This was when I said... WTF happened to Sonic?Disrespectful to use the botched Director's Cut version of sonic on the tweet
This would have been more appropriate
This was when I said... WTF happened to Sonic?
I've grown more fond of that style over time... but for real though
While i agree with your statement, that artwork is actually from the japanese Dreamcast magazine.Disrespectful to use the botched Director's Cut version of sonic on the tweet
This would have been more appropriate
that CG art is mostly known from SADX, but it was around in the actual SA1 era.
Huh, imagine that. I was never a fan of this render though. Something about it just seems off from the SA1 design. I guess it's fitting for DX since they changed the whole look of the game with the new lighting systemWhile i agree with your statement, that artwork is actually from the japanese Dreamcast magazine.
I myself found this out like yesterday so i don't blame you.
real OGs remember WHEN THE NEXT GENERATION ARRIVED
LOOK AT THAT FUCKIN WHALE
Pretty much. That's all these threads ever turn into.
I would love to know why Sega has yet to port Sonic Adventure 1&2 to Switch.This screenshot absolutely blew my N64-PSX-mind away back in 2000.
I know the game has aged a little poorly for it's broken controls and camera, but I still loved it (the Sonic portion, not side characters) and would re-buy a competent re-release immediately. C'mon AM2, bring it to Switch.
First post nails it.
Huh, imagine that. I was never a fan of this render though. Something about it just seems off from the SA1 design. I guess it's fitting for DX since they changed the whole look of the game with the new lighting system
Still love this game, dearly and unironically. I remember the game having slightly mixed reactions back when it released too, though that's clearly developed against its favor judging by this thread, haha.
For me it still represents the most genuine, good-faith effort to translate the design philosophy of the 2D Sonic games into the 3D space. Sonic's levels still have momentum physics and multiple pathways that reward exploration and speed, and even Tails and Knuckles control similarly, while having different gameplay objectives. I don't think it's a perfect transition by any means, but I wish they'd continued sanding off the edges rather than going full in on "SPEEDSPEEDSPEED GOTTA GO FAST" with Sonic's levels in future games and letting other characters' campaigns stray even further away from typical Sonic gameplay.
In the meantime, I still consider it a great game. Playing through the Sonic levels is a blast for me, even if it's more like a rollercoaster ride now that I know the levels in and out. In fact, that may contribute to my enjoyment of the game - I won't deny there is some jankiness to it, but it's consistent enough that once you learn your way around the level design you can avoid most of it pretty easily. (This seems like such a backhanded compliment but I completely understand why someone might not enjoy the game the first time playing it while I enjoy the hell out of it)
I also honestly thought their first time experimenting with different gameplay styles was mostly successful, with Big being the big (hurr) exception. Amy and Gamma still represent sharp deviations, but their physics and objectives are still more or less the same. Tails' campaign is pretty much just a shorter Sonic's with a race element to each level, and Knuckles I actually think benefits from sharing Sonic's levels since you're exploring wide, open spaces rather than the close corridors in SA2. The emerald radar and hint system is also far more useful than what they'd come up with in SA2. Even Big's campaign is over in a breeze if you know what you're doing, but that doesn't change that fishing mechanics don't belong in a Sonic game at all.
I think SA1's reputation has suffered more retroactively than anything else. The ports they've done are far buggier than the original game with each one introducing new problems, and the sequels largely compound on its problems and discarding what it did well. Love it all the same, may have to fire up the Dreamcast tonight and revisit it.
And its still as awful today as it was then.
The start of Sonic's downfall.
This is great, thanks!https://steamcommunity.com/sharedfiles/filedetails/?l=spanish&id=299808681
Dreamcast graphics, widescreen support, it's almost perfect.
The game had everything!
TPP, hub, snowboarding, shooting, pinballing, fishing, whackamoling, tamagotching!
I was there Japanese day one (import). Impressive looking, marvelous OST, tons of ideas and spectacular set pieces constantly thrown at you.
Ah, yes the camera was atrocious and it was a janky glitch fest, I guess.
But what a ride.
Preach.And its still as awful today as it was then.
The start of Sonic's downfall.
This was when I said... WTF happened to Sonic?
I've grown more fond of that style over time... but for real though
The wisest among us agreed that classic Doom basically runs at Sanic speed, just without the cartoony level design. SRB2's great for sure, but the handling and physics in recent Sonic fangames/demos shows tons more potential.As time goes on and the more I replay these games, the more I'm convinced Sonic Robo Blast 2's method of movement and camera control (not neccesarily it's momentum and acceleration, just how movement and the camera works) is the only way Sonic can control well in 3D beyond running down a semi/fully automated hallway.
There's always the weird question of "what does holding right on the stick while running do?" And the answer is it depends on how fast you're going and whether or not you're in a semi or full automated section. This is further complicated by what the manual/semi/full automated camera is doing. There was a video that talked about it, but I don't remember which, but it basically talked about how the faster you go, the more awkward it is to turn like you normally would in a platformer.The wisest among us agreed that classic Doom basically runs at Sanic speed, just without the cartoony level design. SRB2's great for sure, but the handling and physics in recent Sonic fangames/demos shows tons more potential.
I wish they would re-release the Dreamcast version instead of the DX version. There's something about the look of DC one I prefer.
I agree.