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Another Sonic gameplay idea

Here is this new idea I had in mind.

Now, this idea uses the spindash to not get through narrow passageways, but to navigate through them.

http://www.youtube.com/watch?v=6TEdIA8QN3k

Look at this video at times 0:27 and 2:59. You will see Sonic, in spin ball form, move his way through a narrow passage. Those turns Sonic makes in those passage ways are part of my idea in which allows "freedom of navigation:, which I will go into right now.

Now, in Digital Circuit and Mad Matrix, two cyberspace levels from the infamous game, Shadow the Hedgehog, the controlled character, Shadow, could not only travel through digital pathways that were found within such areas, but you could make him change the pathway he was travelling on. In short, this idea for a gameplay mechanic would allow the player to control a character such as Sonic to travel through narrow passageways through spin form, like at 0:42 here:

http://www.youtube.com/watch?v=U47iu9TBp5s

Only there would be more diverging pipes or narrow passage ways, and like in the digital pathways in Shadow, pressing left, right, and maybe up and down would change the direction Sonic, or some other character that is being controlled and go through a different pathway in what would ideally be myriad of multiple passages ways, each leading to new areas in which some are only accessible through travelling through such passageways.

Well, that is pretty much my idea, and that is all for now.

EDIT: Here is this other idea I had in mind.

So, in games like Sonic Heroes, Sonic Adventure 1 and Sonic Unleashed, they had Sonic either use the triangle jump, or jump from panel from panel to progress.

So, I thought of an idea: why not make the panel jumping more varied?

Here is how I would see it work: When Sonic jumps on one panel, the next one would not be just one panel, but more like 3 to 5 or such panels that Sonic could jump to.

How does he jump to one of the many panels, may you ask?

Well, if there is more than one panel that Sonic has to jump on, there will be a gauge like the qte from Sonic Unleashed, except instead of having you press a set of buttons, it shows the number of possible panels Sonic could jump to, with a "blinker" shifting per each of the possible panels Sonic could jump to.

When the a button is pressed, and time doesn't run out causing Sonic to fall; and whichever panel the blinker lights up on, Sonic will jump to that panel the blinker lights up. Unless the very next panel has Sonic is just one panel and not many, Sonic can jump to different panels and do the whole thing over and over again.

Sure, it may sound simple, but if done right, this would all Sonic to access more alternate paths and explore new routes other than just a straightforward panel jump would usually lead Sonic to.

Well, that is my other idea. What do you think?

EDIT: Here is one more idea of mine;

Now, I have noticed that in Sonic Unleashed, in the daytime stages in the 2D sections, Sonic could only move left to right as opposed to moving left, right, forward and back in the 3D sections. Sonic seemed to be only able to go one way in the 2D sections of the daytime levels. This is where my idea for branching pathways in the 2D sections comes in.

This idea is basically what I call: "Branching 2D plane path". This idea, if done correctly, would allow for Sonic to take multiple paths in the 2D sections by essentially running onto another 2D plane that is different from the 2D plane and path that acts as the "main" path for Sonic. As you obviously know, Sonic can only move across the 2D sections by having the player tilt the control stick left to right. However, this idea takes adds more "options" for such movement, for the player can tilt the control stick up, down, or diagonally in any direction at the right spot (of the 2D sections) at the right time. With Sonic moving fast, tapping at the right time can be a tricky, but fun challenge.

The idea, as I have stated before, is basically having more than one 2D plane per 2D sections of the level the player is controlling Sonic on. This, if done right, would lead to more alternate routes for the player to explore, with some even acting as shortcuts. When Sonic is apporaching an "opening", (which leads Sonic to another 2D plane branching off the main one), the player has to tap the control stick in a direction other than left or right (such as up, down or diagonally). If the player taps the control stick at the right time, Sonic will move off the 2D path he was on and go on a whole new 2D plane-path that is completely separate and different from that of the main path.

Also, to add more to the fun, not only would there be multiple "openings" that lead to different 2D plane-paths far different from the main path and lead to a different area (when the 2D section transitions into a 3D section) completely separate from the main path, but the alternate 2D plane-paths will have their own "openings" as well. Some will be harder to access than others, but when the player practices at getting to these routes, and is able to access more "openings", the player will encounter more rewards, depending on what alternate 2D plane the player gets Sonic into. Not only that, but those paths may lead to other, newer areas that the "main" 2D plane-path would not directly lead to.

Well, that is my idea. What do you think?
Okay, now for another rant from no other than myself, Sonicenergetic! Today, I will attempt to explain why Sega Team has added alternative gameplay styles, or gimmicks in which everyone seems to call them by, in recent Sonic games, including the Werehog.

We all should know about the Werehog idea Sega apparently threw into Sonic Unleashed. However, the question remains, what was the Werehog for, exactly? Why did they add such a form of gameplay that Sonic fans never asked for in the first place?

