Sonic The Hedgehog Games

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Which game do you play the most in Sonic Mega Collection?

  • Sonic 1

    Votes: 28 4.5%
  • Sonic 2

    Votes: 112 18.1%
  • Sonic 3 and Knuckles

    Votes: 245 39.5%
  • Sonic 3D Blast

    Votes: 23 3.7%
  • Sonic Spinball

    Votes: 24 3.9%
  • Dr. Robotnik's Meanbean Machine

    Votes: 89 14.4%
  • they're all good in my opinion

    Votes: 99 16.0%

  • Total voters
    620
The "fun" was excruciatingly painful to watch.
you know what else is
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Sonic game does really well sales wise and is praised overall
Sonic Team: "FUCK, back to the drawing board."
I will never not be mad about Origins. It should have easily been the best Sonic game of all time, all they had to do was sit back, let Taxman+Stealth’s team make the game for them, and not interfere.
 
I will never not be mad about Origins. It should have easily been the best Sonic game of all time, all they had to do was sit back, let Taxman+Stealth’s team make the game for them, and not interfere.
tbf there wasn't really much in there that hadn't been done already, either by prior releases, piracy, or fangame mods
unless you count the animations and the leftovers from sonic mania and sonic CD (2011)
 
I will never not be mad about Origins. It should have easily been the best Sonic game of all time, all they had to do was sit back, let Taxman+Stealth’s team make the game for them, and not interfere.
I'm 100% convinced Sega of Japan absolutely HATES anything that's even remotely related to americans or america in general.
 
Re-listened the Cyberspace stage soundtrack and decided to make a personal tier list for shits and giggles. There's stuff I'd love to hear in the next Sanic game (in which Sonic Team actually uses the good stuff from Frontiers and expand on it, rather than feed the Sonic Cycle again :optimistic:):

table.png
(full images are broken and advanced table formatting doesn't work (probably for a good reason), so I'll post a thumbnail instead.)

For reference:
 
So, how is Frontiers?
Haven't gotten the game myself, but from what I've heard the game is pretty solid.
Re-listened the Cyberspace stage soundtrack and decided to make a personal tier list for shits and giggles. There's stuff I'd love to hear in the next Sanic game (in which Sonic Team actually uses the good stuff from Frontiers and expand on it, rather than feed the Sonic Cycle again :optimistic:):

View attachment 3927210
(full images are broken and advanced table formatting doesn't work (probably for a good reason), so I'll post a thumbnail instead.)

For reference:
https://youtube.com/watch?v=Ex1pQIgVcF4
Not a bad selection. You've got great taste (although I'd personally rank 3-5, 3-6 and 4-6 higher).
 
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I got Frontiers as an impulse buy. I'm not that much of a Sonic player, but it's kinda fun.

How can I make Sonic go faster so I can beat stage times?
If you mean for the cyberspace then if you can do a homming attack but press the air boost and move the stick to another direction before hitting the target you keep the momemtum of the attack.

Edit because I am retarded:
Here is a video with my best time on 2-2 for those that may be interested, the poor quality is because obs recorded it like shit.

 
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Ryan Bloom back at it again with the hot Sanic takes. This time: how he feels about the new "open zone" direction for the franchise:
The more I think about it, the more I don’t like it. There’s potential in it. But the way Sonic Frontiers controls, and the way they present it, it’s not very good. The way Sonic snaps to floors and the camera jitters around feels like a bad fan game. It feels like Sonic was dropped in to an environment he wasn’t made for and the developer didn’t have enough technical knowledge to fix it. It reminds me of playing an old BlitzSonic game in 2007 or whatever. And I can say with some amount of certainty that’s because some of these assets were placed haphazardly, and others were probably bought and paid for from photoscan asset packs or whatever. Things absolutely have collision in ways they aren’t supposed to have collision, and instead of tweaking them so they work in the context of Sonic Frontiers, Sega shrugged, used them as-is, and decided “eh, good enough.”

That’s why there are so many places in the open zones where if you’re boosting and you collide with a small rock on the ground, it can launch you 200ft into the sky like a ramp. There are ways to fix that (or at least improve it), but they didn’t. Cluttering the sky with so many grind rails, springs, floating platforms, rings, and whatever also actively harms the experience. Since my third Sonic Frontiers stream, I’ve spent some time cleaning up the remainders of Chaos Island and I’ve poked around a little on the fourth island, Rhea.

Which, Minor Fourth Island Spoilers: Rhea Island is just Kronos Island again, but a different section of it that they wouldn’t let you go to originally. But the real major change for Rhea Island is that it’s… almost completely empty. At least at the start, there are no enemies, no rings, no kocos, no puzzles, nothing. There are six giant towers you have to climb, but otherwise these areas appear entirely in their natural beauty, unspoiled by Sega’s attempts to flood them with “gameplay.” And all of a sudden the world has come to life around me in a way it hasn’t before. Instead of looking around and figuring out how to use (or avoid) a chain of springs, bumpers, launchers and rails to get around the world, I am actually looking at the world itself for what feels like the first time. Instead of being the backdrop of a Sonic level, it has become a place. I look at ruins and I wonder, “what were you for?” I see fragments of houses, ancient roads, and lost temples. And it’s interesting! This is what the game has been missing for me!

It just needed a chance to stop and breathe. They were so afraid of looking boring that every island feels almost identical because they’re all covered in the same six objects. None of the locations are allowed to be themselves. This is one instance where I think less would have definitely felt like more.
Do you guys agree, or is he just being a negative Nancy?
 
I somewhat agree with some points, the terrain physics should be fixed a bit, but I disagree that they are not designed for sonic, at least I dont agree complete, there is a design there, but I think they didnt go enough in that direction
I feel like if it were designed for Sonic, it wouldn’t have rails and dash panels everywhere
 
Ryan Bloom back at it again with the hot Sanic takes. This time: how he feels about the new "open zone" direction for the franchise:

Do you guys agree, or is he just being a negative Nancy?
He's on the right track with the environments; out of all the islands, Ares seems the most fleshed out if Sonic Team had enough time to throw in firework-cacti. If there was more time for the environments to be expanded upon to have their own 'character' as was attempted with Ares, it would've made traversing them much less of a chore, and create a better atmosphere.

As an example, the standard fare for Sonic games is that they have find a way to integrate the grind rails into their environments, be it the magic wind and wrought-iron railings of 2006's Kingdom Valley or the different grind rail textures for all the avatar and sonic stages from Forces, they all meshed well with the stage environments.
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Compared to Frontiers.
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I'm being incredibly autistic here, I know. With Frontiers, the rails go pretty well with any of the stone structures, but not so great when it's just a random rail next to a cliff or in the grass. Especially when the same-looking rails populate all the islands. If they were willing to reuse some of the Forces textures for Eggman's bases, sprinkling in some variety by reusing the Eggman rail textures isn't too outlandish.

It's all entirely subjective of course, and like most sonic fans I cannot help but sperg over minute details.

The gameplay framework is good, it's not too difficult to imagine the 'open zone' gameplay juxtaposed upon something like the entire Spagonia or Mazuri zones from Unleashed, or just Angel Island, and feasibly working. But it would require more resources and time to improve them from the low quality of Frontiers' open-world level elements.

I'd posit that the reason it all feels so sparse and haphazard is either budget/time or both, since boost gameplay takes considerable effort to create enjoyable stages. Hence why Colours has 1 or 2 'full-length' stages and the other 3 are just short filler sections for each zone, and likewise for Unleashed or Forces.
 
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