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    Sonic should draw gameplay features from other Sega games

    XNinjaRed
    XNinjaRed

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    Sonic should draw gameplay features from other Sega games Empty Sonic should draw gameplay features from other Sega games

    Post by XNinjaRed July 14th 2009, 10:45 am

    Anyone here played X360's Sonic Unleashed's Super Sonic battle?
    If you didn't here's a video:
    https://www.youtube.com/watch?v=yAAUjBL6-Bo

    Anyone notice anything?
    Yeah, Super Sonic's gameplay is like a Sonic version of Nights into Dreams gameplay.

    And you know what? It WORKED!

    So I got the idea, Sega should draw gameplay elements from old Sega games and put them in Sonic.
    And no, I don't mean as in implement it as a seperate gameplay like Werehog kind of was for Ristar.

    No I mean take an existing Sonic move and redefine it with mechanics from a different Sega game.

    I'll give an example here:

    Homing Attack.

    Now Homing Attack is fine, changing it completely would be stupid. But one complaint mostly seen in Sonic's enemies is how easy they're defeated. Sega tried to fix that with Sonic Heroes and Shadow the Hedgehog by giving the enemies lifebars, but people didn't like that as well. What's my solution?

    Shinobi's Akujiki mechanic:
    https://www.youtube.com/watch?v=_UZa_ny60Sg

    You don't understand? I'll explain. Shinobi's Akujiki had a unique gameplay. Akujiki isn't really a strong weapon at the start. But with each successful kill in one combo your sword gets stronger. Screw up or finish your combo and your sword gets back to weak again.

    What I'm trying to add to the Homing Attack is this, make Sonic's Homing Attack stronger after each succesive Homing Attack kill. This way, they can make enemies who are very strong and won't get killed in one Homing Attack. You can CHOOSE to simply Homing Attack that same enemies 10 times to kill them OR kill multiple weaker enemies AROUND the strong enemy and then use a powered up Homing Attack to kill the stronger enemies in one hit. It puts strategy in the Homing Attack and the enemies won't be as "weak" as they were in Sonic Unleashed.


    Next move:
    Spin Dash. This move hasn't been getting the right treatment lately. The best Spin Dash ever was was in the Sonic Adventure series but even them I myself found it lacking actual physics. What should we mix it with?

    Super Monkey Ball:
    https://www.youtube.com/watch?v=X1TSEy8X8k8

    Of course exclude the bounciness and make it a bit faster and you pretty much have the perfect Spin Dash controls!


    Next move:
    Sonic Boost... uhhh... Basically I already fixed Sonic Boost's overpoweredness problem because the Homing Attack already took care of stronger enemies who won't die in one hit. So that move doesn't need to get something added at all.


    Next move:
    Sonic Drift, it's a nice idea, but it seems to be made only for BIG curves in the roads. Sonic Drift should be used for VERY tight turns. How tight?

    Crazy Taxi tight:
    https://www.youtube.com/watch?v=YhsE6qdQr1g

    If the drift worked like that, I would've used the drift more often for turning then for speedruns.


    These are just examples. What I'm saying is, the way they made Super Sonic play like Nights into Dreams was a really good idea, and they should do that for lots of other stuff in Sonic games.