deriks
4-Time GIF/Meme God
man, you young folk now days are softer than unicorn shit.
Just play the game and let blast processing do its job.

man, you young folk now days are softer than unicorn shit.
Just play the game and let blast processing do its job.
Which is exactly my point. They aren't made to just run through as fast as you can, but Sonic's moveset is designed entirely around that. It plays like an exploration platformer with the controls of a racecar. The design of the character and the level design are at odds with each other.
Sonic Team hasn't done a 2D game since Genesis. Advanced, Rush, Rivals(2.5D) were all outsourced.No, everyone else handles speed just fine, even the ones that come close to Sonic's level of speed. It's just that Dimps and Sonic Team are the wrong people for the job. That's why they should stick with 3-D sonic games(even against the wishes of fans), because it's the best they have when it comes to the franchise. Leave it to other devs to do it right.
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Are the movement and levels both bad, both good but bad together, only one's good, etc? Without that this criticism sounds like saying the game is simply made wrong.
That’s why I mentioned dimps as well.Sonic Team hasn't done a 2D game since Genesis. Advanced, Rush, Rivals(2.5D) were all outsourced.
I would like to introduce a new concept into gaming discourse. I call this concept Immediate Thrill. IT is the thrill you get immediately as you do it, the thing that releases dopamine every time.
In Contra, it is shooting stuff. In Doom you will run out of ammo if you just hold fire, so the IT is a mixture between shooting and moving the correct way at the correct time. In Pacman it is outsmarting you enemies and them destroying them on your heels. Actually, a lot of early games are similar, being victorious under constantly increasing pressure- Space Invaders, Tetris.
Some games have a very low IT, say Final Fantasy, where the interest is mostly generated by the story.
Nights is an interesting case because it is so similar to Sonic. It is about quick, beautiful acrobatic movement. The speed is important. You can go slow, but why would you? Holding Go for a few seconds will make you go fast. But there are 2 important points here. Nights rarely approaches limits of human perception, and it does not punish you for doing so.
In Sonic IT is speed. The physics are designed for speed. If you hold Go for a few seconds, you will start going fast. Now, the game plays well fast. Even people with slow reflexes will have a certain amount of finesse at high speeds, at least in early stages. The game makes going fast easy and fun. So fast that it puts Sonic right at the limit of and often past the limits of human perception.
When you go slow, the physics fight you every moment. I think of this part in Sonic 1 stage 1 where you don’t have enough room to get momentum to run up a slight slope. It is so painfully slow. If you jump, you actually end up jumping backwards!
Sonic slow has very little IT. You would not accept a slow Sonic game unless they altered the physics like the MS game. Only going fast does the game have IT, but only for about 20 seconds at a time, because, unlike Nights, the game will put a spiked enemy in your path that you might not have even seen!
I have to disagree. I think Nights was Naka being aware of the drawbacks to the Sonic formula and trying to get around them.I wouldn't say nights and sonic are so similar. In fact, drawing the through-line between them is not straightforward. Sonic was pretty similar to many platformers of the time. Nights was a new concept, in comparison.
Set pieces is a good way to think about this. Sonic occasionally does a great job of integrating set pieces into the action as, the boss of level 1 of Sonic 1 shows. But it is very difficult to maintain this for a whole game, too have your entire game be a set piece. Sonic Arcade is an example of this, as is Nights.And there was a flashy hook: Isolated parts of levels that play themselves and look really cool with loops and corksrews. Set-peices that are infrequent because too many would be boring.
They aren't bad in isolation. They're just at odds with each other. Sonic is a momentum based character who's moveset and physics are specifically designed so that he can go at high speeds. The level design is specifically designed to make you stop and explore slowly, but Sonic controls terribly when he isn't going fast.Are the movement and levels both bad, both good but bad together, only one's good, etc? Without that this criticism sounds like saying the game is simply made wrong.
QEDThey aren't bad in isolation. They're just at odds with each other. Sonic is a momentum based character who's moveset and physics are specifically designed so that he can go at high speeds. The level design is specifically designed to make you stop and explore slowly, but Sonic controls terribly when he isn't going fast.
It's why Greenhillzone/Emerald hill zone are among the best stages in classic Sonic Games: It's because those stages are best suited for his moveset.
But Sonic 1 is the only one that’s honest about it. It’s “ha ha hedgehog go brrrr” through all of Green Hill Zone, then in Marble Zone you get slow platforming sections full of traps and absolutely no room to catch up speed and momentum. Something you’d get in a 2D Mario game, if 2D Mario games were made by far less talented people that is.Always heard the levels in Sonic 1 are kinda bad designed since they don't allow to actually go fast. Apparently the fixed that in 2 and 3, so OP might wanna go check those out if he haven't already.
I don't know myself, only tried Sonic 1 and didn't like it.
Running fast as Sonic is a thrilling moment for sure. It reminds me a bit like the super-speeding of Mario in SMB3, where the speed adds up and eventually you can fly. Except in Sonic it's a much greater part of the game.I would like to introduce a new concept into gaming discourse. I call this concept Immediate Thrill. IT is the thrill you get immediately as you do it, the thing that releases dopamine every time.
In Contra, it is shooting stuff. In Doom you will run out of ammo if you just hold fire, so the IT is a mixture between shooting and moving the correct way at the correct time. In Pacman it is outsmarting you enemies and them destroying them on your heels. Actually, a lot of early games are similar, being victorious under constantly increasing pressure- Space Invaders, Tetris.
Some games have a very low IT, say Final Fantasy, where the interest is mostly generated by the story.
Nights is an interesting case because it is so similar to Sonic. It is about quick, beautiful acrobatic movement. The speed is important. You can go slow, but why would you? Holding Go for a few seconds will make you go fast. But there are 2 important points here. Nights rarely approaches limits of human perception, and it does not punish you for doing so.
In Sonic IT is speed. The physics are designed for speed. If you hold Go for a few seconds, you will start going fast. Now, the game plays well fast. Even people with slow reflexes will have a certain amount of finesse at high speeds, at least in early stages. The game makes going fast easy and fun. So fast that it puts Sonic right at the limit of and often past the limits of human perception.
When you go slow, the physics fight you every moment. I think of this part in Sonic 1 stage 1 where you don’t have enough room to get momentum to run up a slight slope. It is so painfully slow. If you jump, you actually end up jumping backwards!
Sonic slow has very little IT. You would not accept a slow Sonic game unless they altered the physics like the MS game. Only going fast does the game have IT, but only for about 20 seconds at a time, because, unlike Nights, the game will put a spiked enemy in your path that you might not have even seen!