Sonic Discussion

apegacine
Since the Beginning  -

A video on someone’s idea for a sonic redeign and game  
While I will applaud him for his more mature tone and giving an visual example of what he thinks sonic should be like I Don’t agree with what he says and he seems to miss the point of sonic’s character a little.
 
Making sonic more Vulnerable goes against his personality since Sonic is meant to be more of a daredevil that throws caution to the wind and has fun saving the world. the redesign doesn’t really have any personality to it whatsoever except for concerned.
 
And onto the gameplay suggestions the backpack and having to buy specific power-ups to progress through the level would add unnecessary ring grinding and item searching to the game. Sonic games are about blazing through the level as fast as possible so it doesn’t really lend itself well to puzzles which would slow the gameplay down.
archestereo

@apegacine
 
…well, I was thinking about talking about this in the Video Game IDEA Thread, but I feel like this ties in well with your thoughts here:
 
Shadow of a Hedgehog: The Super Sonic Transformation
 
At best: The title would be the worst part of the game.
 
At worst: The title is the best part of the game.
 
While technically a reboot, it could probably also be considered a prequel since it’d be the start of a series of “re-imagined” games, sorta like Sonic Generations except much more ambitious; for example, Sonic 2 - S&K could be lumped together into a single “Death Egg Saga” game made in the “new” mold and moreso inspired by “what could’ve been” like Sonic 2 beta and such.
 
But before all these games are “re-imagined”, we’d have this entirely original game that takes place 50 years prior…
 
…and starts as soon as Shadow’s capsule reaches the Earth’s surface. Yeah, see, this game revolves around the “Sonic is the real Shadow” theory that sorta died when Shadow came back from the dead and follows Shadows journey to become the iconic hedgehog we grew up with; there’d even be a throwback to some of Sonic’s older origin stories (from misc. material) where the character looks like Sonic after powering down from his first Super transformation ever instead of like Shadow.
 
Now, you know how a game can become unplayable if the player actually moves at the speeds that Sonic allegedly moves at? And how some games sorta have a “bullet time” mechanic? One thing I’d like to see is an inverse relationship between Sonic’s acceleration and his environment; everything moves at normal speed when he’s still, but everything decelerates as Sonic accelerates, to the point that everything is perfectly still when he reaches top speed (which usually won’t be possible as he’d need to run in a straight line, ergo such moments would be reserved for set pieces).
 
…now, if you thought I was already pushing it, I haven’t even begun to rock the boat. Rather than spending rings as that guy suggested, I’d suggest a style gauge and leveling system. Basically, the more “awesome” you play, the more experiece you get, and each time you level up you get points you can spend on skills that function as side-grades. For example, you could substitute the Super Peelout for the spindash if you have enough points from leveling up, but it’s cons balance out it’s pros. There’d be seven classes of skills to equip, and if you get a Chaos Emeralds you can equip it for a super-skill like Chaos Control (each emerald would have it’s own unique skill and they’d all become stronger when you turn Super).
 
…now, these skills aren’t just there to allow the player to develop his own play style (that’d be something of a byproduct). You know how the zones in the old school games had multiple paths? Not only would the skills tie directly into what paths you can take, but there’d be alotta overlap like in the Super Mario 64 levels. In fact, Shadow is basically trapped on a Jak-and-Daxter-esque open world island that’s divided up into zones (with the “final” zone being in the center of the island and only accessible at the end of the story).
 
Rather than run to the end of a zone, you’d run towards an “objective point”, of which there would be three types: boss points, story points, and emerald points.
 
Boss points are already pretty much par for the course in games as it is; you get to where the boss is and beat it. Story points at least used to be fairly common in games made in the late 90s and early 00’s; you’d run to a specific spot in order for the story to progress (although in this case the events would hafta be written in such a way that they’re interchangable and thus can occur in whatever order the player chooses to progress in this open world). Emerald points essentially combine the special stages from the genesis games and the literally “hidden gems” of the Game Gear/Master System games; you hafta find the emerald point, which you can only reach using a skill set representative of the super skill tied to that specific emerald, but once you enter the emerald point, the only way you can progress any further in the game is to make it to the end of the “special stage”, equip the emerald you get there, and then use the super skill to reach the exit and continue with the rest of the game.
 
In this way, I think the flow and pacing of the game can encourage both Sonic’s classic speed-based style of gameplay and other elements like exploration and problem solving (hell, set pieces and physics-based puzzles are practically perfect for eachother). Whilst I can understand where that guy is coming from with reguards to a silent protagonist and story, and at least agree in the sense that conservation of detail will ultimately make a work stronger, the story’s progression can aid the pacing of a game and there’s some stuff you just can’t convey without dialogue (or text), plus it can be nice when a voice reinforces the character. (Quite frankly, one of Sonic’s biggest selling points from day one was that he wasn’t just another one-dimensional stand-in for the player; SEGA promised personality and dammit, I wanna see some!)
Sono
The End wasn't The End - Found a new home after the great exodus of 2012

Or just give us a real Sonic Adventure 3. Chao Garden, possibly a mission and hub structure like SA1 (but with more to do. heck they could just make the hubs like Splatoons) More speed based levels for all characters (traditional levels, really) and GOTTA GO FAST AND NOT FUCKING WHAT SONIC BOOM DID AND MAKE IT SLOWER.
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