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Just now, I appreciate the irony that the Year of Shadow doesn't fall on a 5x year anniversary of anything Shadow related, yet they're declaring this all because of him being added to a port of Sonic Generations.
well what you gotta remember about the "Year of Luigi" is that it was about letting the underdog have his time to shine. Peach isn't considered an underdogJust now, I appreciate the irony that the Year of Shadow doesn't fall on a 5x year anniversary of anything Shadow related, yet they're declaring this all because of him being added to a port of Sonic Generations.
Meanwhile, Nintendo has Peach take a more proactive role in the movie, has her fully playable in Wonder and a remake of Super Mario RPG, and gives her a starring role in Showtime. They didn't declare 2023-2024 the Year of Peach.
I think being a damsel in distress most of the time is something of an underdog.well what you gotta remember about the "Year of Luigi" is that it was about letting the underdog have his time to shine. Peach isn't considered an underdog
yes but she’s not seen as the underdogI think being a damsel in distress most of the time is something of an underdog.
Honestly, I think developing all of the "alternate gameplay" styles in Sonic Adventure 1 and 2 into their own games would be a fantastic avenue for Sonic spin-offs beyond generally good Mario spin-off clones.If Peach can have take 2 in a starring role, maybe Amy could finally get one for herself?
Although I guess to be fair, Sonic doesn't really get much in the way of spinoffs for the sidekicks due to being a relatively smaller series in general, Tails Sky Patrol/Tails Adventure and Knuckles Chaotix are much smaller scale and older compared to stuff like Luigi's Mansion, Yoshi's Island, and WarioWare that all have full series that get frequent updates. And Amy doesn't even have a game to herself, as far as my knowledge can recall.
I would love that! I enjoyed the alternate playstyles of SA 1 and 2 more than most people. Honestly, I'd love for them to return in a mainline Sonic game. It feels like, while they were a little rough around the edges, they did a good job laying the foundation for how the playstyles could be going forward... and then didn't get iterated upon much. I suppose it was 06 that was to blame for that, but I really wish they had been given more chances.Honestly, I think developing all of the "alternate gameplay" styles in Sonic Adventure 1 and 2 into their own games would be a fantastic avenue for Sonic spin-offs beyond generally good Mario spin-off clones.
Like Knuckles with his gliding would actually fit better in an open-level platformer than Sonic's attempt in Frontiers. Tails could summon an pilot vehicles in a shooter (they'll need to deal with his flight some way though). And Amy could be a stealth game protagonist based on her role in SA1.
The problem with them is that the game ends up feeling very unfocused with them present. They feel like 3-5 quarter-done concepts that are taking resources away from the main Sonic gameplay.I would love that! I enjoyed the alternate playstyles of SA 1 and 2 more than most people. Honestly, I'd love for them to return in a mainline Sonic game. It feels like, while they were a little rough around the edges, they did a good job laying the foundation for how the playstyles could be going forward... and then didn't get iterated upon much. I suppose it was 06 that was to blame for that, but I really wish they had been given more chances.
i really hope they evolve it.Here is some news I wish to share with you all.
Apparently, a sequel to Sonic Frontiers is being made.
hope the add in some of the vibrancy and energy of the rest of the seriesHere is some news I wish to share with you all.
Apparently, a sequel to Sonic Frontiers is being made.
Yeah.hope the add in some of the vibrancy and energy of the rest of the series
The Japanese #SonicXShadowGenerations site showcases both sides of the game, interestingly teasing that another character may be playable (?) in Shadow Generations 👀
— Tails' Channel (@TailsChannel) July 3, 2024
🔗 https://t.co/4ubFZv0tdX#SonicNews pic.twitter.com/mBMcYFsGOJ
Well, from my knowledge, the Sonic series is more about speed based and momentum based platforming. It has its own style of platforming, so no, not really.So here's a question I want to ask, away from any dedicated Sonic fan community:
Do you guys think Sonic's combination of speed and platforming is... contradictory?
I ask because most platformers even after Sonic's debut focus more on precision over speed, because platforming is inherently precision-based gameplay. The scant few platformers who try to have speed and platforming are explicit Sonic clones.
Honestly, when I think about it, the inherent contradiction of speed and platforming in Sonic can explain a lot of difficulties with game design the series has had over the years.
