It really sucks how Iizuka went from SA2 to this game. He went from making one of the most entertaining Dreamcast games to making an extremely flawed Gamecube/Xbox game which is barely playable on PS2.
>Overall structure is horribly handled. Having to go through 4 campaigns for the true ending is an okay idea, but in practice you just have to play through every stage 3 times with varying ending points and 1 time with god awful missions that don't work well with the level design >Controls like shit >Worst special stages in Sonic history imo >Terrible audio design, nobody shuts the frick up >Boring combat >Glitchy >Jank physics
This was my first Sonic game btw, loved it when I was a kid. That soundtrack still fricks.
Making you replay all the stages but with the only real difference between 3 of the stages being 'it ends a bit sooner or a bit latter'. If they couldn't support the 4 team gimmick then they shouldn't have bothered.
New stages for all the teams would have been neat, but with time and resource constraints doing something like 06 did and shuffling the order for each campaign could have added some flavor to each one.
>chaotix and amy teams being redundant and boring >falling through platforms and other janky shit >if you got it on a ps2, you pretty much only get janky shit that slows down all the time and is glitchy af >uninteresting story that does nothing with its characters >OH YOU WANT THE TRUE ENDING? PLAY THE GAME 4 TIMES homosexual >everyone's so quipy they make Marvel movies seem like serious drama >weird momentum physics
Sonic has had a tough life
Wasn't there some rumor that it was going to be GC and Xbox exclusive so Sony twisted Sega's arm to put it on PS2 and having to make a PS2 version threw a wrench into the game's development?
A generally ridiculous level length due to needing to shoehorn in the same few gimmicks again and again in every level.
Imagine: >Bingo Highway with only one Bingo sequence instead of 3 or 4 >Bullet Station where you only do the cannon bit once and it's right before the goal >no bobsled on any level >instead of poles you need to use tornado jump on, fans to use triangle dive on, or slightly raised platforms you need to use fly formation for, there are just springs.
Let's see >SA1 has a big budget and a giant team, everything is great >SA2 has no budget, a small team and just rush a reskin of SA1 out of the door with no content >SH has no budget, a small team, have to work on new hardware and rush it out the door
Then Sega saw how well that worked and did the same with sonic 2006
>>Then Sega saw how well that worked and did the same with sonic 2006
I love how SEGA dunks on the game now that it's cool to do so, acting like they weren't the ones that created it in the first place
They thrive in the underdog status. The shadows are where the cult forms. Also unrelated, but anyone drawn Silver as a 40K psyker with all the head USB implants and all?
Yea they'll list everyone that ever worked on it, even if they were not working on it at release.
I'd be curious to see how many people that are on secret rings are also on 06 because they can't work on both at the same time
That got cut in half when Naka left and got cut in half again to develop Secret Rings
Let's see >SA1 has a big budget and a giant team, everything is great >SA2 has no budget, a small team and just rush a reskin of SA1 out of the door with no content >SH has no budget, a small team, have to work on new hardware and rush it out the door
Then Sega saw how well that worked and did the same with sonic 2006
>SA2 has no budget, a small team and just rush a reskin of SA1 out of the door with no content
Who actually believes this? SA2 has about twice if not more content than SA1 and the mechanics are universally improved. Nostalgiagays are showing their bias again
The controls weren't precise and too fast momentum from walking to running. Plenty of instant deaths from bugged walls and platforms. Some attacks would trash you off the stage so you were better off ignoring enemies or using team attacks. Level design falls apart after the first beach level. The lack of polish was self evident and the performance on PS2 was exceptionally poor. Sonic Heroes is a flawed game with what feels like an Early Access build of the game. Anyone who disagrees is deep in nostalgia cope.
My favorite part of Sonic Hero's jank is how they actually programmed in a thing where if you run full speed over an edge your character will stop on the edge so you don't fall off, and then they proceeded to forget to actually apply this property to like half the ledges in the game so you can still just run off edges in most of the levels.
Team rose being easy mode but likely your third playthrough right after hard mode. Chaotix missions giving absolutely zero leeway with collectibles. Recycling the game 4 times. The start of spongy enemies with big health bars forcing you to stop all the time.