Allow me to try and explain:

I have heard more that once that the new head of Sonic Team had the Werehog thrown in there as a way to attract newcomers to the Sonic franchise. Assuming this is true, this was still a good strategy to do, since it would attract young people below or at ages 10-13 (despite the ESRB rating that was announced for this game) more than it would to anyone older than that. While some people may see that the Werehog's gameplay is horrible in their eyes, the younger players would have bigger chances of being attracted to such gameplay.

Basically, this Werehog gameplay was, as I see it, merely a gimmick to attract younger people of a certain range of age below, say, the age of 14. That way, those who would end up playing Sonic Unleashed would not only end up playing later Sonic games, but that Sonic Unleashed was the first Sonic game they would ever play.

So, of course this was not for Sonic fans of old. Sonic Team did not need anyone's permission to throw in the Werehog, but it was a marketing strategy for Sega to attract newer fans. Of course, the target audience the Werehog aimed for would most certainly not attract everyone in that group, and more old school Sonic fans would be angrier at Sega for putting in that form of gameplay for what they thought included no special reason.

But as long as the idea ended up attracting younger children into the franchise (which, once again, was a good strategy for Sega, in my opinion), even though older, long time Sonic fans would still whine, that was a risk Sega and Sonic Team were willing to take.

Well, as I have heard as well, Sonic Team knew how bad things went after Sonic 06. So, before and when they were making the next Sonic game, in the time that we did not know anything about it until earlier last year, Sonic Team decided to try and make a Sonic game better than Sonic 06. FAR better.

But still, knowing how fans and the rest of the public itself reacted to Sonic 06, Sega and Sonic Team faced some sort of a dilemma in terms of trying to please their fans. Knowing how upset and disappointed Sonic fas were after the release of Sonic 06, that still did not stop Sega and Sonic Team from trying to get new fans into the series. So, basically, their dilemma was this:

They could make a Sonic game that would be good enough to please the old school fans while having a slight chance of not attracting any newer fans...

Or they could make something completely different in terms of gameplay for the next Sonic game to attract newer fans with the risk of further increasing the anger of the old school or, at the least, older Sonic fans.

But at the end, they ended up doing both for the next Sonic game, whiclh was later revealed as Sonic Unleashed. The daytime levels, which had Sonic's traditional speed based gameplay, was aimed more towards the old school Sonic fans, while it could have still attracted newer Sonic fans by itself.

But, to increase the chances of attracting newer Sonic fans, Sonic Team included the idea of the night time levels with the Werehog, which was basically a slash and hack gameplay with a slower, yet stronger version of Sonic, with that form of gameplay different from the daytime levels in terms of speed.

But in the long run, it seems to me that Sega and Sonic Team did not want to focus on pleasing the old school Sonic fans only. They wanted to attract newer fans as well; so while the two different gameplays may still have not pleased everyone in general at the same time, they certainly weren't going to just please the old school Sonic fans alone by making the next Sonic game after Sonic 06 completely daytime levels and nothing else.

While the Werehog may not have been original in concept and gameplay, Sega and Sonic Team were still willing to try and do to do something to attract newer Sonic fans. Of course, it may not have ended up as the best idea they came up with, but at least they wanted to try and attract more fans than just trying to focus on pleasing the old school ones.

And after all, fans have said that they only wanted to play as Sonic the Hedgehog and not nay of his fans. So as a way to attract newer fans, while listening to the requests fans of Sonic the Hedgehog games, Sega added Sonic the Werehog as a way to attract newer Sonic fans who would otherwise get bored by playing a Sonic game with the daytime only stages while listening to the old school fans by not adding existing or new characters as playable and with different styles of gameplay, but rather using one character (Sonic, in this case) that most old school fans have requested to be the one character that should be playable in the next Sonic game.

It's one thing to try and stick to what the fans wanted from Sega in terms of playable characters, but when there are many more people Sega can try to attract into the franchise, it was a challenge for Sega to do something to attract newer fans with only one playable character. That is when they gave Sonic an alternate form known as the Werehog. It may have not been Sega's best idea yet, but at least they were trying not to forget about the old school fans with the normal Sonic daytime levels. After all, if Sonic Unleashed was all nighttime levels, old school Sonic fans would be really displeased. Yet, Sega still felt like they should try and attract newer fans in some way, and the attempt they went with is what matters.

That is all for now.
Time for another rant. This time, I will try to explain not only why Sonic Team has used gimmicks, or alternative gameplay styles in recent, 3D Sonic games, but why the Sonic games are still being made, despite the overall reception of such gimmicks. There are other reasons on why the Sonic series is still there (other than overall sales). A lot of Sonic fans have been upset and/or disappointed with the many gimmicks that were added to more recent Sonic games that did not please such fans at all. However...

