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  • Sonic Fan Remix

    25 83.33%
  • Sonic 4

    5 16.67%
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Thread: Sonic 4 VS Sonic Fan Remix

  1. #46
    will hog your hedges... Raging in the Streets djshok's Avatar
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    Sonic

    Quote Originally Posted by mick_aka View Post
    How long before Sega send a C&D email to the sonic fan remix folks?
    They should offer them jobs instead.

  2. #47
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    Quote Originally Posted by mick_aka View Post
    How long before Sega send a C&D email to the sonic fan remix folks?
    Sega have typically been pretty good about this sort of thing but with it being released so close to Sonic 4 and getting a generally better reception than it, I really don't know. As it's only a demo I figure they're probably ok for the time being as long as they don't do something stupid like ask for Sega's permission to release it.

  3. #48
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by Guntz View Post
    Sonic Fan Remix plays pretty good for me on "fantastic" setting. My CPU is an Intel 2.0GHz dual core and my video card is an Nvidia GeForce 9600 GSO.

    Only real problem is my monitor. It's 4:3, not widescreen. I'll probably just have to play windowed...
    I missed this a while back... but why couldn't you run fullscreen? Is there something wrong with your video settings that prevents you from maintaining the proper aspect ratio at fullscreen? (if that's the case you need to go in and modify the system video settings... the default settings on my laptop were for stretch all to full screen, which sucks, and something that's now fixed so everything runs in the normal aspect ratio with pillarboxing or letterboxing for anything narrower or wider than 8:5 for my 1440x900 display)


    Quote Originally Posted by cj iwakura View Post
    The big advantage to SFR, IMO, is that the levels look original, not like rehashes.
    But aren't they rehashes, or rather direct remakes with new graphics and some added tweaks? (the first acts are direct remakes of Emerald Hill Zone)



    Quote Originally Posted by Silanda View Post
    Sega have typically been pretty good about this sort of thing but with it being released so close to Sonic 4 and getting a generally better reception than it, I really don't know. As it's only a demo I figure they're probably ok for the time being as long as they don't do something stupid like ask for Sega's permission to release it.
    Better reception from the hardcore fan community at least... who knows about the mass market reception?
    Last edited by kool kitty89; 10-26-2010 at 05:22 PM.
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  4. #49
    ToeJam is a wiener Hero of Algol Guntz's Avatar
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    Quote Originally Posted by kool kitty89 View Post
    I missed this a while back... but why couldn't you run fullscreen? Is there something wrong with your video settings that prevents you from maintaining the proper aspect ratio at fullscreen? (if that's the case you need to go in and modify the system video settings... the default settings on my laptop were for stretch all to full screen, which sucks, and something that's now fixed so everything runs in the normal aspect ratio with pillarboxing or letterboxing for anything narrower or wider than 8:5 for my 1440x900 display)
    No, the video would just be stretched to full screen if I picked a widescreen resolution. I fixed it by picking 1024x768. It's not HD, but I was more interested in being able to see all of the screen.

  5. #50
    The Rhythm Rogue Outrunner cj iwakura's Avatar
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    Quote Originally Posted by kool kitty89 View Post
    But aren't they rehashes, or rather direct remakes with new graphics and some added tweaks? (the first acts are direct remakes of Emerald Hill Zone)
    Looks more original than Sonic 4 does.

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  6. #51
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    Quote Originally Posted by cj iwakura View Post
    Looks more original than Sonic 4 does.
    I was thinking this too. Honestly... the Fan Remix looks like what I would expect a huge Production team to produce... and 4 looks like what I would expect a couple hardcore fans to put together.

