Saturday, January 24, 2009

My Sonic Gameplay feature idea

Now, I will express this idea of a Sonic game feature I thought up.

Remember those alternate routes you took in Shadow the Hedgehog that lead you to different levels depending on what mission you took?

Well, without the use of missions of getting to different levels, I had an idea that is branched off of different paths you take as Sonic in the next Sonic game.

You know that in Sonic Unleashed, there were shortcuts and more than one path to take in any level?

Well, for the next Sonic game, how about there are different routes/shortcuts near the end, with each one having a different goal ring that will lead you to a different level than the goal ring that is on the main route takes you, just like in Shadow the Hedgehog, but without the need for those brain dead missions.

Unlike in Shadow, where the number of alternate stages after each stage increased, the number of stages after a certain point in the progressing of the game (with one stage you can get to depending on what goal ring on which alternate path you get to), the number of stages will decrease to the point that like the first stage, there will be only ONE last stage, regardless of what goal ring on what alternate path that lead to it you took.

Plus, regardless of what path you take, the story will not split and be complicated, but will stay simple, unlike in Shadow the Hedgehog.

What do you think?

What I think Sonic Team was trying to do with Sonic Unleahsed

Now, I am going to try and explain what I believe what Sonic Team was trying to do with Sonic Unleashed.

Now, as you know, the new director and new head of Sonic Team was so confident that Sonic Unleashed would be the best Sonic game since Sonic Adventure 1.

But how exactly do I think the new Sonic Team wanted to make Sonic Unleashed? Let me try to explain.

As you may well know, Sonic Team, while working on Sonic Unleashed, wanted to try and not add new characters or more playable characters other than Sonic. At the end, they decided that they would give Sonic another form with another gameplay. That is when the Werehog concept was thought of. Not only would this add another form of gameplay as they may have wanted, but the player would still be controlling Sonic, even when he would be in a different form, just like Sonic was the only playable character in his debut game: Sonic the Hedgehog for the Sega Genesis.

The Werehog gameplay was intentionally made by Sonic Team as a gimmick not aimed for veteran Sonic fans, but for any young kid who bought this game, especially the Wii. Since the Wii is more of a casual gaming system; I believe that Sonic Team added more Werehog levels than daytime levels to attract newcomers into the Sonic franchise. Personally, I believe this to be a good strategy tor Sega and Sonic Team to go with.

But that is not all there is too it.

I think that Sonic Team actually knew that Sonic Team knew that Sonic was just not about speed, but also platforming, like in the classic Sonic games. However, as you may know, the Werehog levels had more platforming than the daytime levels of all versions. I think what Sonic Team was trying to do as to why they may have added less platforming in the daytime levels, was that they were trying to respond to the more common response to Sonic fans that there should be more speed in Sonic’s games rather than to add more platforming than what the daytime levels in SU ended up having. Also, they added more platforming in the Werehog levels so they would not only appeal to newer Sonic fans, but as a way, though not with 100 percent guarantee, to appeal to the Sonic fans who wanted just as much platforming as much as they wanted speed in Sonic’s games.

However, this game was ultimately the step in the right direction for Sonic Team, and I think that based on the reasons above, that all the ideas that went into for Sonic Unleashed would be a basis of a possible increase in sales for the next Sonic game that they will make.

I believe Sonic Team used the Werehog idea as away to have newcomers to the Sonic games to the point that the sales for the next Sonic game they make will increase. If what I am about to say turns out true, Sonic Team will, for Sonic’s levels in the next game, which will most likely be all daytime; take the amount of platforming from the Werehog levels in Sonic Unleashed and put that amount of platforming in the Sonic daytime based levels along with Sonic’s high speed gameplay. If this act
ually happens, Sonic Team may end up making a game more similar to the classics than Sonic Unleashed’s daytime levels alone ever were. Not only that, but with the strategy I explained above, not only may the next Sonic game be better than Sonic Unleashed, but it will be more successful in terms of sales.

I think this is what the Sonic Team was planning to do here with Sonic Unleashed.

Why I think that Sonic Unleashed was overlooked by reviews

I know that Sonic Unleashed has had generally mixed reviews, but many people who have read those reviews think the game is bad, even though they have not actually played it.

But I wish to post what may have been disregarded in terms of the series going downhill and what details were not apparently paid attention to before the reception of Sonic Unleashed.

I am not saying that Sonic Unleashed deserved better, but I want to explain my opinion on why Sonic Unleashed was overlooked in reception.

Now, starting off about the Sonic Unleashed reviews...

Do you think that those reviews and those who listen to the reviews overlooked the quality of the actual game because they were focusing their negativity on the Werehog and therefore, letting the whole and rest of the game be ruined for them, regardless of their actual quality

I have some good reasons on what people overlooked on how they got their expectations of Sonic Unleashed too high and what reasons they disregarded or cared less about:

1. All Sonic 3D games since Sonic Adventure 1 and Sonic 06 were actually made by Sega Studios USA, also known as Sonic Team USA. They were responsible for games like Shadow the Hedgehog, Sonic Heroes and some others, and those games were either mixed in review or seen as really bad. Though Sonic Adventure 2 WAS made by Sonic Team USA, and it was praised well, most Sonic fans see the game as overrated. Sonic Team USA also made NiGHTS: Journey of Dreams, which was their last game ever. The overall reception of this game shows and backs up how incapable Sonic Team USA was at making games after SA2: Battle.

2. Sega of Japan and the new Sonic Team never said this would be a return to Sonic's roots. Sega of America said that. In fact, if you look up a blog post from the game director on IGN about the game, even he said he would not return to Sonic's roots in this game! He did say that he was confident that this would be the best Sonic game ever, but otherwise, the game director and new head of Sonic Team never was going back to Sonic's roots. Plus, he added in the Werehog as a way to attract players new to the Sonic series. If you ever heard that Sonic Unleashed would be a return to Sonic's roots, keep in mind: you heard that from Sega of America, not Sonic Team and Sega of Japan.

3. Though the Sonic Team who worked on Sonic 06 was fom Japan; there were more reasons why that game turned out poorly than because they wanted to get this game in time for the holidays. The Sonic Team at that time were not really familar with the hardware they were using, and other than the fact that they rushed the game, that is a possible reason why Sonic 06 had so many glitches. Before the revealing of the actual storyline, Shadow and Silver as playable, and other things that would be mentioned, the game, Sonic 06 was only to have just Sonic and Eggman as characters. There was even going to be a day and night system in that game initially! The Hedgehog Engine, which is used for the Xbox 360 and PS3 versions was actually in development at that time, but for some reason I do not know of: it was still being worked on and was not used for that game. Also, Sonic Unleashed was in development almost as long as the Hedgehog Engine itself, which was in development for 3 years. Though they used different ideas that would be in the final version of Sonic 06 than what was initially going to be in it; Sega and Sonic Team still made that risk of making that Sonic game that would end up as badly received, thought it may have been because they did not want to celebrate Sonic's 15th anniversary, which was going to take place that year, without a Sonic game released around that certain time.

Now, that is basically all I have to say. What do you think?

Sonic Move Control Ideas

Today, I show you all some ideas for in game Sonic controls and moves.

First, 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?