What made Sonic so difficult to adapt to 3D

What made Sonic so difficult to adapt to 3D

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  1. 7 months ago
    Anonymous

    nothing

    • 7 months ago
      Anonymous

      Was about to say. There's no reason why 3D Sonic shouldn't be better than 2D.

  2. 7 months ago
    Anonymous

    Being fast.

  3. 7 months ago
    Anonymous

    Sonic barely worked in 2D to begin with.

  4. 7 months ago
    Anonymous

    It's not. It just got off on the wrong foot with SA1 and never recovered. If they made 3d sonic games that were more like Sonic R with ball-rolling physics like Super Monkey Ball, or Marble Madness, Or Glover, or Morph Ball Samus from Metroid Prime, or the Mario Galaxy mini-game where he balances on a ball, they could have made a fun action-packed Sonic game. They didn't. They fricked it up, and autistic 3D Sonic zoomers won't let it change, or even acknowledged that there is better way.

    • 7 months ago
      Anonymous
      • 7 months ago
        Anonymous

        SA1 has dogshit "physics" and you know it.

    • 7 months ago
      Anonymous

      thats not a platformer though

      • 7 months ago
        Anonymous

        You add a jump button.

  5. 7 months ago
    Anonymous

    >Saturn game released in 1994 or 1995
    >fully 3D models
    >first stage is 2D side scrolling per usual
    >you do one of the loop de loop and now put into a tunnel
    >camera switches behind Sonic's back like Crash bandicoot
    >next stage is another 2D level
    >stage after that starts 2D but then another loop de loop transition to an open field, like Sonic Jam's 3D sections

    How hard is this to do? This isn't far from what Crash did. If they released this around 1995 it would be seen as a classic.

    • 7 months ago
      Anonymous

      >How hard is this to do? This isn't far from what Crash did. If they released this around 1995 it would be seen as a classic.
      Sega fans believe Sonic wasn't needed.

  6. 7 months ago
    Anonymous

    Being bad

    • 7 months ago
      Anonymous

      that took too long

  7. 7 months ago
    Anonymous

    site needs a sonic autism containment board.

    • 7 months ago
      Anonymous

      we need /fast/

    • 7 months ago
      Anonymous

      /vp/ is garbage and didn't contain shit.
      It's a walking groomer board now.

  8. 7 months ago
    Anonymous

    They got it right the first time and then for some reason kept starting over with worse formulas and level design

  9. 7 months ago
    Anonymous

    Sega doesn't have marketing as good as nintendo to trick people into thinking the games are good

  10. 7 months ago
    Anonymous

    SEGA didn't hire european space sim dev to make it.

    • 7 months ago
      Anonymous

      only answer ITT

    • 7 months ago
      Anonymous

      >Argonaut Sonic
      VGH
      what could have been

  11. 7 months ago
    Anonymous

    What are you talking about?

    • 7 months ago
      Anonymous

      They should have put this on the 32X
      Literally the perfect system for it.

  12. 7 months ago
    Anonymous

    I know what made it easier.

    • 7 months ago
      Anonymous
      • 7 months ago
        Anonymous

        >Toilet """""humor"""""

    • 7 months ago
      Anonymous

      She makes me HARDER though, get it? Haha.

  13. 7 months ago
    Anonymous

    Because there were rough trannies into the third dimension

  14. 7 months ago
    Anonymous

    here's my thing.

    i think the genesis sonic games are fine. are they as good as mario? no. the "hold right to win" criticism gets close to what the actual problem is. while you're zooming, you're not timing jumps or anything like that, most of the time. you zoom until you stop, then you might go in the air and in order to get 1ups, shields, more rings, you're trying to make sure you land in the right place.

    despite this, the music is great, the visuals are cool, and sonic's 'tude is a nice change from mario. a problem i had with nintendo back in the day is they were way too conservative with their values. in the end, they had the right idea as far as making their games memorable, truly fun, and stand the test of time. you couldn't PAY me to replay sonic 1 and pretend i enjoy it now.

    there are a lot of things you could do to make sonic's fundamental gameplay fun. see: freedom planet. i don't approve of furshit, but i believe that game started out as a sonic game, but due to copyright bullshit it wasn't able continue being a sonic game. but that kind of gameplay with sonic is a good place to start.

    after you hammer out the core gameplay of what sonic is, i think the rest would be much easier to translate into 3d. i think the sonic adventure games are massively overrated, but hey--the visuals and the music and the "overall vibe" was appealing back then, so people like it. notretro, but i think games like sonic generations play adequately. great? hell no. but for a 5 dollar steam game? why not?