  7. #52
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by Guntz View Post
    No, the video would just be stretched to full screen if I picked a widescreen resolution. I fixed it by picking 1024x768. It's not HD, but I was more interested in being able to see all of the screen.
    But you shouldn't have to play 1024x768 windowed, or 512x384 for that matter... My 1440x900 laptop plays the lowest res fullscreen quite fine (scaled to 1200x900), so it doesn't fill the screen, but it's not windowed.
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  8. #53
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    Quote Originally Posted by kool kitty89 View Post
    But you shouldn't have to play 1024x768 windowed, or 512x384 for that matter... My 1440x900 laptop plays the lowest res fullscreen quite fine (scaled to 1200x900), so it doesn't fill the screen, but it's not windowed.
    Then that's not Fullscreen. Are you guys saying that Fan Remix doesn't do Fullscreen as in 4:3 Aspect Ratio

    If so, why


    Which leads me to ponder the latest trend with a lot of todays Console games (and a few PC games too, FUCKING Ubigay)... why in the world are some games not coming with the capability to be rendered in 4:3 Ratio??? It pisses me off to no end (even though I plan on getting a wide screen at some point)... seriously... how hard is it to program for both 4:3 and 16:9/16:10

  9. #54
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    FInally got a chance to actually play through Sonic 4.

    I have a few thoughts, more positive than I thought originally.

    For one, the controls, specifically the physics, do take some getting used to. I became accustomed to, and actually began to like them when trying to speed run through the first act multiple times. They are certainly not as good as the original games, and there were definitely times throughout the game where I struggled with them, even after taking the time to become accustomed to them. All in all, there were many parts where they felt very breezy and comfortable, but a couple of very frustrating spots where the control was specifically hindering my gameplay experience. If the controls are a big issue for you, you will have to be quite forgiving to get past them initially; just do not expect Sonic to feel exactly like he did in the old games at first.

    Stylistically, I actually really like the game. In comparing this retro remake and Sonic 4, I like Sonic 4's style much better. It is simple yet appropriate, and I always knew what was happening on screen. The sound is familiar, to say the least, many of the sound effects being pulled directly from old games. The music is a mixed bag for the most part; the sounds used are familiar enough, but there are not a great deal of catchy, memorable melodies. Luckily, the songs change in each act, which I thought was a very nice touch, and which made it more reminiscent in that respect to something like Sonic 3. However, in every other respect, you are getting a game that more or less exactly resembles Sonic 1 and 2.

    As far as level design goes, I think they did a fantastic job, personally. This is no Sonic Advance or Rush speedfest. In terms of pacing, it is pretty close to Sonic 2 or 3. The levels are all quite large, though for seasoned Sonic vets, they will go by pretty quickly. Each of the three acts in a zone is marginally (and sometimes drastically) different than the ones that precede it, which gives a nice sense of variety, even when being restricted to a similar environment for a long period of time. Once again, this is a cue taken more from Sonic 3 than the first two games, and one which I personally welcome. There was enough variety from act to act to keep me interested all the way through. The real shortcoming here in my opinion is the boss battles. While I don't have any specific complaints about them, they are just not all that interesting. The most exciting boss in the game was by far the Labyrinth boss, who has two distinct stages of the fight, one resembling the original boss in Labyrinth Zone from Sonic 1, and the second quite close to the end boss from the same game. But other than that, the boss battles bored me, including the final confrontation with a familiar foe from an earlier game.

    It is definitely an interesting and exciting introduction to a new series of Sonic titles, and it is above and beyond anything we have seen in the series in over a decade, in my opinion. I have heard some complaints of bottomless pits, but I would say I have hit them only about as frequently as Sonic 1. They are no where near as frustrating or frequent as the handheld games in my own personal experiences. Though I like some of the newer Sonic titles, specifically the Advance series, there were always some glaring issues with those games that kept them away from the Sonic pedestal. While Sonic 4 does not get much closer, it is a more impressive step in the right direction than I had originally expected. I trash talked the hell out of this game after playing the demo, which was at first very unsatisfying; and that is the real drawback here. You need to work with Sonic 4 to enjoy it, whereas the original games were easy to jump in, understand, and enjoy. I think the current generation of Sonic fans will be used to struggling with the controls, since many of the current Sonic titles have had these issues. But for fans of the Genny games...yeah, watch out.

