's a direct sequel to SA2 and not to Heroes)
As for Unleashed, you've mainly played the PS2/Wii version, right? (there's trade-offs, but from what I recall, those versions were easier/more fun to play in many ways than the HD versions -different games with different levels in general, of course)
I don't especially like Unleashed, but I did find the night stages a lot more fun than the day ones . . . more so for my brother (who's a fair bit better at it). We both hated the quick-time-event boost/drift-fest "race to the end as fast as you can" mechanics of the day stages (and Colors) though, that and the random switches to 2D perspective with very gimmicky 2D platforming segments. (which got way worse in colors)
That seems to be something they've done right for the most part in Generations: the level design is generally more fun to play and the control mechanics don't force you to boost/grind much at all (closer to the Sonic Adventure style, but not quite there), while the gimmicky 2D sections are much less frequent (but shouldn't exist at all).
OTOH, the 2D Sonic stages seem very well done in comparison, not the gimmicky mess as in Unleashed in Colors, or the mediocrity of Sonic 4, but good solid 2D level design that's actually fun.
I haven't bought Generations yet, and was very skeptical at first after being burned by Colors (with claims of it being a good break from the problematic 3D Sonic games), but after seeing some reviews that address pretty much all of my own complaints on the topic, it seems like a really interesting game to get.
The level to level flow and the "story" are the weak points of that game, but the game design and (especially) control mechanics are a big step up from basically any post Sonic Adventure title. (level design specifically isn't universally better, but it gets a lot of things right that some others with relatively intriguing -especially exploration-friendly- level designed games fell extremely short of -like Sonic '06, horribly problems with physics/controls/bugs -story aside- and overall design of most of the character's control style aside from bugs -and the inability to jump on enemies to attack- . . . but quite a few of the levels themselves have really interesting designs if you look at that aspect alone -still a screwed up game overall, not arguing that)
I really like this analysis of Generations:
https://www.youtube.com/watch?v=eu8pMWlMAbk
That's the first I've heard anyone complain about the Daytime Levels in Unleashed and the Gameplay of Colors. Honestly I don't see how you can say Generations was good and then say Unleashed and Colors were bad when they play almost identically. You don't have to boost in Colors or Generations much at all, and you only really have to do it in Unleashed is during Holoska and Adabat where you run on the water. Every other part of the game you can get through without ever boosting if you wish.
As for the 2D sections, again I don't see much of a difference in design quality between Unleashed, Colors, and Generations for the 2D portions. Not enough to say one is substantially better than the other. And the Quick Time events can all be ignored for the most part. Very few are actually required to get through a level. And the ones that are required are no worse than the "Jump Panel Number 1, it will take you to Panel's 2 and 3" sections of Sonic Adventure.
Good analysis, though I still don't get why people like this guy give the Sonic Adventure series so much credit. To me, the original 16-bit Sonic games were real blockbuster titles, where as adventure felt very... low-budget I guess? Didn't have the same impact and felt very cheap. The guy's point about platforming is spot-on, as is his points about how what is wrong with generations doesn't effect the gameplay, which hits the nail on the head. While the daytime stages in unleashed aren't that bad and do play very similar to generations, the things that are wrong with unleashed do get in the way and do put me off bothering to play it.
I also enjoyed his points about enjoying modern sonic more, I actually agree in a way, to me the modern sonic in generations is what sonic should have been at the start. Kind of reminds me of the old "welcome to sonicland" japanese Sonic 2 commercial where they're running through 3D versions of the zones.
Adventure series gets credit for bringing Sonic to 3D in a playable new form. It wasn't totally refined or executed as good as it could have been, and it hasn't aged well in a lot of ways. It's still better than most of the horse shit that followed it, and at the time it was great. Even exciting.
Complainers about the instant boost button in Generations need to realize that there's risk & reward tied to using it because of the level design. It shouldn't be a power-up, and there's no reason to add a momentum building mechanic to the game when it would need to offset the slower paced parts by throwing more of those boosting panels all over the place.
I want Sega to cut off all resources to making any more Sonic games for no less than five years. I want said resources instead poured into completely new games and revivals for memorable series that have as of yet not been revisited, and I want their release schedule to be at least 30 games, of high and unique qualities, a year during those five years. This would be my hope for anything Sonic this decade.