Sonic Generations

Recent happenings of pertinence to Sonic fans.
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Pepperidge
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Re: Sonic Generations

Post by Pepperidge »

Esrever wrote:They didn't even make the Casino Night preorder bonus available in Canada at all. Kind of irritating!
I got mine at EB Games.

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Esrever
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Re: Sonic Generations

Post by Esrever »

What? I went in there and they told me they weren't offering it! *grumble grumble*

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Majestic Joey
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Re: Sonic Generations

Post by Majestic Joey »

super sonic is kind of garbage in this game. sonic runs out of rings a lot faster than he did in older games. It's better just to use the shield skills.

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Locit
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Re: Sonic Generations

Post by Locit »

Majestic Joey wrote:super sonic is kind of garbage in this game.
God, fuck, some of us still haven't played the game!

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Re: Sonic Generations

Post by Radrappy »

Come on man, if you dont want to be spoiled, don't visit the topic. You'll get no pity from me!

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Re: Sonic Generations

Post by P.P.A. »

SONIC DIES

BUT IT NEVER HAPPENED

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Re: Sonic Generations

Post by Tsuyoshi-kun »

I do like now that turning Super Sonic doesn't affect the in-game level music. I forget if anyone brought that up earlier in this topic.

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Locit
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Re: Sonic Generations

Post by Locit »

Radrappy wrote:Come on man, if you dont want to be spoiled, don't visit the topic. You'll get no pity from me!
If the topic said 'spoilers' I'd agree! But it doesn't, and other people have been kind enough to use spoiler tags. You're being an ass.

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cjmcray
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Re: Sonic Generations

Post by cjmcray »

I agree, please keep the spoilers to a minimum. :neutral:

That Fang the Sniper[/spoler] cameo was pretty cool though, amirite?

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Majestic Joey
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Re: Sonic Generations

Post by Majestic Joey »

Locit wrote:
Majestic Joey wrote:super sonic is kind of garbage in this game.
God, fuck, some of us still haven't played the game!
Whoops... my bad.

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Re: Sonic Generations

Post by gr4yJ4Y »

cjmcray wrote:That Fang the Sniper[/spoler] cameo was pretty cool though, amirite?
I can't tell if you did that on purpose or not.

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MiraiTails
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Re: Sonic Generations

Post by MiraiTails »

Sorry if someone else already posted about this, but I got the European Limited Edition, and it seems to be fully compatible with my US Xbox.
(Including the DLC and the DVD documentary.)

I haven't really played the game much, so I can't offer an opinion.

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Re: Sonic Generations

Post by Farmer »

I have no idea what to make of this game. I can't tell if it's really good, or really bad, but I'm certainly having fun while playing it, which lends itself to the good category? Perhaps?
While I will endlessly kiss Sega's ass thanks to the PC release, it's a pity that nobody checked to see if the game was remotely playable with a keyboard. I need to invest in a gamepad before I give a verdict. And really Sega, keeping the Xbox button labels in-game regardless of what button it actually is is just lazy.

My main complaints are that Sonic has brought along his dodgiest homing attack yet, enemies in this game are little more than waypoints for the homing attack, and that Sega seems to think that orange signs over countless bottomless pits makes their very presence any better. There are a lot of cheap deaths in this game.

Also, is it just me, or are there no squishy deaths?

More as I keep playing.

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Crisis
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Re: Sonic Generations

Post by Crisis »

Squishing has been demoted to a regular hit, so squishy death is only possible with no rings.

I had to play through the whole game again after my sister wiped my save file. Surprisingly, I actually enjoyed it more the second time.

The enemy placement philosophy in the game is very different to the classic games. They're commonly treated as a platform or a path for Sonic, rather than obstacles, even in the classic stages. There's a moment in the upper path of the clock tower in classic Rooftop Run where you have to make a jump, and it's obvious that Sonic can't make it, but while you're jumping an enemy swoops in from off-screen and the collision bumps you high enough. It's weird and not very fair (but kinda funny).

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Re: Sonic Generations

Post by Radrappy »

yeah the enemy placement in classic levels is without mercy. You absolutely must time them correctly to reach the high path and almost never have a second chance. Which is why I always have the bubble shield handy. Pretty neat.

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Re: Sonic Generations

Post by gr4yJ4Y »

I got this for Black Friday. I've played all the main acts and the three rival fights. I just have to beat the final boss to finish the story.

*It's really easy to get an S ranking - like the first time through you can get one without too much effort on the earlier levels.

