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/vr/ - Retro Games


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4196760 No.4196760 [Reply] [Original]

I thought sonic team learned their lesson while making nights into dreams that free roaming in a complete 3D environment is horribly disorienting and difficult to control which is why they eventually set it along a 2D plane? then why did every 3D sonic since go back to the free roaming shit?

>> No.4196763

Because sonic adventure worked

>> No.4196765

>>4196763
it didn't though

>> No.4196769

>>4196765

But it did.

>> No.4196779

>>4196760
sonic jam proves it works though

>> No.4196821

Uh, Mario 64 anyone? Did you just pull in from 1995 or some shit?

>> No.4196837

>>4196779
Is it worth emulating Sonic Jam just to play the 3D Sonic segment?

>> No.4198119

>>4196779
To be fair, Sonic didn't move very fast in the 3D segment of Sonic Jam.

Adventures didn't work because it had shit quality control. I believe it could have worked with more tweeks

>> No.4198132

>>4196837
No its just an empty hub world
T. Sonic jam owner

>> No.4198548

Lost World finally did what I always felt 3D Sonic needed; a run/walk button.
They always want Sonic to control like a car, so give him a dedicated speed toggle. You could craft sections of levels around platforming without Sonic's walking and jump being so fucking spastic and a manual throttle would also help control him during the fast parts. it's why the current method of control during boost is the sidestep.

I've seen it said that Sonic is hard to translate to 3D but that's only if you try to directly transpose his 2D movement method into three dimensions the way they've mostly been doing since Adventure.

And they've been SO CLOSE to the right answer for so long. Press a button to go faster. Okay. But they add that to the automatic acceleration he has and that's why he's floaty and sometimes unmanageable.

It would help make the camera a bit more prdictable too.

>> No.4198914
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4198914

IMO the Adventure series got it right for Sonic/Shadow's gameplay. Levels were linear, large, and open with an occasional different path to the same goal, and speed was built up by moving for a certain period of time or by using the spin dash, just like in the original games.
I had fun playing Generations, but the problem with it was that when the camera went behind Sonic, the levels were still linear, but more like a straight, empty hallway right to the goal ring, and speed is built up with just a press of a button, making most of the levels just seem automatic. Someone was able to beat Generation's Green Hill Zone Act 2 with just one hand, and mostly pressing the boost button
https://youtu.be/Z_sn-tzO5YU

>> No.4198920

>>4196760
Sonic 3D Blast wasn't even 3D. It was pseudo 3D. Sonic Adventure is a 3D Sonic game done right.

>> No.4198946

https://www.youtube.com/watch?v=sIBEzepaTcQ

Made with Build engine and EDuke32

>> No.4199275

>>4198914
SA2 felt a little too hollow and narrow to me. SA1 levels like Windy Vally and Red Mountain to me felt like the perfect way to make 3D Sonic levels in a way that still felt like you were exploring rather than running down a trough like SA2

>> No.4199837

>>4198946
As a rough concept that's pretty nice, level is fairly open while still facilitating speed. I like the Adventure games (or admire parts of what they did despite their flaws), but they sometimes felt like Sega bought into the "hold right to win" meme.

>> No.4200886

>>4198946
This seems like a better Adventure, but the camera movement is making me feel weird.

>> No.4200917

https://youtu.be/w55Upe8yOYQ
You guys remember when sonic was in nights?

>> No.4200976

3D (texured) polygons is for racing games