    • 7 months ago
      Anonymous

      >you couldn't PAY me to replay sonic 1 and pretend i enjoy it now.
      Holy cope on a koopa troopah. You sound moronic. I'm convinced everyone who can't grasp the concept of sonic levels also struggle to use tank controls and they all happen to be nintendrones

      • 7 months ago
        Anonymous

        what's there to grasp? and tank controls suck.

        • 7 months ago
          Anonymous

          >What's there to grasp.
          You mean you forgot already? It's literally 2 posts above mine. The level design is to hard for you to grasp. You gotta go fast, sure but even race cars slowdown to take turns and you need to know what your doing.
          You're basically saying
          >"sonic sucks because I can't master it's speede mechanics on my first playthrough, or subsequent playthroughs, because I refuse to learn how the game works, therefore it's shit
          That's what you sound like. And tank controls always filter the midwits.

          • 7 months ago
            Anonymous

            yes, you have to master the speed mechanics in sonic, but my argument is about versatility/strategic depth in gameplay. we're not talking about difficulty, skill. we're talking about the nature of the game design itself.

            mario gives you more options and isn't as linear. like i said, sonic is fine, but i find mario gives you more variety throughout the levels. and i think that makes most mario games better than most sonic games.

            • 7 months ago
              Anonymous

              mario doesn't have slope jumping

            • 7 months ago
              Anonymous

              >mario gives you more options and isn't as linear.
              Not him but how you can possibly think this. The physics in Sonic are hugely more complex, every zone has a completely new set of gimmicks and enemies, zone change every two levels unlike Mario which will happily repeat a world (usually just a background theme) 10 or so times, and those levels typically do a lot less and are much more square platformer style levels. The only thing I can really say in favor of Mario here is some like SMW have hidden exits and things that don't really have a parallel in Sonic, except maybe 3 with hidden rings.

              But honesetly, in what world does Mario have more depth in its physics/gameplay/level design than Sonic? Most of the games have three or four basic level categories that the entire game follows and just reuse hazards/gimmicks. World 8 is just a harder version of World 1 most of the time.

              • 7 months ago
                Anonymous

                i think it's a perfectly valid point that sonic wins in terms of stage variety. and yeah, you could boil it down to mario "recycling" the same gameplay with increasing difficulty.

                but, let's talk about the gameplay. and we'll go with smw since it's in the same era. defeat an enemy in sonic, and the enemy is just done. defeat an enemy in smw, and you can pick up the shell/enemy and throw it at others. do this in a specific way, and you get rewarded by multiple kills in a row. you can also use enemies as platforms to jump off of. sonic also has nothing like bricks in mario--so there's no situation where rings become platforms, nor can they ever be used to throw at enemies. i'm not saying sonic has to play exactly like mario, just that i think mario fundamentally has more varied and interesting gameplay.

                sonic COULD have this kind of gameplay, perhaps focused around movement, but that just wasn't what sega was doing.

              • 7 months ago
                Anonymous

                Sonic has badnik bouncing

            • 7 months ago
              Anonymous

              >like i said, sonic is fine, but i find mario gives you more variety throughout the levels. and i think that makes most mario games better than most sonic games.
              >you couldn't PAY me to replay sonic 1 and pretend i enjoy it now.
              eh. It's subjective. I don't think I'd replay mario 1 today, I'd much rather enjoy sonic 1 which has better music and free-er levels and you jumping on blocks and goomba is kinda repetitive.
              I guess I could accept that mario has more potential. Sonic has the fun of exploring level routes and stuff, but ultimately the gameplay of sonic caps at freedom planet. It's that. mario1 is simple but by smw you have clouds, climbing plants, yoshi... The gameplay isn't about physics meaning you could add anything to it and it works. Base sonic is complex but to add something you first consider if it goes well with the existing physics.
              tldr; just my ramblings. The games are different and its apples and oranges.

    • 7 months ago
      Anonymous

      The gameplay runs circles around 2D Mario. You lost me in the second sentence. They are good but comparatively much more basic and your criticism of the gameplay seems to stem from a personal issue of being bad at it rather than a design problem.