*It'd be nice if they showed the red stars on the display hud during the level like in Colors or at least an option to put it on the hud. Also the stars just fill up left to right on the level select screen. It has the stars organized by level, but not in order within the level like it was in Colors. If I've only gotten the red star closest to the finish, it still shows up as the first star.

*The stars also aren't placed as cleverly as they were in Colors. Instead they're just on different routes. This is forgivable though since Colors had a lot of Wisp power ups, causing it to not really play like a traditional Sonic game, while that's exactly what Generations is going for.

*The levels feel really disconnected. In every other Sonic game there's a certain flow to the levels. The themes from one level to the next are different and unique normally. In Generations you fight Perfect Chaos in a destroyed city and then play a level that is a city being destroyed. Planet Wisp is not very menacing-looking, yet it's the last and hardest level. Picking out a favorite level from each game and trying to make a game out of it just isn't as smooth as something built from the ground up. Like you guys have already said, they did the best they could with what they had, but all new levels that compliment each other would have been preferred. It's almost like they decided meat was their favorite food so they made a meal out of all meat. I love meat, but I miss the potatoes.

*Why not include 2 acts for each Sonic? Like you guys have said, the levels start getting interesting and then end suddenly. Most of them are only 2-3 minutes long. Play through the 3 GHZ acts of Sonic 1 after playing Generations a while and you start to see that the length of the old Zones was part of their charm.

*That said, I actually enjoy the level designs themselves. They just aren't as creative as those in Donkey Kong Country Returns, the Mario Galaxy games, Sonic Colors, or Rayman Origins. They're a small step up from the Unleashed Daytime stages though.

*Classic Sonic still has somewhat pre-scripted moments when he shouldn't - like suddenly gaining a ton of momentum at the top of a half-pipe. In the Genesis Sonics you had freedom to play around with the physics. Generations lets you choose which paths to take still, but it feels artificial. The classic levels feel closer to the Genesis games then anything released since then, but they still feel really different. The placement of the enemies and items feel off. I do enjoy all the little nods to the classic levels even in the Dreamcast and Modern eras.

*The 30-second Goal Post mode is a really cool take on time attack mode. I hope some of you leave goal posts around the levels on PSN so we can compare.

*The graphics, in order to accommodate all the different play styles for the most part, feel uninspired and plastic. It pops more on an HD display, but on my SD CRT TV it doesn't look as good as most other HD games do.

*Why can't I play the included Sonic 1 in full screen on my TV? Why do I have to play with a border around the screen? Oh Sega...

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Re: Sonic Generations

Post by Frieza2000 »

No more Time Over?! ...I guess it is kind of ridiculous at this point. The only time I ever hit the 99 minute cap in the last 10 years was trying to deposit 9999 rings in Casinopolis.

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K2J
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Re: Sonic Generations

Post by K2J »

Wait, are you implying Time Overs exist in (non-E102) Sonic Adventure?

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Re: Sonic Generations

Post by Wombatwarlord777 »

If you've spent 100 minutes in any Sonic stage, that is time largely wasted and in any case won't get back*. It is the real-life equivalent of a 10-minute TIME OVER.

*Assuming you're dense enough sit in front of the game the entire time.

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Re: Sonic Generations

Post by Frieza2000 »

K2J wrote:Wait, are you implying Time Overs exist in (non-E102) Sonic Adventure?
Yep. It's probably in SA2, Heroes, Shadow, and maybe 2k6 as well.

Now that I think about it, it wasn't that I was building the statue. That just sort of happened on the side. I was really trying to figure out what the hell those dragonball-looking things I occasionally got to appear in the shrine in NiGHTS pinball were and hoping that I'd get them all eventually if I just managed to stay alive long enough. Unless you've played NiGHTS it's impossible to figure out.

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Re: Sonic Generations

Post by Neo »

Frieza2000 wrote:Unless you've played NiGHTS it's impossible to figure out.
Well, you can see the Ideya sitting in the Ideya Capture, and you can obtain it if you go shoot for that auto sequence, and then if you let yourself fall back to the first table you pass by the Ideya Palace and you drop it off. That much I was able to figure out without knowing anything about NiGHTS gameplay, but how do you get the Ideya to appear in the first place? Getting Blue Chip cards? Freaky.

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Majestic Joey
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Re: Sonic Generations

Post by Majestic Joey »

I've have had time to replay this game since the semester ended and I got to say despite this games flaws it is still a lot of fun to play.

Also after listening to all the tunes in the gallery mode it is amazing how many great tunes these sonic games have had (with the exception of splash hill from sonic 4). I've been thinking overall as a company, sega could quite possibly be the best game company when it comes to music.

