Sonic Generations

Recent happenings of pertinence to Sonic fans.
User avatar
Gaz
Posts: 426
Joined: Sun Apr 03, 2005 1:01 pm
Location: UK

Re: Sonic Generations

Post by Gaz »

Just tried the demo. I'm not very impressed. My main issue was that the whole thing very uninspired which was always my main problem with the remake levels idea. It just left me with the feeling "Why am I playing this when I could be playing the far superior original version?" The framerate was pretty choppy but that could be because this is an early demo. The controls just felt awkward. Sonic just felt a bit stiff at times but it's difficult to say exactly what was wrong. The level at least tried to emulate the multiple routes aspect of the classic games but getting to certain areas was a lot more frustating in this and it never felt quite as natural as the original. Despite my gripes I had some fun and there's definitely potential there but it just felt very mediocre.

User avatar
P.P.A.
Posts: 950
Joined: Fri Jan 18, 2008 5:36 am
Now Playing: Flying Princess - Inter Breed -
Mount & Blade: Warband
Location: Rhineland
Contact:

Re: Sonic Generations

Post by P.P.A. »

^ This, pretty much.

Also, would it have been too hard to make the music loop properly? It abruptly stops and starts all over again—you'd think you were listening to a broken record.

User avatar
Alexrd
Posts: 142
Joined: Tue Nov 17, 2009 3:53 am
Now Playing: Proun
Location: Portugal
Contact:

Re: Sonic Generations

Post by Alexrd »

Do they still have animals coming out of badniks?

User avatar
P.P.A.
Posts: 950
Joined: Fri Jan 18, 2008 5:36 am
Now Playing: Flying Princess - Inter Breed -
Mount & Blade: Warband
Location: Rhineland
Contact:

Re: Sonic Generations

Post by P.P.A. »

No. (Although even if, you would not be able to see them due to the overly detailed backgrounds.)

Another small irritation: Even after having been damaged by one, you cannot walk through enemy badniks—they are solid objects.

User avatar
Radrappy
Posts: 1329
Joined: Wed May 26, 2004 10:53 pm
Now Playing: MvC3, Vanquish, Skies of Arcadia Legends
Contact:

Re: Sonic Generations

Post by Radrappy »

I can't get over how joyless you guys sound. I thought it was neat.

User avatar
Crowbar
Posts: 680
Joined: Fri Jul 25, 2008 7:40 pm

Re: Sonic Generations

Post by Crowbar »

P.P.A. wrote:^ This, pretty much.

Also, would it have been too hard to make the music loop properly? It abruptly stops and starts all over again—you'd think you were listening to a broken record.
It's clearly for the nostalgia factor from Sonic CD.

I thought the overpowered spindash and tubes was pretty apparent from the footage we've seen so far.

User avatar
Gaz
Posts: 426
Joined: Sun Apr 03, 2005 1:01 pm
Location: UK

Re: Sonic Generations

Post by Gaz »

So, it seems Casino Night is going to be some kind of pre-order bonus.

Strange move. I wonder if it's one of those cases where it will be DLC that's already on the disc and this gives you a code to unlock it with everyone else having to pay for it later.

Edgerock
Posts: 291
Joined: Wed Dec 26, 2007 10:49 pm

Re: Sonic Generations

Post by Edgerock »

So according to Sonic Retro...

http://forums.sonicretro.org/index.php? ... t&p=598324

"People looking through the Demo assets have confirmed that the Modern Sonic stage is in the demo, just locked off. And that's not all. ALL of the City Escape assets, yes even the whole stages, are in the demo, just not accessible.

Also, some spoilers coming...

It looks like Knuckles is for some reason in the directory, which suggests he might be playable but that is not confirmed. Also found as well are models for Modern and Classic Super Sonic."

Also apparently...

Image

Ocean Palace from Heroes?

Also from Sonic Retro...

http://forums.sonicretro.org/index.php? ... t&p=598369

Confirming whole stage list.
Green Hill Zone
Chemical Plant Zone
Sky Sanctuary Zone
Speed Highway
City Escape
Seaside Hill
Crisis City
Rooftop Run
Planet Wisp


DLC
Casino Night Zone


Boss Fights
Metal Sonic
Shadow
Silver
"Death Egg"
Perfect Chaos
Egg Dragoon
Boss LastBoss(TimeEater) (That's just what the file calls it.)


"Each stage has about 5 acts, they are those stupid shitty ones from Unleashed were you just rescue Chao and such.
Oh and there's going to be a Genesis emulator in the game as well."