  15. 7 months ago
    Anonymous

    Because "going fast" was a reward for being good at the 2d games. "Going fast" is cinematic in the 3d games.
    The 2d games were designed to frick you over, if all you did was hold right. You had to know when to jump, and when to run. The 3d games have long stretches of just running, for the cinematic "feel" of "going fast". There's only a few times that I can remember where the 3d games managed to create the "going fast" feeling, and it was usually during sections that they restricted an axis of movement.

  16. 7 months ago
    Anonymous

    >it was the peak of the 3D craze
    >yet 3D was new thing for devs
    >turns out sonic team sucks at it
    >and the arrogance of sega in general which led to most of their failures

  17. 7 months ago
    Anonymous

    Japanese people perceive the world as flat 2D space. This is evidenced in their art and games—they always gravitate to 2D, be it anime or manga. Japanese language doesn't even have the word for "depth", this is an alien concept to them. PS1 literally didn't have Z-buffer for this reason. Nintendo had Argonaut explain to them how 3D space worked to create Mario 64. Sega didn't have these resources, so they just imagined what 3D space would feel like to a person.

  18. 7 months ago
    Anonymous

    The truth is. Sega had given up on sonic by the Saturn and sonic adventure was a last ditch effort from sonic team to lure in as many customers as possible, not just sonic fans. By doing so they destroyed the legacy of sonic and I tried the cancer of nu-sonic. Similar to final fantasy.

    • 7 months ago
      Anonymous

      Injected*

  19. 7 months ago
    Anonymous

    I feel Sonic Adventure had the ideal approach to Sonic in 3D, the only real problem was a tempermental and sometimes uncontrollable camera.

  20. 7 months ago
    Anonymous

    Sega jank

  21. 7 months ago
    Anonymous

    >two good Sonic threads deleted
    >this one stays up
    I see you, mods

  22. 7 months ago
    Anonymous

    In theory, it isn't. Sonic Team aren't good at their job.
    Super Monkey Ball is a much better proof of concept. Any level in that game where you accelerate down hill completely captures the feel of what Sonic aught to be in 3D. They should have taken that engine, and done something with it.

  23. 7 months ago
    Anonymous

    >Have to drive to work
    >Have to take the Radical Highway
    fml

  24. 7 months ago
    Anonymous

    They can do it sega is just incompetent

    • 6 months ago
      Anonymous

      That's just Somic Adventure

  25. 7 months ago
    Anonymous

    >want to go fast
    >this means either designing long stretches of runway like the wind tornado where youre jsut running down a track, or fixed angles like running down a building or running from the truck where you cant see whats in front of you
    >also ruins combat because if youre going fast and theres plenty of space around you(as opposed to restricted to a 2D plane) you can just blow by the enemy by simply circumventing it or jumping over it. So the enemies become an obstacle rather than a threat, and you either try and fail horribly to fix it by giving them huge healthbars(heroes) or line them in a row(colors/unleashed/generations)

    • 7 months ago
      Anonymous

      >want to go fast
      Can't you just drop that gimmick and copy a normal title like Banjo or Mario Sunshine?

  26. 7 months ago
    Anonymous

    Along the way some real fricking idiots started making big decisions for the series.

    Like I don't know why the hell thought that mechanics like enemy lockon or rail grinding would be good ideas, it's like someone didn't get the idea that the players should be made to feel like they're meaningfully participating in gameplay.

    Also the melodramaic plots, cringe voice acting, furry pandering and all the other anime bullshit.

    • 7 months ago
      Anonymous

      >enemy lockon
      because fighting enemies in 3D otherwise is terrible. It was blatantly obvious in 3D blast and should be obvious to anyone with even the smallest understanding of depth perception

      • 7 months ago
        Anonymous

        >give enemies large hitboxes
        >let Sonic build up speed, drop into a ball, and blow through them like bowling pins
        Literally why would that not have worked, and been fun as hell?

        • 7 months ago
          Anonymous

          >drop into a ball, and blow through them like bowling pins
          because that gets old very quickly

  27. 7 months ago
    Anonymous

    the fact that Sonic Team is a really poor development studio, helmed by a big headed moron.

  28. 7 months ago
    Anonymous

    Sonic Team

  29. 7 months ago
    Anonymous

    Posting THE Sonic 3D game!

    • 6 months ago
      Anonymous

      Whoops, wrong version.

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