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Social SGD: The hedgehogs are back in town.

Mr. Johan

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I just want S0L to elaborate on what he said about kart races and Transformed.

Dammit, if the new Mario Kart game included Sonic and was being co-developed by Sumo Digital, I could die happy right then and there.
 

Trent

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The next Sonic game is obviously going to take place in Jurassic Park.

Also, Nintendo announced they were making 3 games with Sonic; Lost Worlds, Olympic Games, and a mystery game.

Here's hoping for a Mario & Sonic platformer?
 

Tesh

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A real mario and sonic game would be awesome. Mario fighting Robotnik and Sonic fighting Bowser would be cool.

It would be difficult to make it work imo and I doubt Nintendo and Sega would go for it just yet. Maybe one day when mario or sonic alone isnt enough to move a game.
 

Kuraudo

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A real mario and sonic game would be awesome. Mario fighting Robotnik and Sonic fighting Bowser would be cool.

It would be difficult to make it work imo and I doubt Nintendo and Sega would go for it just yet. Maybe one day when mario or sonic alone isnt enough to move a game.
I doubt that it'd be difficult to create. It's just trying to decide on what style of gameplay it would be. I think if Sonic controlled more like he did in the Sonic Adventure series (not as fast but more control and more emphasis on platforming) and you switched between the two, it'd be easier.
 

Tesh

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It would be cool (and perhaps easier for development teams) if they played through the same levels but used different methods to clear them.

Sonic would head for a more Horizontal goal clearing large gaps quickly and whatnot.

Mario would take the vertical paths and take to the skies for his goal.

After decades of failing, it would make sense for Bowser and Eggman to team up or switch in hopes of taking down our heroes.
 

Mr. Johan

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Got a couple of wall scrolls from a gaming shop.




If I wasn't so scared of breaking a rule I can't remember about nails on the apartment walls, these would be hanging up right now, lol.
 

Camalange

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Sick scrolls! I have a Sonic Colors poster hanging up and the other day I found my old SA2B poster... Sadly it's a little torn on it's folds but it was a giant poster that came with the strategy guide I believe.

And yes, go for the thumbtacks. I used them throughout my dorm for posters and scrolls. Same with my room at home. I have a One Piece and HOTD scroll hangin' up that way.

:093:
 
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One thing i noticed above all else was there were no segments shown in that trailer involving boost of any kind. Which HOPEFULLY means they have given sonic his spin dash back. And from the looks of things in the trailer sonic doesn't look like a car when he's turning. I'm officially hyped.
 

B_AWAL

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Thumb tacks won't work, but the managers did suggest hanging nails. So I'll get those later, probably when my brother moves in tomorrow.

By the way, Sonic Lost Worlds trailer.

http://www.youtube.com/watch?v=D-sIkDWfccU


Super Mario Galaxy's visual aesthetic had a baby with Sonic X-Treme.


Awwwwww u beat me 2 it!! I just got off work

:sonic:

Sonic Lost World aka Sonic Galaxy... That explains why its Nintendo Exclusive.

Tesh u better b effing happy!!!
 

Tesh

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I gotta admit that did look a little interesting, but sonic games have always been gorgeous and always excite then disappoint me. But hell I'm hopeful about it at least. I'm 100% down for the Wii U at this point and my 3DS is in the box waiting for its first game.
 

Mr. Johan

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Despite its legendary 20-plus year legacy, the Sonic the Hedgehog series has struggled to maintain a consistent track record when it comes to quality. SEGA, in an effort to find a successful formula, has experimented time and time again, moving from the series’ 2D roots to outlandish concepts involving werewolves to 3D adventures and back again. Success seemed to elude Sonic Team repeatedly… until recently.

Although several Sonic games of the past decade have struggled in numerous ways, some of the more recent entries, including Sonic Colors and Sonic Generations, have been on the right track. They've been fun, and started to grapple with the fact that 3D and 2D adventures must be accommodated in unique ways. Generations even went so far as to take the same levels and approach them from both perspectives. With Sonic: Lost World, the Sonic Team is taking that design concept to the next step, blending 3D and 2D mechanics in abstract levels that more than resemble another Nintendo exclusive – Super Mario Galaxy. Derivative gameplay is sometimes frowned upon in this industry, but in the case of Lost World, this is more than welcome, and more than necessary. The development team has now been freed to think of gameplay first and worldly concepts second, and that can only mean good things for the final product.


I recently had time to watch three levels of Sonic: Lost World, and the changes being made to the franchise range from entirely obvious to remarkably subtle. First and foremost – the game’s aforementioned larger design approach, and the necessary control alterations that followed.