User avatar
P.P.A.
Posts: 950
Joined: Fri Jan 18, 2008 5:36 am
Now Playing: Flying Princess - Inter Breed -
Mount & Blade: Warband
Location: Rhineland
Contact:

Re: Sonic Generations

Post by P.P.A. »

So it seems.

Image

Great, now we already have 2 redundant city stages and 2 redundant Green Hill-type stages.

RE: ABOVE SNEAK EDIT: “TimeEater”? Good god, they have learned nothing. It's just another giant supernatural creature thing Robotnik tries and fails to control!
And with the stage list confirmed, I'm out. At least the Sonic Cycle already spiralled to its death before the release of the game this time.
Last edited by P.P.A. on Thu Jun 23, 2011 11:12 am, edited 1 time in total.

User avatar
Gaz
Posts: 426
Joined: Sun Apr 03, 2005 1:01 pm
Location: UK

Re: Sonic Generations

Post by Gaz »

Well, that seems to match up with that leaked level list that was going around. Pretty disappointing selection of levels but I'm not too surprised. Also: Silver boss fight? What the fuck? I could tolerate him in a support role but that seems like a complete waste of a boss fight.

Edgerock
Posts: 291
Joined: Wed Dec 26, 2007 10:49 pm

Re: Sonic Generations

Post by Edgerock »

Image

Image

Good work Sonic Retro...

User avatar
j-man
All-Time Everything GHZ Award Winner
Posts: 3227
Joined: Thu Jun 03, 2004 3:07 pm
Now Playing: Sea of Friends
Location: Entirely Unmoving
Contact:

Re: Sonic Generations

Post by j-man »

While there are some pretty backward level choices there (four city stages? come on, man), a couple of those bosses really pique my interest. Are we going to fight Metal Sonic in Stardust Speedway? And Death Egg whaaaaaaaaaat yes please

But seriously where the hell is Hydrocity Zone fuuuuuuuuuuuuck it's like they're doing it on purpose.

Team Mecha
Posts: 329
Joined: Fri Jun 18, 2004 11:45 am

Re: Sonic Generations

Post by Team Mecha »

Edgerock wrote:So according to Sonic Retro...

"Death Egg"
HOW DO YOU EVEN.....

User avatar
Radrappy
Posts: 1329
Joined: Wed May 26, 2004 10:53 pm
Now Playing: MvC3, Vanquish, Skies of Arcadia Legends
Contact:

Re: Sonic Generations

Post by Radrappy »

god a whole crop of levels no one wants. Boss fights with shadow and silver? This is turning out to be a giant fart of a game.

Edgerock
Posts: 291
Joined: Wed Dec 26, 2007 10:49 pm

Re: Sonic Generations

Post by Edgerock »

What have we here...

Image

Elemental shields, Wisps, and more eh?

EDIT: GOD DAMN IT

User avatar
P.P.A.
Posts: 950
Joined: Fri Jan 18, 2008 5:36 am
Now Playing: Flying Princess - Inter Breed -
Mount & Blade: Warband
Location: Rhineland
Contact:

Re: Sonic Generations

Post by P.P.A. »

Image

Here you go. Anyway, series is dead for me. If they cannot even get right such a stunningly simple task of catering to a nostalgia fanbase…

Oh, also ripped MP3s courtesy of Sonic Retro: http://www.megaupload.com/?d=0D9NEY8G
Last edited by P.P.A. on Thu Jun 23, 2011 12:15 pm, edited 1 time in total.

Edgerock
Posts: 291
Joined: Wed Dec 26, 2007 10:49 pm

Re: Sonic Generations

Post by Edgerock »

P.P.A. wrote:Image

Here you go. Anyway, series is dead for me. If they cannot even get right such a stunningly simple task of catering to a nostalgia fanbase…

Oh, also ripped MP3s courtesy of Sonic Retro: http://www.mediafire.com/?c377dw5m549drui
Thanks.

Apparently the text in Japanese is character names.

"Tails, Knuckles, Amy, Cream, Rouge, Espio, Charmy, Vector and Blaze."

User avatar
Radrappy
Posts: 1329
Joined: Wed May 26, 2004 10:53 pm
Now Playing: MvC3, Vanquish, Skies of Arcadia Legends
Contact:

Re: Sonic Generations

Post by Radrappy »

the listing of character names with items is intriguing. I have no idea how they're going to not make this a big sloppy piece of shit though based on the time they have left. I played the demo a few times this morning and noticed a whole host of annoying things that I didn't see at Sonic Boom. The pitter patter sound design of sonic's feet is maddeningly off sync.