Despite that Sega may have put more than enough gimmicks, not everyone hates them. Like I said, to each to his own. Some people liked the Werehog in Sonic Unleashed, Sonic Heroes, and perhaps even Shadow! And like I said, Black Knight, being an addition to the new storybook series; was made for younger, newer and first time Sonic fans, even if reviewers and older Sonic fans did not like it.

What I am trying to say is: Though Sega and Sonic Team did not need to add all of those gimmicks, games like Sonic Heroes and even Shadow the Hedgehog, who used gimmicks, or alternate kinds of gameplay, were the first Sonic games that some gamers who love Sonic game, and they either loved it or hated it. Sega will add gimmicks in the future provided that they do so, and you may disagree with what I am saying, because I don't really expect universal agreement with this post. No matter, I can almost guarantee you that within the next 10 years, the newer Sonic fans will say that either Sonic Unleashed (mostly the Wii version) and/or Sonic and the Black Knight were the the first Sonic games that those fans have ever played. I am not trying to defend Sonic Team for making those gimmicks, and in fact, while those games may have gotten into the series by playing those games, not all of them will end up liking Sonic Unleashed (especially the Wii version) or Sonic and the Black Knight.

Now, I shall go more into detail on the gimmicks in recent Sonic games and why Sonic has not "died" because of them.

Those alternate gameplay, as long as the game still maintains Sonic's speed is still in there, do not have to be in every game to appeal to newcomers. The Werehog in Sonic Unleashed was a way to attract newcomers into the series, and to make the game longer than with the daytime levels alone. The sword in that Black Knight was tied in with Sonic's usual speed based game to provide a way for newcomers to play as Sonic in a whole new way. However, aside from that, games like Sonic Adventures 1 and 2 had different ways to play those games. Not everyone likes to play as Sonic in his fast paced gameplay, but since that is his trademark in terms of gameplay, many fans ended up liking Sonic's gameplay for its speed. However, many other fans, especially the newer ones, still liked the treasure hunting, shooting and such levels in those games. Also, some people who don't like the Werehog still say that it is better than the treasure hunting, shooting and even fishing! Although in the long run, such levels in the Adventure games don't always appeal to the older, more hardcore and veteran fans. For the most part, it would seem that the newer fans back then loved such alternative gameplay.

Even in Sonic Heroes, they let you play as three different characters in one, so Sonic's speed based gameplay does not have to be the only way to play that game.

So despite how poorly gimmicks, or alternative gameplay styles ultimately have turned out to be to some people(or for the most part, considering Shadow the Hedgehog's guns were not good to many and vehicles and Sonic 06's having been unfinished and therefore, badly made), Sega and Sonic Team do not always have to put gimmicks or alternative gameplay styles in every game, nor do they need to make them better every other game they're put into to appeal to newer, first time Sonic fans. Heck, they know don't always have to do so to attract newer fans.

Because as long as Sonic's speed based gameplay can deliver the sense of speed/exists with different styles of gameplay in the same game and appeals to the newer Sonic fans; and that sense of speed can still appeal to the newer fans in future Sonic games they play (even without the Werehog, guns, swords, etc.), Sonic Team doesn't need to add the same gimmick into every new Sonic game (or make it better) to please the newer fans.

Also, in case someone misunderstands what I just mentioned; let me say that Sonic Team is not trying to appeal to the newer gamers and first time Sonic fans only, nor am I defending Sonic Team for adding these alternate gameplay styles to try something new.

I am just saying while not really necessary, they are trying to find newer ways to attract to (especially) newer Sonic fans by adding newer ways to play. Remember, just because they are trying to add things to appeal to newer Sonic fans, does not mean that they will keep using/add more alternative gameplay styles to continue pleasing them.

I am sure Sega hasn't forgotten the older, retro veteran Sonic fans, but even if the classic games were better than the newer 3D games as they say they are, that doesn't mean that those older and veteran Sonic fans should be the only fans Sega should try to please. You should know what I mean here; for besides the fact that making the same old speed based gameplay like from the classics can be boring, the veteran fans are not the only Sonic fans in existence for Sega to try and please. Remember, in such a divided fanbase like the Sonic fanbase, it is very difficult for Sega and Sonic Team to please all of their fans with just one game.

Sonic Games Difficulty

Time for another rant:

Most fans who think that 2D games are awesome and 3D games suck seem to have forgotten about the challenges they had in the old days.

I remember playing those classic game back then. Some of those zones were hard to get through! Scrap Brain, Labyrinth, Marble, Marble Garden, and perhaps the Death Egg from Sonic and Knuckles! Those levels are just as hard as some levels in 3D Sonic games today. Also, while many of the other levels may have been easier, those zones had some annoying elements.

From being bounced around in Spring Yard Zone, to that inescapable pit in Mystic Cave Zone, some badniks in Oil Ocean Zone, the water in Aquatic Ruins Zone, the obstacles and passages in Metropolis Zone, the wind sections in Wing Fortress Zone from Sonic 2, A lot of the things in Sandiopolis Zone (may have spelled it wrong), and perhaps the most infamous of all time...

