thinking about how one of the biggest mistakes that platformers trying to ape Sonic in the 90's, including Bubsy, made is that they made their character way too fast
more specifically, they always accelerate too fast and have too high top speed from moving forward on flat ground with no assistance, which makes the games frustrating because you always hit shit
you don't actually go all that fast if you just hold forward on the ground in Sonic; you only reach high speeds either through interacting with level elements or with special moves like the spin dash
and being able to go slow is key to making the platforming work
there's other things that make "going fast" work in Sonic when it doesn't in imitators, such as rolling letting you defend yourself at speed without having to react to things, or levels with areas that slow you down naturally, but the movement is a big part
if you want a game that has the issues I mention that isn't an easy whipping boy like Bubsy, look at Jazz Jackrabbit
I wouldn't call it a bad game but whoof, if you don't wanna die then there's a lot of stop-and-start because of how the guy moves (plus his weapon being a gun)
hell, even folks at SEGA Technical Institute didn't seem to quite get it, and they worked on Sonic 2
just look at the Astropede demo (or even Sonic X-Treme beta footage) and you'll see lots of finicky speed adjustment thanks to how fast you go
as a side note I think the Sonic Adventure games did a good job of translating that sort of lower speed control to 3D; both of them won't push you to super-crazy speeds on flat ground
(which, of course, begs the question of what the fuck happened with Sonic Heroes)
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the stuff with Tales of Arise the other day made me think about what it means to update a game series. it's an interesting topic to me because it means zeroing in on just what the appeal is, and since games are made of so many aspects, that can be very difficult
as someone who enjoys Sonic, a series that is basically constantly changing out of what almost feels like sheer panic, it's interesting to see what even the bad games attempt to capture as "what makes Sonic good", whether they succeed or fail
it's why I can't stand Sonic Lost World, honestly; that game seems almost laser-guided to completely jettison every single thing that I actually like about Sonic, from the ideas behind the core mechanics to the level concepts, the art style, even the music... god I hate that game
good thread. the hate for Japanese games around that time was fucking *wild*. even if you're willing to attribute the higher reviews to the remaster's improvements, it's still worth a look to see just how far this shit went
I certainly wasn't as connected to the industry as this person, but I *was* a fan of the Devil May Cry series when that reboot hit.
Whoof.
remember when interviews with the devs had them shitting on the old games for being sexist because of things like Trish's design, and then when DmC came out and literally every female character was loudly and pointedly called a whore multiple times it was just kinda glossed over?
-SPELL CARDS WERE ALWAYS SUPPOSED TO BE GIVEN HEALTH BARS
-YEARS OF TOUHOU yet NO REAL USE FOUND for forcing players to dodge for LONGER
-wanted to make them dodge anyway? We had a tool for that: It was called "MORE HEALTH"
-"Yes, please give me nothing to SHOOT in my SHOOTING GAME. Please make my shot WORTHLESS" - Statements dreamed up by the UTTERLY DERANGED
LOOK at what ZUN has been demanding your Respect for all this time, with all the time & money we spent on his games (These are REAL Spell cards, designed by REAL Game developers)
I wonder how many people thought R3X was an actual thing lmao
anyway the next proper story I want to do is probably either Blue or T260G, but first I wanna poke into Fuse's story, I hear his is a bit special and unlocks in pieces as you clear others, and that it can get a bit tedious if you leave the whole thing until the end.