Yeah but think about it; the speed makes it really easy to just careen past platforms.Well, from my knowledge, the Sonic series is more about speed based and momentum based platforming. It has its own style of platforming, so no, not really.
I think it's difficult to determine, if only because "platforming" is such a vague term on its own. Essentially, "platforming" is a toolkit from which you can then create all kinds of different experiences - whether it be slow, methodical, precision-centric movement, dense exploration with new movement tools, or indeed, fast-paced movement through a variety of equally high-octane challenges.So here's a question I want to ask, away from any dedicated Sonic fan community:
Do you guys think Sonic's combination of speed and platforming is... contradictory?
I ask because most platformers even after Sonic's debut focus more on precision over speed, because platforming is inherently precision-based gameplay. The scant few platformers who try to have speed and platforming are explicit Sonic clones.
Honestly, when I think about it, the inherent contradiction of speed and platforming in Sonic can explain a lot of difficulties with game design the series has had over the years.
Good take, but another issue that speed introduces to platforming is that a lot of the time, you can't really see things coming very well. I know Unleashed's day stages suffered quite a bit from this, and problems with this exist as far back as a few of Sonic 2's stages (esp Metropolis zone).I think it's difficult to determine, if only because "platforming" is such a vague term on its own. Essentially, "platforming" is a toolkit from which you can then create all kinds of different experiences - whether it be slow, methodical, precision-centric movement, dense exploration with new movement tools, or indeed, fast-paced movement through a variety of equally high-octane challenges.
Ultimately, the combination of speed and platforming is only contradictory if the design of the platforming isn't designed for speed - and a lot of the levels that people have issues with show this pretty well. (The best instances of that are probably the more slow, precision-centric elements of Sonic 1.)
From a game design standpoint, the ultimate issue with combining speed and platforming is that most platforming from which you can take inspiration isn't inherently speed-centric. Of course, that doesn't mean it can't be. It just means that there's an additional level of creativity required to do it well.
That's a good explanation as to why bottomless pits don't really work in Sonic as opposed to other precision-based platformers.The thing with Sonic is that it's all about balancing the punishment/reward for those that are skilled enough to do speed and platforming well. Questionable Sonic level design relies too much on bottomless pits as the negative outcome for lack of reaction to hazards and/or lack of memorization of stage layouts. The problem with that is that it makes replaying more frustrating than it needs to and renders certain level quirks more unfair than they need to be. Ending up on a slower path with less spectacle is enough of a punishment without relying on pits or spikes to drive that home.
Dream Team keeps the emphases at least, with Sonic/Amy having the Air Dash and Light Speed Dash, Tails/Cream having Flight, and Knuckles/Rouge having gliding and climbing. It's just that the latter two ability sets are nerfed, which isn't all that different from how Kirby and the Forgotten Land was forced to severely nerf Kirby's flight (even further than Kirby 64).As far as variety, in 2D that's generally easier because the shift to different gameplay emphases (exploration with Knuckles/Tails and platforming/defense with Mighty/Amy) can still keep much of the flow of the gameplay while feeling different. 3D is harder for that and it's a context that might be more ideal via stuff like power-ups to really explore that. It's a pity the Wisps got dubiously used after Colors because with some refinement there's ways of including them while maintaining the speed/momentum philosophy.
Forgotten Land is a solid comparison because while it's still got ways to go to match the depth of its 2D counterparts (more so with the abilities than anything), it did feel like the spirit of them was kept relatively well even in 3D. Ideally follow-ups to both Dream Team and Forgotten Land can build on top of the respective cores of both games, because foundationally both feel strong.That's a good explanation as to why bottomless pits don't really work in Sonic as opposed to other precision-based platformers.
Though keep in mind, that leads to the drawback of there being less levels in total, as having to put so many different paths into one level limits the resources left to make other levels.
Dream Team keeps the emphases at least, with Sonic/Amy having the Air Dash and Light Speed Dash, Tails/Cream having Flight, and Knuckles/Rouge having gliding and climbing. It's just that the latter two ability sets are nerfed, which isn't all that different from how Kirby and the Forgotten Land was forced to severely nerf Kirby's flight (even further than Kirby 64).
Great to see Metal Overlord from Heroes returnAnyone up for some Shadow Generations Doom Powers?