“We wanted to create an all-new design for 3D Sonic games with Sonic: Lost World,” producer Takashi Iizuka told me via e-mail. “Ever since the first day of development, we were focused on creating new and unique levels to best fit this new style.”

That ‘style’ basically removes Sonic from the constraints of a cohesive, grounded world design. Instead, players will find themselves twisting, turning and jumping along floating constructs suspended in mid-air. Levels are now informed by gameplay needs, with some stages focusing on slower speeds with more platforming, and others pushing players to run as fast as possible. Aesthetic ideas are now more free, ranging from the more idyllic, grassy settings of Wind Hill to something like Desert Ruins 1, which consists of cakes, cookies, donuts and all manners of candy. And just to throw a curveball, Desert Ruins 2 drops the sweets theme entirely, and features an entirely different gameplay style, opting for the ‘tunnel racing’ concept that Sonic games have used for decades. Of course, all of this works within Sonic’s typical level designs, which feature a wide range of branching paths and exploration options.



Some parts of levels call upon classic Sonic concepts...

More critically, it appears as though Sonic Team has realized that many of the core ideas from games like Sonic Generations and Sonic Colors can co-exist. 2D and 3D don’t have to be isolated so long as they’re incorporated in the proper manner. They can coexist in whatever state Sonic Team wants, allowing for levels that are 2D and 3D hybrids to varying degrees. Speed can also not only be about tunnel-based obstacle avoidance, but the crazier, twistier constructs that first appeared in the Sonic Adventure series. All of this can work together. It’s a remarkably simple realization for the series, but all indications seem to be that it works marvelously, particularly now that Sonic’s controls have been adjusted to accommodate those ideas.

“Exhilarating and dynamic speed can sometimes conflict with [intuitive] controls, so we're constantly trying to improve the balance between the two,” Iizuka said, noting that improving control in this game was “of the utmost importance” to the team. Two key ideas were born of this focus – being able to control Sonic’s speed, and a ‘Parkour system’ that allows players to automatically accommodate basic obstacles when he’s running.
As mentioned, Sonic Team’s greatest challenge was maintaining a sense of speed for the series while finding controls that made sense. The result is now that, by default, Sonic doesn’t burst off with a tilt of the analog stick. He walks – until you use one of the GamePad’s triggers to engage his running speed. This too is actually not full speed. Holding down the second trigger will pull Sonic into a ball, giving him access to his full momentum, which Iizuka likened to the ‘Boost speed’ from previous titles. By creating a tiered structure to movement, Sonic Team is hoping players will be able to navigate the wide range of level designs, exploring and running as necessary.


While others more than resemble concepts from Mario Galaxy.

That’s also where the Parkour system comes into play. “In previous 3D Sonic games, even if you're running through a level at top speed, if you hit an obstacle you stop instantly,” Iizuka explained. “To avoid this, we added a new action to keep Sonic running, even when you hit an obstacle. To make sure it only happens when you want it to, it's triggered by the player holding the run button.” Like any game, automating actions brings a certain risk, but doing nothing means Sonic games continue to run into a brick wall – literally in the case of gameplay.
Of course, there’s also the small matter of Lost World being a Wii U (and 3DS) exclusive. On Wii U, the GamePad is specifically used to activate various Whisp-based “Color Powers,” which feature touch-based controls and are mostly used to gain access to side paths and areas. The GamePad will also play a role in ‘Support Mode,’ which allows one player to use Wii U’s tablet to assist a second player who is controlling Sonic with a Wii remote and Nunchuck. Speaking of playing as Sonic, while the iconic hedgehog is the only character players will directly control, friends such as Tails, Knuckles and Amy will make appearances in the story.
The story itself is, as you’d expect, remarkably simple. Sonic is chasing his longtime foe, Eggman, and encounters a mysterious floating island known as “Lost Hex.” It’s here where Sonic will run across the “Deadly Six” that SEGA has already teased, and Iizuka noted these foes will bring a “sense of danger and humor” to the story.



SEGA isn't shying away from full 3D levels on the 3DS.

All of this and there are still a wide range of smaller details that will certainly please long-time Sonic fans. Some factor directly into game mechanics, such as the fact that Sonic will once again save animals throughout levels. Rescuing these critters will not only be tracked level by level, but cumulatively, and will factor into unlockable content. And then there are more subtle things, such as the animation for Sonic’s running or the presence of Red Star Rings (collected for unlockable content) and gold cannons (which access hidden paths). For every adjustment to the legacy, there is a similar tribute to it, and that acknowledgement is great to see.

