Gotta love those Miles muttonchops.

Tomorrow will see the release of the Segabits podcast, Sonic Talk: Episode 4. In it, me and Alex interview Ken Balough about all things Sonic 4:Episode 2. One thing that’s been discussed in other forums and kinda revealed lately is how the physics are shaping up and it’s all good. Here’s what Ken had to say on the new and improved Sonic 4-2 physics.

You’ll notice the changes right from the get-go. We took fan feedback and made sure he doesn’t uncurl. So now when he rolls up those hills, he’ll stay in ball-attack form. The other thing was to start having the game have more momentum style physics similar to the Genesis. In act 2 of Silvania Castle, it starts off at a big hill. So if you just put Sonic towards the edge and have him tuck and roll (not spindash) and let him roll naturally, you can put your controller down because not only will he roll down that hill, but he’ll actually pick up speed and roll off a ramp (for example) and have it similar in essence to the way it was on the Genesis.

Check out Sonic Talk 4:Episode 2 tomorrow on the Segabits website (or use the link I’ll provide later on this site) to find out more on the physics, how Sonic CD is now embedded into Sonic 4 and the Genesis trilogy, what kind of adaption will be in the Archie magazine, which versions have “transfarring” and much more!

Also, you’ll get to hear some nerds talk about Game Gear games and the Sonic Advance series so…win win!

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42 Responses to Get a Sample of Tomorrow’s Sonic Talk Interview with Ken Balough. Physics Finally Fixed?

  1. Dakota Jones says:

    I hope its the truth (about the momentum). The gameplay vids still looked off to me when it came to sonic and tails gathering speed… The uncurling being fixed and the inertia kept from of the speed gained were noticable though.

  2. PC the Hedgehog says:

    Betcha folks still complain.

  3. I don’t get it; why would people be concerned about realistic physics in a game where a hedgehog can break the sound barrier simply by running?

    • … Have you played any of the Classic Sonic games? If no then play them, if yes then go play them again.

      • This is funny. I raised the idea that the Genesis game physics were realistic physics once and got laughed off, because they weren’t.

        Basically they’re just referring to physics that give Sonic some weight as he moves and lets him react to things in the environment along those lines, and wanting the game levels to be designed around those physics instead of supplying things like boost pads (that mean you don’t have to build your own speed) and scripted bumpers/springs (that mean you don’t have to control your own jumps) to ‘help’ you complete the level. It’s one of the reasons why some people don’t like homing attacks, as well.

  4. I’m really excited for this interview, Sonic the Hedgehog 4 – Episode 2 is looking great so far. ^w^

  5. NauseousPenguin says:

    Sounds like a blast! Well, the game, that is. Can’t wait to play it!

  6. So running down hill makes the ball form faster.

    How about running downhill makes the leg blur spin faster? It always rotates at the same speed in my opinion.

    Fix it.

    • That’s more of a nitpick. :P

      • It’s being a perfectionist. A quality SEGA and Sonic Team need to learn again quickly.

        • SonicSilverSS says:

          Sorry to say, but no game can be ‘perfect’. Say as much as you want about Mario Galaxy 2, or Skyward Sword….they may be great games, but not perfect.

        • SonicSilverSS says:

          Oh wait, you said, learn again…well still, can’t learn what no one can have. Even the classic were never perfect. Just saying….

    • So your a Sonic fan makes you complain faster

      How about enjoying what they have makes you shut up? The “Sonic Cycle” always rotates at the same speed in my opinion.

      Shut it.

  7. 1. Will half of the the speed boosts and springs be removed in the final version?

    2. Will Sonic’s legs and his red running blur run and swirl faster based on speeding up and slowing down such as when going down hills and through speed boosts in the final version?

    3. When you hit a speed boost will he continue running instead of being forced into ball form when going through one like in classic titles?

  8. And another final issue, what will it take to have all the light saber effects removed from the models?

  9. I’m glad they’ve fixed the physics! I can’t wait to play it ! ^-^

    Go Sega!

  10. At least Sega can’t be accused of not trying.

  11. Jordonguy247 says:

    IF, IF they do sonic 4 ep 2 finally right…everyone enjoys it, and all that junk….Will the Sonic Fanbase…FINALLY FIINALLY stfu, and stop complaining about every singal fuckin thing in the game so that we may not be the staple of fanbase embarrassment . Just after…thats all we ask.