That BARREL in Carnival Night Zone!

These stages or stage sections had trial and error, too. Plus, while the 2D and 3D games may have differences in their challenge, it seems like many old school fans who have complained about the levels in 3D games being hard may have forgotten how hard the 2D games were.

And they say that EggmanLand is a nightmare.

The point is, that 2D Sonic games and 3D Sonic games had some challenges that made such games hard, and those same challenges made those games fun. It seems that the old school Sonic fans have forgotten about how hard the classic Sonic games were in terms of difficulty. Even they had some challenges that are just as hard as the challenges in current 3D Sonic games today.

Though that does not mean I deny that the more modern, 3D Sonic games had challenges that were more cruel and unfair than those in the classic games. Like in the fore-mentioned EggmanLand level, which had more than rough challenges and too many bottomless pits. Just one mistake in the wrong section in that level may result in losing a life, especially by falling into a bottomless pit.

Same with Abadat and maybe Shamar, who both had their shares of unfair obstacles and cruel challenges, not just bottomless pits alone.

Even in games like Sonic Heroes, there was Rail Canyon, which was hated for, in the words of one fan's description, "being 95% bottomless pits". That is an opinion, but stages in 3D Sonic games like Rail Canyon and some in Sonic Unleashed can be more frustrating than those in the classic games.

But still, both 2D Sonic games and 3D Sonic games have their share of frustrating difficulties. Some Sonic fans like the 3D Sonic games more than the 2D classic Sonic games. It should be noted, however, that the difficulties and hard challenges in the classic games like what I have listed at the top of this page of this rant, are not the only reason why such fans who love the modern 3D Sonic games more than they like the classics. However, I will not go into those other reasons why such fans are not so fond of the classic Sonic games. That is all for another time.

In the long run, I will admit that recent, 3D Sonic games have their share of unfair and cruel challenges worse than the challenges in the classic Sonic games. However, for the most part, the classic Sonic games had their own set of challenges that don't have to be unfair
and cruel just like those in the modern 3D Sonic games. In fact, even without overabundant bottomless pits, some of the challenges in those classic Sonic games can be just as frustrating to anyone, just like the barrel in Carnival Night Zone in Sonic 3.

So the next time you complain about how hard the 3D Sonic games are in terms of obstacles and challenges, try to think of how hard the challenges were back when you played the classic Sonic games in the days of the Sega Genesis

Fan fic madness

Today, this rant is about the Sonic fanfics and other Sonic fan media made by those who think they are capable of making a better Sonic game than Sega. I will elaborate on why most fan stories, games and the like are not any better than what Sega has made in terms of Sonic games.

Man, a lot of people in the Sonic fan base don't seem to like how Sega and Sonic Team are handling the games right now. In fact, some them say that they could make better "fan games" that end up mostly like the Genesis days, and I am sure that some fans say that they can come up with better stories and use the characters, locations, anything that can be used as plot devices (think Chaos Emeralds) and possibly even dialog better than Sega is.

But here is the problem with this.

While Sega has a noticeable amount of past Sonic games, and some fan games that have been made may play as much as the classics; all fan games share too much in common with not only each other, but the classic games themselves. Too many fan games function like the classic Sonic games, and with not many different styles seen in those fan games.

However, as far as being on topic goes, the fan fiction stories, flash animations and such have so many problems, that if Sega adopted some of them as canon, there would be many faults brought into the series, with plotholes not being the only problem. While I will not go into too much detail into those other problems, I will say this:

The stories, use of characters, character development, setting, and other elements from fiction and literature put into most of these Sonic fanfic media are so badly used, it is no wonder Sega does not listen to their fans so much!

Many fanficton stories about Sonic that I have seen are so badly made that it would be embarrassing for Sega if they adopted those stories and such as canon. For instance, Sonic fanfic stories have badly planned out plots and bad use of retro Sonic game locations (to the point that bringing those stories into the series as canon would bring worse plotholes to the series that would be worse than those introduced in Sonic 06), bad and possibly uncharacteristic character interaction (like Amy helping Knuckles find the Master Emerald, but with no reason as to why to the point that the use of her and other characters would make them seem so mindless and so dull in apparent personality, that they would make themselves as they were in Sonic 06 and Shadow the Hedgehog look entertaining to a degree in those games), bad dialog (worse than Sonic Heroes. Example: Yeah, we're Sonic Weirdos!), fan characters who resemble another character way too much (hence the recolor part), lame character backgrounds (perhaps worse than Shaodw's as elaborated in his own game, though this is just an example. I like Shadow and his background personally), bad use of plot devices (bad arrangement of where or when each Chaos Emerald is in the fanfic, over-complex and not so simple use of Chaos Emeralds as plot device, like maybe in Sonic 06, etc.) and so on.

