That is indeed awesome, but my comment was more about Sonic and his 7,500 friends.
Yeah... that was pretty prevalent in SA1 (particularly with all the playable characters), SA2 added more, but not really on top of most of th eprevious game's, so it didn't seem that much different... Heros is where they started going crazy with practically every sonic character from previous games and then added some more...
But I don't think anything matches that 2006 game... After that the more recent ones seem refreshing... I think some of the DS/GBA games were OK in this respect, I doubt the RPG was though... (especially Unleashed in that respect, way fewer characters, with sonic th eonly playable, and while Chip is pretty annoying, at least he won't be a recurring character)
We'll see how the 2D HD Sonic goes.
Actually I'd say a game based on the best elements of the CBS show and Archie comics might be cool, except the track record isn't that good. (that old Genesis game could have been promising, so long as they put in a good number of traditional, fast paced levels as well -which had been the plan)
Hell, an AoSTH game could have been cool, except that's pretty well matched to Sonic 2 actually. (Metal_Sonic pointed out that Coconuts, Scratch, and Grounder are actually present in that game, or rather the badniks those characters were derived from) I've said it before, but a Sega CD FMV (not necessarily gameplay, but heavily cutscened) AoSTH game is a really weird though that crossed my mind...
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that looks awful! Sonic is supposed to run super fast and blitz through levels, why does everyone keep trying to screw that up? Every new game seems to want to slow Sonic down and add tedium. Sonic started slower than he should, hit a peak with Sonic 2 and Sonic CD (very good games to speed run), and progressively got slower, clunkier, and tied down with stupid plots that are unnecessary and don't make sense.
#1 - Why is Sonic in a wheel chair?
#2 - Him eating the chili dog almost made me barf
#3 - WHAT's WRONG WITH HUMANITY?
If you reqad his coments, this was only one example of the gameplay, there were supposed to be a lot of fast paced, more traditional levels as well. makes sense being based on the show, a lot of action oriented stuff, but also a fair amount of stealth oriented.
I shudder to think how bad Youtube trends would be...
That Sonic SATAM video looks pretty sweet, but I'm glad it never happened,
and i feel that way for the following reasons :
1 - Like many other people i feel that Sonic is about speed, this game looks very slow.
2 - It looks too.. Western, which is the same problem i have with Sonic Spinball, the game looks okay but in a homebrew fangame kinda way,
it also doesn't help that the game feels sluggish, and i would not have been surprised if this game would also have played in a similar way.
Yeah I'm very glad this never happened, it would have probably started the Sonic + countless friends era even earlier,
maybe it would have even fucked up Sonic 3, because Sega would have probably asked them to put more Sonic friends into S3.
On the other hand I feel that Sega should have really copied Nintendo more,
there should have been a Sonic RPG and a Sonic Kart game on the Genesis,
and while this SATAM game looks like it could have been a contender for the slot of Sonic RPG,
I feel the game (had it been given the green light) should have been done by the Japanese side instead of the American side.
Because they understand the Sonic concept,
the American side should have focused on games like Comix Zone and the like.
Even now i still don't understand why the pinball stages in ALL Sonic games feel great,
while Sonic Spinball plays like a bad 90's flash game.
OK, but again, that was't going to be the whole game, although I don't like th eperiodic scrolling so much. (standard smooth scrolling should have been fine, myabe break that at certain necessary points to keep certain things on screen, but otherwise fix that)
I disagree, I like th eart style (although it's obviously still a prototype), and the slow pace was not going to be all of the game. (or even 1/2 of it necessarily) Spinball is another issue...2 - It looks too.. Western, which is the same problem i have with Sonic Spinball, the game looks okay but in a homebrew fangame kinda way,
it also doesn't help that the game feels sluggish, and i would not have been surprised if this game would also have played in a similar way.
They were always supposed to be independent continuities, from the Start, hence the lack of relation with AoSTH (much closer to Sonic 2), despite both being produced by DiC. The ongoing comic book even excentuated this with a crossover miniseries...Yeah I'm very glad this never happened, it would have probably started the Sonic + countless friends era even earlier,
maybe it would have even fucked up Sonic 3, because Sega would have probably asked them to put more Sonic friends into S3.
Although that could have made things confusing, but really, there's not much of a plot or continuity to earlier Sonic games (or even current games for that matter), so that's not too much of an issue. Especially if this games remained US only.
Any sonic RPG would likely have the same catylizing effect for his "million" friends though, but I agree on a cart/racing game, Street Racer looked pretty good. (better than wasting time on not 1, but 2 GG Sonic Drift games) On the Sega CD it could have been on par or superior to Super Mario Kart technically. (smooth scaled sprites, CD audio)On the other hand I feel that Sega should have really copied Nintendo more,
there should have been a Sonic RPG and a Sonic Kart game on the Genesis,
and while this SATAM game looks like it could have been a contender for the slot of Sonic RPG,
I completely disagree about Japanese with the SatAM game... So long as you wanted it to be somewhat accurate to the show. Maybe have some help form Japanese programmers, but I think Peter Morawiec could have been perfect for the art design given Comix Zone. (and he did that demo/prototype himself in any case)I feel the game (had it been given the green light) should have been done by the Japanese side instead of the American side. Because they understand the Sonic concept,
the American side should have focused on games like Comix Zone and the like.
One drawback is if they used GEMS for the music, a number of games use it fairly well, but it's among the worst of the Genesis sound engines.
Yeah, I think some areas in Sonic CD take that too far even, the Special Stages in Sonic 1 can get tedious as well in that respect, but still fun at least. (and only a small part of the game, unlike spinball)
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