>B button shit barely fricking working as intended (oooh, a path of rings in front of a bottomless pit! I hope Sonic doesn't decide to randomly rocket excel ~~*: ) >Button functions can be inconsistent and sticky, like when you have to try multiple times to get the Triangle Dive to work if you're already floating because of a fan (as in floating and spinning in circles, not due to an already performed TD), pressing B can do anything from a super speedy spin-dash to rocket accelling to light dashing to creating a tornado as a speed character leading to all sorts of hijinks >Inconsistent collision detection that can frick with things like the Triangle Jump >or if you're really unlucky just outright falling through geometry >>Team Chaotix stage requirements can either be super fun or super fricking cumbersome with no in-between >All stories have the exact same levels with the only variation being where the stage is cut off, Chaotix may be in a particular section whereas Rose, Sonic and Dark will have the same level ending in different points from shortest to longest, this makes playing through the whole game at once a chore >Special Stages >That require the key to access >That is dropped if you take damage >Ai controlled partners dying during the bingo section >The PS2 port is complete cheeks >The repetition of gimmicks in stages like repeated bingo, the bobsledding in the second train level, all the fricking poles you need to spin up >The fricking crocodile sequence randomly throwing you backwards when the vine is swinging forwards
Just a couple, I could definitely think up more but I think that's enough.
Frick anyone who gaslights others into thinking this game is good but hasn't actually touched it in the past 5 years. Your childhood fun has blinded you.
Music is still kino as frick, of course.
Simple and honest answer is it was the devs first time having to develop and ship a game on 3 different consoles at once. Also probably the need to learn Renderware which might not have been the best choice compared to an in-house engine.
Nothing, it's a great game.
Well you see OP... WHAT GOES UP, MUST COME DOWN
Team Chaotix stages exist.
>he got filtered by a few candles
All you have to do to A-rank half the chaotix missions is to not die. It's not hard, bro.
Multiple campaigns
Janky gameplay and drawn out battles.
Stages
Needed to be faster
It really sucks how Iizuka went from SA2 to this game. He went from making one of the most entertaining Dreamcast games to making an extremely flawed Gamecube/Xbox game which is barely playable on PS2.
>Overall structure is horribly handled. Having to go through 4 campaigns for the true ending is an okay idea, but in practice you just have to play through every stage 3 times with varying ending points and 1 time with god awful missions that don't work well with the level design
>Controls like shit
>Worst special stages in Sonic history imo
>Terrible audio design, nobody shuts the frick up
>Boring combat
>Glitchy
>Jank physics
This was my first Sonic game btw, loved it when I was a kid. That soundtrack still fricks.
What goes so up?
The child fears the jank rail switching
Making you replay all the stages but with the only real difference between 3 of the stages being 'it ends a bit sooner or a bit latter'. If they couldn't support the 4 team gimmick then they shouldn't have bothered.
New stages for all the teams would have been neat, but with time and resource constraints doing something like 06 did and shuffling the order for each campaign could have added some flavor to each one.
>chaotix and amy teams being redundant and boring
>falling through platforms and other janky shit
>if you got it on a ps2, you pretty much only get janky shit that slows down all the time and is glitchy af
>uninteresting story that does nothing with its characters
>OH YOU WANT THE TRUE ENDING? PLAY THE GAME 4 TIMES homosexual
>everyone's so quipy they make Marvel movies seem like serious drama
>weird momentum physics
Sonic has had a tough life
Only really problem is that you don't unlock metal team by perfecting all the lavels on all 4 teams
>lavels
Wasn't there some rumor that it was going to be GC and Xbox exclusive so Sony twisted Sega's arm to put it on PS2 and having to make a PS2 version threw a wrench into the game's development?
No Neo as a final boss, frick dragon form tism
A generally ridiculous level length due to needing to shoehorn in the same few gimmicks again and again in every level.
Imagine:
>Bingo Highway with only one Bingo sequence instead of 3 or 4
>Bullet Station where you only do the cannon bit once and it's right before the goal
>no bobsled on any level
>instead of poles you need to use tornado jump on, fans to use triangle dive on, or slightly raised platforms you need to use fly formation for, there are just springs.
Let's see
>SA1 has a big budget and a giant team, everything is great
>SA2 has no budget, a small team and just rush a reskin of SA1 out of the door with no content
>SH has no budget, a small team, have to work on new hardware and rush it out the door
Then Sega saw how well that worked and did the same with sonic 2006
>>Then Sega saw how well that worked and did the same with sonic 2006
I love how SEGA dunks on the game now that it's cool to do so, acting like they weren't the ones that created it in the first place
06 had a big team
for you
Compared to the SA2, Heroes and Shadow teams, 06 did have a big team.
prove it
https://www.mobygames.com/game/11564/sonic-heroes/credits/gamecube/
https://www.mobygames.com/game/26398/sonic-the-hedgehog/credits/xbox360/
Do you think it'll ever get better? When all the old fogies are gone and new blood takes the reins?