The point is, that plenty of Sonic fans have complained about what Sega and Sonic Team have done with the Sonic series and think that if they were in control of the series, they would do better. However, with all these badly made Sonic fanfic stories made by the fans themselves, well...

Let's just say that it's safe that Sega should not listen to the fans like in this case and adopt their fanfic ideas and such just to make them canon. It is good that they haven't, wouldn't you say?

What I mean is; in short, that the ideas of Sonic fans as in their fanfics are not any better than what Sega has went with so far. Also, like I said, not all Sonic fanfic writers can be described by what I have said above, but many of them actually do.

Retro is not the way to go for Sonic

It seems that because of the perceived quality of current Sonic games, many old school Sega fans seem to agree that Sonic should pull off a Mega Man 9 and make a retro based, all 2D Sonic game. Now I do not know why old school Sonic fans think that Sega making a retro based Sonic game is a good idea. What they do not seem to realize is that making a retro Sonic game with that nostalgia feeling that is delivered will not please the rest of the fanbase who play Sonic games today.

In fact, the old school fans do not seem to realize how such a game would not appeal to new school fans who love 3D Sonic games more. Plus, what may have pleased old school fans will not directly result in pleasing the rest of the fan base. In the classic days of the the Sega Genesis, Sonic blasted in popularity at a different time from now, not to mention that factors that made Sonic popular were different from today> The same factors are not strong anymore to have the same effect into having Sonic be as big as he was back then to the gamers of now. For one, most of the new gamers were not born in that time when Sonic was a huge hit. Second, the time in which Sonic first debuted on the Genesis had many different events and many different things going on back then (not limited to Sega making a mascot to rival Nintendo's Mario) that influenced how Sonic became so popular, and those factors are not existent as of now.

Even if some old school gamers still play Sonic games, many game makers today aim for younger, and perhaps more causal gamers of the newer generation. Those who are adult gamers tend to play more hardcore and mature games that have content not suitable for a Sonic game (disregarding the content in the game and the game itself, Shadow the Hedgehog). Plus, even adult gamers who were older and loved Sonic back then may appeal more to such violent, mature games. Sonic games, from back then and now (excluding Shadow the Hedgehog for the most part) were always made for kids, and no matter how many adults played and loved the series back then, Sega will make Sonic games like many other causal game companies like Nintendo and others do with some of their game series; to try and appeal to young gamers, not to adults by intention (key word: intention).

Plus, how exactly would a new, retroized, all 2D game deliver the same nostalgia feeling to new school gamers the same way it was delivered to old school gamers? Like I said; what appealed to gamers back then does not exactly please gamers of this generation. Though some new school games may love the 2D games more, that still doesn't mean that Sega should go through the trouble of making a Sonic game with nostalgia built into it to please their fans, especially when a lot more fans would not be pleased as old school gamers predicted. Not to mention since early this decade, many fans grew up with games like SA2B, SADX, Heroes, Riders and other games that many old school fans would despise. Despite that there was a Sonic Mega Collection and Sonic Gems Collection, many new school fans I know of still loved the 3D games more than the 2D ones. The Sonic Game Collections released on the Gamecube, Xbox and PS2 had a series of games from the old school days that would not have strong enough appeal to those who bought them (especially if you take the newer gamers into consideration and not regard the old school gamers who brought these collections) to make Sonic a big (or bigger) star like they would have back in the days of the Genesis. Plus, the Sonic series; despite the criticism it is currently getting by the gaming community, will still be around even past 2011! The series may die one day, but it will not die soon. In addition, newer fans will come as time passes on, to the point that not only did they grow up with 3D Sonic games that will have come out in future's time (and perhaps love them), but this fanbase will grow to the point that having a retro Sonic game that delivers that nostalgia feeling many old school Sonic fans want, especially if it has not been made by then, will turn out to be a waste of Sega's time and a really bad idea!

So, even in the current generation, do you really think such a retro Sonic game with nostalgia would appeal to as many people as the old school fans think it would?

I hope not!
Now for another rant. Someone at Sega Boards said this about why the classic Sonic games were great compared to the newer Sonic games. I will not mention his name, but he said,

"they're called classic for a reason:

good controls
nice graphics
good sound
good level design
based on reflexes instead of trial and error."

Yep, he said those exact words. Now let me elaborate on how inaccurate what you said really is.

For the good controls; Sonic Unleashed's daytime levels, and without taking the nighttime levels into consideration, have good controls. The thing is, the "doing the Sonic drift" or "doing the quick step* and boosting at the last second is not something you'd want to do if you do not want to take damage or fall into some pit. Plus, the momentum physics in those levels are well done, but because of how those physics were implemented; you have to take more care (but not too much care is required) to not slip up and make some clumsy mistake when controlling Sonic at high speeds.

As for level design: while Sonic Unleashed's daytime levels did not have the best level design (which I will admit to), it did give so much of a challenge and good use of skill to be used. In fact, those challenges added to the need of reflexes one needed to go through the level. The level design of the daytime stages of Sonic Unleashed was fairly done to deliver some challenges that required great reflexes.