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Re: Sonic Generations

Post by Tsuyoshi-kun »

Sega games typically have great music, but I think Konami and Capcom also have excellent soundtracks in their games, too. And Nintendo has some classic tunes.

I wish I could play this game some more right now, but my brother's friend is borrowing it.

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Re: Sonic Generations

Post by cjmcray »

Im having fun too but what strikes me most at this point is how unfinished the game feels. Theres no egg shuttle, theres no way to see how many s ranks you have and how many you have left, theres no menu to access challenge missions on the fly, there's unused CGI cutscenes and animation (such as both sonics dancing that leads me to believe they were cut from the credits), theres hardly any original music, a lot of levels are samey, the final boss is a mess, the load times are long, the framerate is inconsistent, and the end credits have absolutely nothing going on ( a stark contrast from colors's interactive credits).
I haven't heard about the "Two Sonic's Dancing" cinema, but I was wondering where the CGI cutscenes shown in the City Escape and Rooftop Run trailers were. Are you sure they're not unlockables?

I liked the credits. It was nice to take a look back on the originals while remixed tunes of those levels played in the background. Then there was that funny bit with both eggmen after the credits.

Yeah, the ending was pretty lackluster. Being a fan of Sonic since 1991, I was expecting this to have a big finish, since the whole game was just one big celebration of Sonic, but it didn't. Really lame ending.

Final Boss is horrible. One of the worst ever.

Classic's levels were excellent. Modern's were a little "Boost to win" at times though.

I didn't encounter any problems with the loadtimes.

Overall, I loved this game, it's one of my favorite Sonic games since the Dreamcast era, and I'm sad that I had to return it to Redbox. I will definitely be buying it as soon as I get the money.

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Locit
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Re: Sonic Generations

Post by Locit »

Well I've played through the main game and a good chunk of the missions, and my take is pretty close to Esrever's. The game is fun, and the classic levels are as good as they've been since 1994. At times it suffers from being a "best of," particularly the earliest stages and the final ones. The former have become too iconic, and the latter might be a little too fresh.

For my first run-through of modern Sonic, I think I had the most fun in Crisis City simply because I'd never played any version of it before. There was a real sense of discovery and fun that was free of the usual dread of "oh no the controls/camera are going to fuck it up" that I associate with that era (and, after replaying Adventure this year, the DC era, too). Of the levels I had played in their original games, I think the rendition of modern Planet Wisp was the strongest. It took advantage of the green, natural setting in a way that Colors didn't. (It really reminded me of the CD intro!) Meanwhile, Rooftop Run suffered a bit from its redesign, becoming a little less fluid in the attempt to make it feel more like a "Generations" stage and less like something from Unleashed. (To be fair part of this is probably having the stage totally ingrained in my muscle memory.)

Classic Sonic's Dreamcast- and Modern-era stages were really fun, and the classic Heroes level in particular feels like an honest-to-God, return-to-form Genesis zone. It was well put-together as a multi-pathway/tiered level, and the backgrounds were simple or toned-down enough not to make things feel cluttered as they occasionally do in the Genesis-era levels. The same thing goes for most of the 3D-cum-2D stages, really. Classic GHZ and Chemical Plant both had too much going on visually, though Sky Sanctuary suffered less from this thanks to its clutter-free setting. Any areas that relied on close-quarters platforming--I'm looking at you, City Escape!--also tended to kill my enjoyment as I tried to jump just high enough, though never for too long.

In general I thought that the camera during both playstyles' 2D sections hewed too close to the action, not giving enough advance warning during early playthroughs before I had the layouts memorized. Not that I died much because of it; I just could never get to the upper pathways. (I still have trouble with those!) My only nitpick re: classic play mechanics would be how Sonic reacts to bopping enemies. When you bubble shield bounce or do a death-from-above invincible hit while unrolled, you don't bounce off enemies to even greater heights--you go right through them! One of my favorite feelings from the Genesis games was pulling off a good enemy bop, so maybe I missed that more than most.

Overall, though, I'm really enjoying it, and while the Time Eater was a lame boss (holy shit, the voices), I really dug all the other boss fights, even if their lengths could've been adjusted one way or the other. It's not as cohesive a title as Colors, but I enjoyed it about as much. (And I definitely hope the reports that the next Sonic 4 episode is modeling its physics after this game's classic levels are true!)

Finally, my favorite little touch of the entire game has to be the pose modern Sonic pulls when you finish a midair trick chain--it's the ridiculous "fingers blazing" pose from Adventure!

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