    There are a couple of other things, like the Special Stages, which are not much to write home about. They are basically pulled out of Sonic 1, with an added time limit, and a different method of contro...they are what Super Monkey Ball is to Marble Madness, in that you control the level rather than the character on screen. Nothing fantastic, but nothing to bash here really either. The leaderboards are a cool addition, as I really enjoy speed running levels, going for points, etc. in my Sonic games. In that way, there is a ton of replay value here. But if you are just interested in whipping through, you are looking at about an hour of play time, no different than Sonic 1 or 2 if you are experienced...probably quite a bit more if you have never played a Sonic game before. It took me just over an hour to go all the way through, but I will probably be slower and more thorough next time. And I think, despite it's flaws, this game is plenty enjoyable enough to deserve a next time.

    It hasn't brought back my faith in Sonic (I STILL really think they should just let the franchise die...it has had it's day, and even though I don't mind a rehash, I don't really see the point ultimately.) and I am still skeptical of what future games might be like. But with Sega's recent enthusiasm, the moderate enjoyment I got out of this game, and after hearing lots of positive things about Sonic Colors (as well as a rumor about a "Sonic Anniversary" game in production) I am definitely feeling a little less jaded about the blue blur than I was before.

  10. #55
    Road Rasher Yfrid's Avatar
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    Quote Originally Posted by Chilly Willy View Post
    It's my only real complaint on Sonic 3D Blast. I usually take a few extra seconds to line up the attack to be straight above/below, or left/right since diagonal attacks are nearly impossible to pull off. I think a homing attack mod would make the game much more enjoyable.
    Sonic 3D actually have an homing attack, simply it wasn't implemented as in the subsequent 3D games. You can do it with the yellow (gold?) shield, press 2 times the Jump button near an enemy and you'll get an HA

    about the topic, i like SFR thousand times more than S4,
    i was hoping to enjoy an old school formula modernized (for HA addon), but in facts sonic4 doesn't offer anything much different than Sonic Rush, even less to be honest. Since it's basically a Rushless Sonic Rush with bad controls and the same physics concept, but poorly reproduced and glichy.

    level design is just: endless pit, endless pit, endless pit, badnik, endless pit, endless pit, ramp+unculrl+badnik to force you to use HA,endless pit, ramp+unculrl+badnik+HA, old boss designed to be fought without HA, so as result is less challenging than press start at the title screen.

    my 9yo brother played it for an hour or so and gained more than 30 lives and died only in some endless pits, how? just spamming HA endlessy.
    whenever an unexpected obstacle occurs, just press A multiple times in panic and most of the times you're safe.

    the same child couldn't get farther the third level running out of lives and continues on sonic1/2/3&K , but sonic4 was so unchallenging for him to get bored before completing it and play anything else, so yeah, i think sonic4 sucks on every side, and is unsatisfying for every age target, except young fanboys too busy to hail sonic as himself than the actual game.
    Then, a little percentage of playes with strong stomaches wich can get over its thousand faults and really able to enjoy it.
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  11. #56
    I remain nonsequitur Shining Hero sheath's Avatar
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    Phosis, thank you for the even headed and very well written perspective on Sonic 4. I did not have the problems most here have with the new game because I remember vividly how much I struggled with Sonic 1 and then Sonic 2. I am also aided by my complete obsession with Sonic Adventure. Sonic 4's gameplay/physics differences are similar to Sonic Adventure's.
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  12. #57
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    I don't know, despite the bad sprite issues, Sonic 4 actually looks like it will be the better game. However that's probally because I never cared about the Sonics for the genesis much(compared to the Sega CD, and DC), you could be brain dead, and beat the genny Sonic games, where Sonic 4 seems to be more involved, then just move foward.

    PS. Also I think It's awesome that they stayed true to the lv art style(however that's an after thought, so I didn't even factor that in, but It's a nice bonus neverless).
    Last edited by Zoltor; 11-09-2010 at 03:45 PM.

  13. #58
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    I want to give an after thought here after playing Sonic 4 quite religiously for the past few weeks.