There’s plenty we don’t know about Lost World. The precise world and level structure remains a bit elusive. The size of the game. The nature of the bosses. However the biggest question mark of all is the 3DS version of the game. We know it will incorporate full 3D levels similar to the Wii U game, but the scale or design of these remains to be seen. There’s also the significant fact that we haven’t played this game. Its control and level design adjustments certainly seem to step in the right direction… but will they result in fun gameplay? We’ll find out. E3 2013 is just around the corner – and Sonic: Lost World will be there.
http://www.ign.com/articles/2013/05/28/sonic-lost-world-taking-a-page-from-mario-galaxy


Sweet Mountain 2.0, Not-Sweet Mountain 2.0, speed-based tunnel vision levels ala the last three games, fully 3D 3DS version of the game, a 3-tier speed system, Red Rings, and animal-rescuing serving a purpose beyond score and story. Pretty hyped.
 

Tesh

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wow that 3 tier speed system sounds like what i was talking about in bayonetta. it took them this long to realize that the controls have sucked for short range precision in every 3d sonic ever...

better late than never i guess. if rare makes banjo threeie this year maybe all will be right with the world after all
 

Mr. Johan

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Which HOPEFULLY means they have given sonic his spin dash back.

Well, that was a good call.

NEW MOVES
Sonic moves like never before. Vault over obstacles, free run up and along walls, and sky dive between islands at lightning speed. Plus the Spin Dash is back!
When the Deadly Six threaten to destroy his world, Sonic's new moves and power-ups are the only way to defeat them before it's too late!

In his latest plot to defeat Sonic and rule the world, Dr. Eggman has harnessed the power of six menacing creatures known as the Deadly Six. However, when the Deadly Six rise up against their new master, Sonic must unite with his arch nemesis Eggman and explore the mystical Lost Hex in order to take them on head-to-head. Use Sonic's amazing new moves and incredible Color Powers to speed across a variety of unique terrains, racing inside, outside and upside down in every level.

NEW MOVES
Sonic moves like never before. Vault over obstacles, free run up and along walls, and sky dive between islands at lightning speed. Plus the Spin Dash is back!

COLOR POWERS
New and improved Color Powers. Sonic can now fly through the air, tear up levels and explode into enemies. He's more powerful than ever!

NEW WORLD
Speed through a variety of exhilarating levels. Explore massive mind-bending courses, vast underground tunnels and colossal structures in the sky as you run inside, outside and upside down.

BOSS BATTLES
Save the world one fight at a time. Take on each of the devious Deadly Six in dynamic boss battles which test all of Sonic's moves and power-ups.

MULTIPLAYER
Race friends in high speed multiplayer races. Take them down across a range of ultra-competitive levels and modes - it's the ultimate supersonic showdown!

Wii U EXCLUSIVE FEATURES:
  • Wield the Wii U GamePad to execute exclusive Color Powers – tilt, touch, aim and more.
  • Someone wants to watch TV? No problem! Play the full game using only the Wii U GamePad screen.
  • Share and charge up items by sending them into the Miiverse to share with players around the world.
  • Play together. Have a friend pilot radio controlled gadgets to help Sonic by destroying enemies and obstacles.
  • Race against a friend as you play on the Wii U GamePad screen and they play on the TV.
NINTENDO 3DS EXCLUSIVE FEATURES:
  • The first handheld Sonic game ever to feature fully realized 3D levels.
  • Unleash Color Powers exclusive to the Nintendo 3DS version.
  • Exclusive Special Stages! Tilt using the Motion Sensor to navigate hair-raising levels and obtain the elusive Chaos Emeralds.
  • Create and customize radio controlled gadgets to help Sonic.
  • Race against friends through local and online game modes.
PLUS: Share your gadgets between the Wii U and Nintendo 3DS versions.
http://www.sega.com/Source/Wireframes/GamesPage.aspx?pageid=5657&LangType=1033





Though, with the 3-Tier system in play, that may just mean Spin Dash is now the max-speed mode.


Unless the 3DS version removes that system, and goes for old school mechanics.
 

Camalange

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Wow this game sounds amazing.

Now I have to a buy a Wii U.

Uuuuugh.

:093:
 

Camalange

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Perfect segue.

Happy SpinDash Day, one and all.

<3

:093:
 

da K.I.D.

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What are you doing with yourself that you have no money OR free time, Youre either supposed to have lots of money and no time, or no money and lots of free time, if you dont have either, that means youre doing something wrong.
 

Trent

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Naw. I'm taking the theatre seriously; I was in 4 plays at once about a month ago. The sad thing is, it's still technically college so I don't get paid for it yet. Give me a year.
 

Camalange

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Hm, interesting that running is it's own button now... Parkour seems solid.

The game seems to play really smoothly though and I like that each level offers it's own thing. There's platform levels, puzzle levels, and speed levels so that's cool.

All in all it's got me stoked. The more I see of it the more I really want to play it.

:093:
 
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