Mike Prinke Profile picture
Apr 8 16 tweets 3 min read
#SonicMovie2 is a BIZARRE ride. Like right when you think it’s going to become rational for a minute there’s all these left turns into chaos. This movie is surely made by goblins.
I do not know how to describe what I just watched. There is this insane clash of like three different kinds of movie happening. It’s all following the same, reasonably cohesive plot, but you just never know which style of movie it’s going to veer into on the way to the goal.
SPOILERS below.
Like you think it’s going to become rational when the human characters take focus for a minute.

Nope. They didn’t bother trying to write them like they live in the real world. They are Simpsons characters. Everyone on Earth is EXACTLY as weird as Sonic and Tails.
For a minute you get a look at something mundane and folksy like you’d expect from a typical “the cartoon character is in the real world” movie. But it never stays that way for very long. They are written like they live in Sonic’s world, not the other way around.
This. What I’m saying is that it’s an INSANE directing choice I didn’t think they’d have the guts to do, but it was absolutely the right call in this movie.
Like you hit the predictable bits where you’re like “oh man it’s time for the killjoy human characters to take center stage huh” — and then whoever wrote the scene went Terry Jones on it and injected a turkey baster full of absurdism.
Like there’s ten minutes at the break to act 3 where a minor supporting character from the first movie suddenly is in the spotlight. And they get, like, a whole, complete story with a beginning, middle, and end. And it’s the WACKIEST execution on what would be tiresome beats.
I’m not gonna pretend some parts don’t feel like they blend so much as they feel like car crashes. But it’s like if you set up all the car crashes in such a way as to create a sculpture.
Like there’s actual thematic coherence. Every beat explores or reinforces the ideas of trust, camaraderie, and friendship. And its sense of humor is so playful and free of mean-spiritedness.
But then a fight scene happens and Sonic and Knuckles fucking BRUTALIZE each other. Like with actual back-breakers and shit. And they’re like, well-animated and choreographed.
Actually that’s an understatement — they’re -creative-. Like the first movie was very playful with Sonic’s super speed, but they think of it completely differently once two super-fast talking animals get into the ring together.
And the dialogue. Like, they throw lots of jokes at you VERY fast, some of them try too hard, and sometimes there’s the friendship speech platitudes. But most of the time the banter is really fun.
Like both Sonic and Robotnik have this attitude of “god damn it THIS GUY again” and the taunts they get are so fun.

And Knuckles ……… Sonic Boom fans, Idris Elba is gonna do you proud. Actually this is like all the best parts of all the interpretations of Knuckles in one.
Then there’s the Easter eggs. There is REMARKABLE attention to detail in a lot of things. Like you find out what these faces in Labyrinth Zone are. And they re-create so many frames and poses from the games. Image
It’s FASCINATING if you’re a fan. I’m not sure non-fans will get it, because they really brush past the worldbuilding, but this movie is a treat if you grew up with a Sega Genesis.

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More from @Mike_Prinke

Apr 11
Went on a #Pathfinder2e and #StarfinderRPG book binge. It turns out Paizo has been very busy since I initially got these. Sooooo much new stuff to see!
So they have mechs now
The mech rules are pretty clever, managing to take into account even the possibility of playing a Power Rangers Megazord.

For reference, that'd be a Colossal frame with five operators, which means it gets like five actions every turn.
Read 15 tweets
Apr 9
The short version is that I work on documentation on the Unreal Engine docs site at docs.unrealengine.com. I write stuff mainly in platform support, pipeline tools, and programming.

There are a lot of ways that this job is surprisingly not so simple! 🧵
Imagine writing the manual for a feature that has not been released yet. You cannot google the answer, and there's no Stack Overflow post demystifying it. 100% of the knowledge about that feature is internal to the company, and you need to find it.
Here's probably the biggest case of that I've experienced. The Valley of the Ancient sample showcased a lot of key UE5 features for Early Access. But, even the docs for each individual feature were still in-progress. And some tools were still not final!

docs.unrealengine.com/5.0/en-US/vall…
Read 12 tweets
Jun 14, 2021
Thread time again.

I will both answer the question the OP is asking, and explain why the point of view expressed in the article is … frustrating.

JRPGs don’t really need fixing as much as people think, but it’s a very common point of view from game devs to want to change them.
To lots of people, the appeal of the genre is from a handful of examples and the surface-level traits the genre brings to the table: novel-like storytelling, with detailed worldbuilding and clean exploration. Interesting places and characters with a full plot wrapped around them.
Simply put: Many people who want to tell stories with games want to make something with a world as detailed and characters as appealing as their favorite JRPG. These hallmarks are universally appealing.

The gameplay is a lot more divisive among designers for a few reasons.
Read 33 tweets
Jun 13, 2021
As an extremely career-driven person, I cannot possibly overstate the level of maliciousness in this person’s advice. She is deeply out of touch with the realities of the current job climate, and adopting these kinds of habits will ruin your life long-term.
If you give your boss your weekends with blind enthusiasm, they will begin to schedule around the assumption you will always do it. I spent years filling a role as an “indispensable” programmer, and many of the folks I worked with would ping me on Slack after 11 PM on a Sunday.
It’s THEIR job to make sure projects are scheduled well enough that you don’t need to do overtime, not your job to compensate for their management or acquiesce to their lack of boundaries.
Read 5 tweets
Jun 11, 2021
Thread time.

I’ve worked on several Kickstarter-backed projects, and Doc’s take here is accurate. KS is far from an ideal way to build a video game budget.

I won’t reveal specific information about projects, but I’ll fill you in on some budgeting realities. 1/
To give a ballpark figure on what games cost, think $10,000 per person per month. That’s not necessarily everybody’s salary, but rather an average estimate of their pay plus running costs, like software licenses, office space, etc. 2/
Most of a video game’s cost is man-hours. Material costs are lightweight relative to other kinds of entertainment, but people must constantly do work for any ground to get made. Everything you see is manually built and tested by someone. 3/
Read 32 tweets
Jun 4, 2021
Time for a thread.

I’m going to let everybody in on a little game development secret: when you work on a bad game, almost everybody on the team is PAINFULLY aware that it’s bad. Morale drags, everybody struggles to try and at least make their contribution acceptable.
It’s like standing in the path of an oncoming bus, too late to get out of the way. The time at which you realize it’s going to hit you may vary, but at some point ahead of the game’s release, you see it coming in slow motion.
Literally everybody on the team knows the problems that the public will complain about when they play it. If it was obvious to you as a player, imagine how obvious it is to people who’ve been living with the project for several years.
Read 24 tweets

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