As for trial and error: What is so bad about learning from one's mistakes?

Trail and error is what adds to the challenge of the game you play. Kids can deal with going through the stuff as well. They may find the game hard at first, but as they keep playing though those trial and error stuff, they will most likely end up loving the game more! So, trial and error is something that makes games appeal longer and more fun the more you get used to it. The reviewers are just some of the people who are too lazy to go with trial and error at all.

Besides, why play a game with little or no trial and error and is very easy all the way through? Those kinds of games can never appeal for long without something to add to the challenge, and trial and error is no exception. It may be a pain in the neck to try and get used to, but once you get the hang of it, chances are: you can enjoy the game even more than when you started playing the game.

Practice makes perfect: once you can get the hang of playing the game; you will be less bothered by the challenges you would have to go through.

Plus, even classic Sonic games (and other 2D classic games), especially Sonic 3 and Knuckles, had some moments of trail and error, especially when trying to find those big rings or having to remember to get through tough spots such as those of the Death Egg Zone. These kinds of challenges did make the game hard, but they also add to the reason why not everyone, especially those born into the 3D era of gaming, does not like the 2D games as much as the 3D ones. However, that is different story all together there.

Some past games (but not to many of them), not even limited to classic Sonic games (and from other companies like Nintendo and Capcom) would require memorization to beat the game well. In fact, trial and error made players better at those games because the more practice you did in those games, the less you would have to memorize the level over and over again and thus, the less you have to worry about in terms of making a mistake. Sonic games, even the classic Sonic games are no different. Even classic Sonic games like Sonic 3 and Sonic and Knuckles would require memorization here and there. You may not believe me, but many old school and hardcore gamers back then loved the games so much, that they more they played them, the less they would have to worry in terms of memorizing the levels; all to the point that memorization was no big deal for the old school and hardcore Sonic gamers at all! Memorization adds challenge to recent Sonic games like it has in the classic Sonic games; not to mention that memorization, or trial and error, made games fun the more you play and practice at them.

So for the most part, Sonic games nowadays can be as fun as the classic games! I am well aware that some past 3D Sonic games were not the best ever, but for reasons I stated above, Sonic Unleashed was, and still is a step in the right direction (provided, of course, that you only take in the daytime levels into consideration and leave out the night time levels)!

So, if you don't agree with me and still don't think games like Sonic Unleashed were fun based on reasons above, then more power to you. Just don't forget that Sega does not always have to please the hardcore and old school gamers, and the newer audiences of this generation in gaming all do not necessarily like the old school Sonic games as the old school fans would believe.
I want to bring something up in terms of directors and the perceived quality of past Sonic games in the 3D era as seen by the general public. Now, let me bring up these articles from Wikipedia.

Game producer

http://en.wikipedia.org/wiki/Game_producer

Definition from Wiki

Quote:
"A game producer is the person in charge of overseeing development of a video game."


Video game director:

http://en.wikipedia.org/wiki/Game_director

Definition from Wiki:

Quote:
"A video game director is a person who is in charge of significant creative aspects of a video game."


Now, I want to go into this stuff because I want to make some things clear
:
Now, as you all may know, one of the most important figures in Sonic the Hedgehog history is Yuji Naka, who is often seen as the father of the series itself and to a perhaps more broad scale, the father of Sonic himself.

As it may seem, many people think that Yuji Naka was involved so much before his departing from Sega. I think people believed he was really involved in making the games, since he was the father of the Sonic series.

However, let me state before I go on that a producer does not have direct involvement in the game, from the start of it to the final. Now, the director of video games, on the other hand, is far more involved in the game than the producer is.

Now, allow me to list some of the directors involved with different Sonic games:

First, I mention the director of the games such as Sonic Adventures 1, 2, Heroes and even Shadow the Hedgehog; not to mention both Sonic Rivals games:

Takashi Iizuka

http://info.sonicretro.org/Takashi_Iizuka

Now, as you can see, he was the director of all those games I mentioned, not Yuji Naka!

Also, there is Akinori Nishiyama; the director of Sonic Advances 1-3 and Sonic Rush 1, but not 2.

Akinori Nishiyama

http://info.sonicretro.org/Akinori_Nishiyama

Now, to bring up the director of the infamous Sonic '06 Game. I will also list the producer, which, though may not be important as the director, was not Yuji Naka; for he had already left Sonic Team by then.

First, the director of the infamous game...