User avatar
j-man
All-Time Everything GHZ Award Winner
Posts: 3227
Joined: Thu Jun 03, 2004 3:07 pm
Now Playing: Sea of Friends
Location: Entirely Unmoving
Contact:

Re: Sonic Generations

Post by j-man »

Now who sounds joyless? Just take a deep breath and think about how glorious Chemical Plant is going to look in HD!

If Silver Sonic (shut up I know) is in this, it's a day one purchase for me. Like, a queueing-up-outside-the-shop-at-8.59am-on-day-one-purchase. And I don't even have a PS3! Or, you know, that other one.
P.P.A. wrote:Anyway, series is dead for me
RUINED FOREVER

User avatar
P.P.A.
Posts: 950
Joined: Fri Jan 18, 2008 5:36 am
Now Playing: Flying Princess - Inter Breed -
Mount & Blade: Warband
Location: Rhineland
Contact:

Re: Sonic Generations

Post by P.P.A. »

Radrappy wrote:I can't get over how joyless you guys sound. I thought it was neat.
Radrappy wrote:the listing of character names with items is intriguing. I have no idea how they're going to not make this a big sloppy piece of shit though based on the time they have left. I played the demo a few times this morning and noticed a whole host of annoying things that I didn't see at Sonic Boom. The pitter patter sound design of sonic's feet is maddeningly off sync.
Welcome home. :PY:

Edgerock
Posts: 291
Joined: Wed Dec 26, 2007 10:49 pm

Re: Sonic Generations

Post by Edgerock »

Image

User avatar
P.P.A.
Posts: 950
Joined: Fri Jan 18, 2008 5:36 am
Now Playing: Flying Princess - Inter Breed -
Mount & Blade: Warband
Location: Rhineland
Contact:

Re: Sonic Generations

Post by P.P.A. »

The boss names are coupled with the stage ones as well:

Image

User avatar
Esrever
Drano Master
Posts: 2981
Joined: Mon May 24, 2004 2:26 am
Contact:

Re: Sonic Generations

Post by Esrever »

I still think the three classic stages and two Adventure stages they chose make sense. And it looks like they're treating Seaside Hill as a ruins level, rather than a "green hill" style level, so I guess that will help it from feeling too redundant.

But including stages from '06 and Unleashed just seems like a complete waste. Especially Unleashed, which ran in the same engine! Cut that sucker and throw in a stage from Sonic 3, and this list would feel a lot more balanced to me.

Played the demo a couple of times this morning. It was fun! The physics feel good, but there are definitely some issues... like with the rolling and upward-pointing springs. And it's undeniable... the high running speed combined with the busy background and choppy framerate makes it pretty of hard to see where you are going when Sonic is running full tilt.

It's interesting how they are handling the multiple routes. Staying on the upper path is much more of an SA2 "perfect run" esque challenge than it ever was in the original games. It's hard to get up there, and it's REALLY hard to stay up there... it's a sort of shortcut route that requires sharp reflexes, perfect jumps, and probably a fair bit of trial and error.

User avatar
P.P.A.
Posts: 950
Joined: Fri Jan 18, 2008 5:36 am
Now Playing: Flying Princess - Inter Breed -
Mount & Blade: Warband
Location: Rhineland
Contact:

Re: Sonic Generations

Post by P.P.A. »

Image

:V

Edgerock
Posts: 291
Joined: Wed Dec 26, 2007 10:49 pm

Re: Sonic Generations

Post by Edgerock »

The game is set in 3 areas that represent each era (Classic, Adventure, Modern)
Each area has 3 stages, a rival boss, and an actual boss (maybe something like Classic taking on the rival and Modern taking on the boss may happen)

Area 1- Classic
Green Hill Zone
Chemical Plant Zone
Sky Sanctuary Zone
Rival Boss- Metal Sonic
Boss- Death Egg

Area 2- Adventure
Speed Highway
City Escape
Seaside Hill
Rival Boss- Shadow
Boss- Perfect Chaos

Area 3- Modern
Crisis City
Rooftop Run
Planet Wisp
Rival Boss- Silver
Boss- Egg Dragoon (which I'm guessing equates to New EggRobo)

And then they face off against the final boss after getting all of the emeralds and red rings or something.