A lot of their talent jumped ship to nintendo after unleashed or so to make those olympic games shovelwares too
all the budget went to the FMVs and hiring AKON to sing the credits
Had is the right word yea, Sega thought it would be funny yo send the majority of the team to work on wii shovelware
why does sega love jobbing so much
Now that they took the open world pill you can bet it'll only get worse and worse
Considering what most "new blood" in gaming is into....yeah nah
They thrive in the underdog status. The shadows are where the cult forms. Also unrelated, but anyone drawn Silver as a 40K psyker with all the head USB implants and all?
06 does have more programmers credited on it than Secret Rings does.
Yea they'll list everyone that ever worked on it, even if they were not working on it at release.
I'd be curious to see how many people that are on secret rings are also on 06 because they can't work on both at the same time
>I'd be curious to see how many people that are on secret rings are also on 06
I checked once. Barely anyone.
huh that's odd but can't argue with that
That got cut in half when Naka left and got cut in half again to develop Secret Rings
>SA2 has no budget, a small team and just rush a reskin of SA1 out of the door with no content
Who actually believes this? SA2 has about twice if not more content than SA1 and the mechanics are universally improved. Nostalgiagays are showing their bias again
SOOOOOOONIC KINOOOOOOOOOOOOOOOOES
SOOOOOOONIC
KINOOOOOOOOOOOOOOOOES
People seething at this game for being mediocre/good/shit for years
Wojak.
This Machine goes hard. First song I downloaded from a video game.
The controls weren't precise and too fast momentum from walking to running. Plenty of instant deaths from bugged walls and platforms. Some attacks would trash you off the stage so you were better off ignoring enemies or using team attacks. Level design falls apart after the first beach level. The lack of polish was self evident and the performance on PS2 was exceptionally poor. Sonic Heroes is a flawed game with what feels like an Early Access build of the game. Anyone who disagrees is deep in nostalgia cope.
Considering what came after, Sonic Heroes is Top Tier.
It was completely unnecessary to have change-team-leader buttons. Just map each character's actions to a different face button.
My favorite part of Sonic Hero's jank is how they actually programmed in a thing where if you run full speed over an edge your character will stop on the edge so you don't fall off, and then they proceeded to forget to actually apply this property to like half the ledges in the game so you can still just run off edges in most of the levels.
Team rose being easy mode but likely your third playthrough right after hard mode. Chaotix missions giving absolutely zero leeway with collectibles. Recycling the game 4 times. The start of spongy enemies with big health bars forcing you to stop all the time.
they fricked up the controls and level design
>B button shit barely fricking working as intended (oooh, a path of rings in front of a bottomless pit! I hope Sonic doesn't decide to randomly rocket excel ~~*: )
>Button functions can be inconsistent and sticky, like when you have to try multiple times to get the Triangle Dive to work if you're already floating because of a fan (as in floating and spinning in circles, not due to an already performed TD), pressing B can do anything from a super speedy spin-dash to rocket accelling to light dashing to creating a tornado as a speed character leading to all sorts of hijinks
>Inconsistent collision detection that can frick with things like the Triangle Jump
>or if you're really unlucky just outright falling through geometry
>>Team Chaotix stage requirements can either be super fun or super fricking cumbersome with no in-between
>All stories have the exact same levels with the only variation being where the stage is cut off, Chaotix may be in a particular section whereas Rose, Sonic and Dark will have the same level ending in different points from shortest to longest, this makes playing through the whole game at once a chore
>Special Stages
>That require the key to access
>That is dropped if you take damage
>Ai controlled partners dying during the bingo section
>The PS2 port is complete cheeks
>The repetition of gimmicks in stages like repeated bingo, the bobsledding in the second train level, all the fricking poles you need to spin up
>The fricking crocodile sequence randomly throwing you backwards when the vine is swinging forwards
Just a couple, I could definitely think up more but I think that's enough.
Frick anyone who gaslights others into thinking this game is good but hasn't actually touched it in the past 5 years. Your childhood fun has blinded you.
Music is still kino as frick, of course.
people only play sonic team but team dark is the campaign they actually tried to make fun
Simple and honest answer is it was the devs first time having to develop and ship a game on 3 different consoles at once. Also probably the need to learn Renderware which might not have been the best choice compared to an in-house engine.
They thought it'd be smart to distance themselves from the toxic waste pit known as Sonic Adventure.