Shun Nakamura

http://info.sonicretro.org/Shun_Nakamura

And the producer of the same game:

Masahiro Kumono

http://info.sonicretro.org/Masahiro_Kumono

Now, needless to say, I will list the profiles of Yoshihisa Hashimoto (director of Sonic Unleashed) and Tetsu Katano (Director of Sonic and the Black Knight):

Yoshihisa Hashimoto

http://info.sonicretro.org/Yoshihisa_Hashimoto

Tetsu Katano

http://info.sonicretro.org/Tetsu_Katano

And though this may not be so needed, I will also post the profile of director of Sonic and the Secret Rings:

Yojiro Ogawa

http://info.sonicretro.org/Yojiro_Ogawa

Now, all directors I listed above, as by the definition of video game designer, which I also posted above further, were the ones in charges of how the game turned out to be made and how it was made like it was in the final; well for the most part, anyway.

Now, let me bring up one last profile, which is the profile of Yuji Naka himself!

Yuji Naka

http://info.sonicretro.org/Yuji_Naka

Now before the reader gets too bored from reading this, let me post the definitions of game producer and video games designer again:

Game producer

Quote:
"A game producer is the person in charge of overseeing development of a video game."

Video game director:

Quote:
"A video game director is a person who is in charge of significant creative aspects of a video game."

Now, read Yuji Naka's profile, how many games was he director in terms of Sonic games before he left Sonic Team?

HE WAS DIRECTOR IN BARELY ANY OR NO SONIC GAME, WHAT SO EVER!

He was just the producer of those Sonic games listed, but that is all.

Now that I posted all of this, I want to point out something from all of what I just wrote, and since that article was about what someone from Sonic Team said, I thought I should bring this up.

My point is...

Despite what may people may say about him, Yuji Naka did not have that much involvement in the development of Sonic games in which he had roles in! Now, if he was still with Sonic Team, and was director of all listed games and not the actual directors himself, the series may likely please more people by now than it currently does now. Even if his being director of all of those games would not make such a change; it would not matter because not only is Yuji Naka is not a part of Sonic Team any more, but he wasn't that involved in the games as people say he was and was not all responsible for how those games were developed!

It's that simple.

My Sonic Move Ideas

I will describe my idea on a special set of moves for Sonic. I call these set of gameplay move exclusively for Sonic: the Spin Torque. Basically, this would only work in any Sonic game if that Sonic game had good momentum based physics. Now, this would basically be used while running up, accross, or down walls or ceilings. Basically, Sonic turns, jumps onto and continues running on the walls from any direction, like how he can change the rail he is grinding on or how he can wall jump in Sonic Unleashed. However; Sonic would be in a rather ball-like form to jump into the wall across from him, or the floor if he is running across the ceiling of a given level.

Now, if Sonic is running up a wall, the Spin Torque move he would use to jump onto the wall parallel to the one he is running on would be called the Spin Flip. Sonic goes into a bal like form with just the push of a button, and Sonic flips onto the next one; running down the wall rather than running up the wall like the one he was initially running on without losing any momentum. This works the same way in the opposite sense: if he runs down a wall and spin flips, then he will keep his momentum while running up the other wall in the opposite direction of which he was running in. This can only be done as long as Sonic is running on a wall before the player presses the button to execute the spin flip.

Next, Sonic could do a move I call the Sonic Twirl. If Sonic is running across a wall rather than running up or down the wall; he can side flip off the wall he is running on as the player presses one of two buttons (one each for the direction the opposite wall is in) and jump onto the parallel wall and keep his momentum to continue running on the wall without falling. Note, Sonic will stay running in the same direction he was initially running in before he jumped onto the opposite wall. He can not change direction other the one he was initially facing while using this move.

Finally, the third and last spin torque move is what I call the Spin Drive. This can only be used if Sonic is running across the ceiling of a given level, and would require rather great reflexes not to learn, but to master. The same button used for the Spin Flip would be used for this. While Sonic is running across the ceiling; pressing the proper button would result in having him turn upside down relative to the ceiling and drop down onto the floor with great speed (like the Stomp in Sonic Unleashed, only that Sonic does not stop upon landing) and once he lands, Sonic will immediately continue running at the same speed he had when he was running across the ceiling he was just on. Hold the same button longer and Sonic will spin in midair as he falls (hence the name, the spin drive) and will run in a different direction as he lands rather than the same one he was running on. If you keep holding the button down, Sonic will run in the same direction he was running in while moving on the ceiling, regardless of the height he drops from.

If Sonic performs a Sonic Twirl or Spin Flip, but there is no wall to land on across from the one Sonic runs on (which is detected by motion sensor or some kind of sensing technique), Sonic will jump off the wall he runs on from at a short distance and drop down to the ground via Spin Drive.

Now for another move idea of mine.

This idea of a Sonic move is what I call the Sonic Bend, which is based on something in some, but not all past Sonic games. By that, I mean what one would call; clunky controls.

What controls do I mean, may ya ask? Not all clunky controls, but there are some past Sonic games that had clunky controls that would make Sonic move in a direction at a sharp angle with even the slightest push of the control stick. From Sonic 3D Blast, to a Beta demo to the unreleased Sonic X-Treme (as shown here:
http://www.youtube.com/watch?v=r4juoZc57RQ)
And probably the most infamous example of them all...