Somebody was able to pull this from the demo code:

CLASSIC GREEN HILL ZONE
Mission 1: Sonic Ghost (beat the time attack ghost)
Mission 2: Beaton (that's the fish badniks)
Mission 3: Vs Knuckles
Mission 4: Swings (likely involving the Green Hill swings)
Mission 5: High Speed (*shrugs*)

MODERN GREEN HILL ZONE:
Mission 1: Ordered Dash Ring
Mission 2: VS Tails (....wut)
Mission 3: Sonic ghost
Mission 4: Jump Jump Jump! (...)
Mission 5: 300% Boost

CLASSIC CHEMICAL PLANT ZONE
Mission 1: Co-Op Tails (tails co-op partner?)
Mission 2: Recue the Animals
Mission 3: Aqua Barrier (Bubble shield~)
Mission 4: Sonic Ghost
Mission 5: Invincibility

MODERN CHEMICAL PLANT ZONE
Mission 1: One Ring
Mission 2: Sonic Ghost
Mission 3: Co-Op Amy
Mission 4: Grabber (those spider robots from Chemical Plant)
Mission 5: Sprinkler in Water

CLASSIC SKY SANCTUARY ZONE
Mission 1: Sonic Ghost
Mission 2: Eggrobo
Mission 3: Round Platform
Mission 4: Enemy Rings (WHAT!? Likely has to do with Motobug monitor)
Mission 5: VS. Amy

MODERN SKY SANCTUARY ZONE
Mission 1: VS Knuckles
Mission 2: 200% Boost
Mission 3: Balloon
Mission 4: Sonic Ghost
Mission 5: Fast Tempo

CLASSICSPEED HIGHWAY
Mission 1: VS Cream (...)
Mission 2: Keep Moving!
Mission 3: High Speed
Mission 4: Many Copspeeders (those race-car robot monkies from Adventure)
Mission 5: Sonic Ghost

MODERN SPEED HIGHWAY
Mission 1: Drift
Mission 2: Keep Moving!
Mission 3: Sonic ghost
Mission 4: Driller (?)
Mission 5: VS Espio

CLASSIC CITY ESCAPE
Mission 1: Sk8Board
Mission 2: Thunder Barrier
Mission 3: VS Rouge
Mission 4: Sonic ghost
Mission 5: Half a Spring (oui?)

MODERN CITY ESCAPE
Mission 1: Vs Cream (...wut, Cream doesn't seem to want to be your friend, why fight her twice?)
Mission 2: Ordered Dash Ring
Mission 3: Truck
Mission 4: Fast Tempo
Mission 5: Sonic Ghost

CLASSIC SEASIDE HILL
Mission 1: Rescue Animals
Mission 2: Sonic Ghost
Mission 3: Co-op Espio
Mission 4: Fast Tempo
Mission 5: In Water

MODERN SEASIDE HILL
Mission 1: Co-Op Rouge
Mission 2: Sonic ghost
Mission 3: Rainbow rings
Mission 4: Sea Turtle in the Sky (...)
Mission 5: Giant Batabata

CLASSIC CRISIS CITY
Mission 1: Sonic Ghost
Mission 2: Goal Plate Juggling
Mission 3: Co-Op Vector
Mission 4: Flame Barrier
Mission 5: Enemy Rings

MODERN CRISIS CITY
Mission 1: Stomping
Mission 2: Sonic ghost
Mission 3: Switch
Mission 4: Co-Op Blaze
Mission 5: Select Canon

CLASSIC ROOFTOP RUN
Mission 1: Sonic Ghost
Mission 2: Egg Fighter
Mission 3: Ordered Dash Ring
Mission 4: VS Charmy
Mission 5: High Speed

MODERN ROOFTOP RUN
Mission 1: Rolling Barrel
Mission 2: Sonic Ghost
Mission 3: Sk8Board (so it returns in this stage?)
Mission 4: Endless Boost
Mission 5: VS Vector

CLASSIC PLANET WISP
Mission 1: Fast Temp Pink Spike
Mission 2: Sonic Ghost
Mission 3: Goal Plate Juggling
Mission 4: Vs Blaze
Mission 5: Sprinkler (those were the things in Planet wisp that spewed either spikes or rings)

MODERN PLANET WISP
Mission 1: Sonic Ghost
Mission 2: Tram
Mission 3: Co-Op Charmy
Mission 4- Every Skill
Mission 5: Orange Rocket

Rival Boss: Metal Sonic
Extra Mission: Difficult Mode

Rival Boss: Shadow
Extra Mission: Difficult Mode

Rival Boss Silver
Extra Mission: Difficult Mode

Boss: Death Egg
Extra Mission: Difficult Mode

Boss: Perfect Chaos
Extra Mission: Difficult Mode

Boss: Egg Dragoon
Extra Mission: Difficult Mode

Boss: Last Boss "Time Eater"
Extra Mission: Difficult Mode

CG Cutscenes:
-SEGA Logo
-Opening Movie
-Store Begin
-After Green Hill Zone
-After Area 1
-After Death Egg
-After Area 2
-After Perfect Chaos
-After Area 3
-After New Eggrobo
-Before time Eater
-Credits
-Story End

Post Reply