    • @ Jordonguy247

      Well, don’t get your hopes too high about that. I’m sure some of them will always find something to whine, b*tch and/or complain about.

      Personally, I can’t wait to put my hands on this game. It looks pretty good so far

    • HA. You think that the fanbase is embarrassing because people complain?

      It’s the furry’s that have dragged the fanbase through the mud all these years.

  12. Okay well if we’re going to nitpick, I hope they’ve fixed the spindash sound effects!

  13. Once they promise to remove every single boost pad, remove forced curling/uncurling sections, remove 1/2 of the springs that we’ve seen in the game so far, and actually make a majority of the game more platforming and less holding left/right, then I might actually buy this.

    This isn’t being nitpicky, by the way, I’m just hoping they do the right thing here and NOT just fix the physics, which were never really a problem to begin with.

    • Yeah, the physics seem fine from what I see, but the over-usage of springs and dash pads NEEDS to stop. After Sonic the Hedgehog 4: Episode I, I never wanted to see another dash pad in a 2D Sonic game ever again, it’s bull. However, even with that factor, I think that buying the game would be a good thing, because all of it (including some portion of the level design) seems far better than Episode I and has a lot more content.

  14. I wonder where Dimps got the inspiration to add so many automated sections http://www.youtube.com/watch?v=dnnctQaIk58&context=C4a8a039ADvjVQa1PpcFNPc2W-FiGjC6tcjnM6LXB4hT9riWDQ6ic=

    • Automated sections are fine, but not in excess. That video leaves out all the platforming sections of those stages.

      Don’t defend DIMPS shitty level design.

    • Well, to be honest, almost 75% of Sonic 06′s level design was scripted sections, and the other 25% was pushing forward and “Homing Attack platforming”.

  15. SolidSonicTH says:

    Eh…words.

    Let’s see it, boys.

  16. I fear more complaining coming off this interview…..sigh….

  17. I can’t wait for the interview! I really am interested to see those new physics, and hopefully, like the Sonic Generations interview with Aaron Webber, we’ll get some gameplay too. I REALLY hope that the rolling ball mechanic is actually truly implemented in the game, we need that back, hell, even Generations didn’t do that well. I really can’t wait!

  18. Rolling is actually useful now?
    http://www.youtube.com/watch?v=AwRztOQ_d_s

  19. Dr Robotnik says:

    Am I the only who is looking forward more to the “clear up” of Sonic CD’s place in the whole Mega Drive / CD era of the Sonic Saga / cannon, more than the physics issue? I don’t Believe this!!!!

  20. MilesKnightwing says:

    Cool looking forward to hearing what he said. The fact that there have been changes in the physics to play more like the mega drive games shows that SEGA has at least listened. Which you have to apprceiate.

    Strangely I think the interest/anticipation in Ep2 will surpass Ep1. I mean we already no that Ep1 could have been better (thats putting it lightly) and surely Ep2 can’t be any worse. So I am curious to see what we get.

    As for the back story with Sonic CD. Thats hardly important. CD sits inbetween Sonic 1 & 2. We all know this. The Sonic sprite in CD is the same as Sonic 1. I think CD started development slightly before Sonic 2. So there you are.

    No doubt that Ken had to go ‘Miles Per Hour’ to get that beard applied and removed.

  21. *(NEWS ALERT – KEN INSULTS FANBASE – SEGA IGNORES FANS)*

    In recent interview with Ken from SEGA, a statement blunty retorted was “Wait… They don’t like bumpers?”

    It is believed at this time that SEGA and DIMPS intentions are not to take fan feedback, but to make changes that corporate workers find need to be improved and mask it as if they are listening, which explains the poor level designs to be the same and Tail’s being forced co-op rather than single player. It would also be safe to assume it is another reason why Episode 1 and Episode 2 are not linked together to feature one Sonic model with Tail’s playable in both episodes.

  22. neezthehuman says:

    you fools obsessed with physics need to realise that Sonic 4 with perfect classic physics would still have sucked. Level design is everything. if boost pads and spring sequences (automation) are littered like confetti (which they will be i promise) physics are useless and make no difference because the the game will just play itself and all the player has to do is hold forward. boost pads will send you through loops and instead of platforming there will be springs that bounce you around.

  23. I’ve always love curling into a lil ball all the time(like hedgehogs actually do err I think). I also REALLY loved gaining height from a ramp and getting higher and higher. Looks like segas getting the picture, here’s a cookie.