Sonic the Hedgehog from 2006 for the Xbox 360 and PS3.

No need to overreact, though. This is just something that would be included only as long as you tap one button to use it. Otherwise, Sonic will still run smoothly and be controlled like he was in Sonic Unleashed.

Now, how will this work, may you ask?

Well, with this move, Sonic could turn at an angle depending on the direction you tilt the control stick in, even if you do a Sonic Boost! But if you don't tap the required button, you will hardly make a turn. The Sonic Bend would allow Sonic to turn on a dime when running without having to slow down or even run into something!

Now ideally; this move would only be in the game if moves like the Spin Dash, the Stomp, the Light Dash could share the same button to perform, leaving one other button to use the Sonic Bend. As long as you tap that one button, you can use this move.

Now, say that you were controlling Sonic in a level in a Sonic game, but you had to turn to go around a huge wall you are approaching at a high speed, that not only that you cannot run up the wall, but neither the moves, the Quick Step and the Sonic Drift could save your bum from either running into the wall or turn without stopping to change direction.

Well, the Sonic Bend would make that different. Like how Sonic changed direction in that video above that I linked you to, you can press a button (say, the Y button) and tilt the control stick simultaneously in whatever direction you need to go (but only in the left, right, up or down directions; no where in between) to not only avoid hitting the wall, but to not slow down whatsoever! Remember; this can only be done if you tilt the control stick in your preferred direction while at the same time you pressed the required button. Otherwise, Sonic will not be able to make a sharp turn, and his momentum will most likely carry him into the wall.

What do you think?

Why Sonic games do not play themselves

Okay, time for another rant. This rant will explain why claims from anyone about Sonic games in this generation playing themselves is a complete lie.

These claims do not always come from a Sonic fan. It can be from a non-Sonic fan, someone who has played a recent Sonic title like Sonic Unleashed, or someone making judgements by just wztching a trailer of a Sonic game (not limited to Sonic Unleashed) before it comes out. Either way, the claims coming from such people are about how a Sonic game, like the daytime levels in Sonic Unleashed or maybe Sonic and the Secret RIngs play themselves literally.

Well, these claims are nothing but bull crap, and I will explain why...

Now, the people I am talking about tend to make claims about a current generation Sonic game playing itself, and these kinds of people have said that based on playing the game itself, or watching pre-release trailers, or just spreading biased lies of hatred.

But do Sonic games play themselves at all? If we are considering that the games play themselves until the game is actually beaten, the answer is no! Why is that?

Well, while it may seem certain Sonic games, or some sections of Sonic games may be on autopilot, that is not the case in which the game plays itself. For the most part, Sonic, the character you control in such games, can at times, be on auto run, In this mode, he is just running and the player cannot control how he runs. Now, this is how people spread their lies about Sonic games playing themselves. Now, let me say this: Sonic, for the most part, is on auto run! Key word here: RUN! He is not on auto quick-step, or auto move-left, or auto move-right, or auto slide or even auto jump and auto homing attack! Speaking, these actions can only be performed by pressing their respective buttons. Now, these are not on auto mode in Sonic games for the most part. Sonic is only on auto run!

Now, let me set elaborate on why Sonic's auto running alone cannot make the rest of the Sonic game play itself.

Okay, say Sonic is running beyond the player's control through a field of spikes. To avoid these spikes, you'd have to jump over them or use quick step. Now, if you put down your controller, and watch Sonic run and he goes near those spikes, will he turn intro a different direction on his own to avoid the spikes? Or will he jump on his own to jump over them?

The answer is no! And why is that the case here?

Because in order for Sonic to jump or turn to avoid the spikes, something has to be pressing the correct button or be moving the control stick to have all of this happen. And that something has to be a game player who is holding the controller that he uses to play as Sonic!

Now, if you were to watch Sonic move on auto run again; this time at the first tutorial stage of the game, you would expect, based on what you heard from the lies of others, the game to play itself. However, without touching the controller, you see Sonic run forward and get hit or killed by something in his way, and this happens again and again until Sonic dies on his last life, leading to the game over screen. Now, did the game play itself the way you'd expect to? NO! And you know why?

Because while you would not have control over Sonic's running in the automated mode, you'd still have to press buttons or move the control stick to have Sonic get through many obstacles, hazards, or dangerous enemies until you defeat the final boss and beat the game itself! Otherwise, you would not have been able to beat Sonic Unleashed, Sonic and the Secret Rings or any Sonic game with scripted or on rails sections.

The only way for a game to play itself is for the game to be completely programmed to play like it is on auto pilot and no controller is need to do any thing for the game! However, I know for sure that anyone reading this cannot come up with an example of the kind of game that does that.

And finally, every Sonic game so far has required the use of a controller to play the game. Other wise, the game was not even being played!

So there you have it; why people who have said that Sonic games play themselves have lied.