    I still stand by what I said in my earlier review. If there is anything I would complain about, it would be the frustrating special stages, and an end boss that goes on for way too long. There are a few very difficult spots where if you are not completely accurate in what you are doing, you will die, die, die. And both of these take place in the Casino level. Anyone who has had to jump the cards, or use that final cannon where you need to do a homing attack to get to the other side will know what I am talking about. But I distinctly remember having a couple of similar issues in the old games, namely the bit right before the boss of Spring Yard Zone, where if you don't see it coming, there is a bottomless pit right there that will creep up on you. Also, Mystic Cavern has a bit like that, a spike pit from which there is no escape.

    The special stages and how they are set up is frustrating me a bit. Basically, I got all the easy emeralds in the easy stages, so now I am stuck fighting through a very long stage in order to get the final one. This is not a big deal to me, but it is extremely time consuming; and the fact that I cannot practice the special stage before hand even after accessing it a few times is annoying as well. I have to play through a three minute level just to have a shot at the special stage, only to lose within seconds. I don't honestly know what they could have done to avoid this, but it is irritating, to say the least, and unless it happens naturally while I am playing through the levels, I doubt I will put in the effort to do that, and finish up the game.

    There is also some mystifying piece of the game, right at the end during the credits, where you apparently need to collect the rings during the cutscene in order to get the "super sonic" ending. Why they felt the need to include this is bewildering as well; do you know how long it takes to beat the final boss? I don't know exactly, but it takes some serious time. Granted, the boss is pretty easy once you get the hang of it, much like in Sonic 2. But lord almighty, if I slip up in the cutscene and lose one friggin ring, I have to start all over again to get it?

    Other than those things, which you might consider minor to some extent, I was definitely happy. I wish they would have got more inventive with it. The rehash bosses are boring, but the new one in Lost Labyrinth is pretty damn fun.

    Looking forward to Colors now.

  14. #59
    Outrunner roundwars's Avatar
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    Quote Originally Posted by Zoltor View Post
    However that's probally because I never cared about the Sonics for the genesis much(compared to the Sega CD, and DC), you could be brain dead, and beat the genny Sonic games, where Sonic 4 seems to be more involved, then just move foward.
    The guy two posts above you seems to have a contrasting perspective:

    Quote Originally Posted by Yfrid View Post
    my 9yo brother played it for an hour or so and gained more than 30 lives and died only in some endless pits, how? just spamming HA endlessy.
    whenever an unexpected obstacle occurs, just press A multiple times in panic and most of the times you're safe.

    the same child couldn't get farther the third level running out of lives and continues on sonic1/2/3&K , but sonic4 was so unchallenging for him to get bored before completing it and play anything else

  15. #60
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by OldSchool View Post
    Then that's not Fullscreen. Are you guys saying that Fan Remix doesn't do Fullscreen as in 4:3 Aspect Ratio

    If so, why


    Which leads me to ponder the latest trend with a lot of todays Console games (and a few PC games too, FUCKING Ubigay)... why in the world are some games not coming with the capability to be rendered in 4:3 Ratio??? It pisses me off to no end (even though I plan on getting a wide screen at some point)... seriously... how hard is it to program for both 4:3 and 16:9/16:10
    Yes it is full screen, as in it fills the screen to the maximum boundary without compromising aspect ratio. So on a 4:3 monitor it would fill the screen, on any other monitor it will have pillarboxing or letterboxing but never both in full screen mode. (as long as the video drivers don't stupidly stretch the screen to fill the monitor and ruin the aspect ratio -going into the driver settings should solve that though, it did on my laptop... what a stupid default to have)

    We aren't talking "fullscreen" vs "widescreen" but full screen render mode vs windowed render mode.

    And yes, 512x384 IS running in full screen, it would be native on a CRT monitor, but it's using the video scaler with my laptop it fills vertically with pillerboxing (horizontal boarders) just as 4:3 content should look on a wider screen. (thus filling a 1200x900 area on the monitor scaled up from 512x384)
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

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