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Awoo.

So EXACTLY how much rehash is in E1?


Blacklightning

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I was pretty much aware of all of this already but, one odd thing I noticed is that the fire spitting gargoyles don't actually SPIT FIRE! Why are they there?

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About the Casino Street boss... in pinch mode he puts a shield up, becomes a ball of electricity and bounces around the arena. That did not happen in the original. You're likely to miss this attack though if you beat him in the huge space of time before he does anything. But otherwise I agree with everything you say. It's so much a rehash that nostalgia plays no part in it. It's just lazy design.

EDIT: Casino Street Boss pinch mode

EDIT2: LLZ3 had water and two small tilting areas. None of the gargoyles in any act breathed fire however. And the final stage was E.G.G. Station. Final Egg was from SA1.

Edited by Blue Blood
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I always felt that Sonic 4's rehashes were completely cosmetic. When you get to the music and the gameplay (for worse or for worse), it's mostly original. The homing attack and level design change up the pace to a point where I can't even focus on the game being Sonic 1 and 2 with plastic coating. Even so, the levels are indeed intentional rip-offs of previous levels.

I have to give props to Lost Labyrinth, though. With the rolling boulders, the mine cart, the torch puzzle and the surprising low usage of water, I think that it's the best of the 4. Aside from that though... can't say I'm willing to defend the rest of the game.

The vine swinging (which is nothing like Angel Island, by the way) the card flipping and gear mechanics, while nice, are not enough to make this game stand out as an inspired game. I mean, there IS originality and creativity in there, but nowhere near enough to warrant the amount of nostalgic throwbacks they did.

I understand that this was supposed to be Sonic's big nostalgic return, but it was also supposed to be Sonic 4, not some spiritual sequel. Save the blatant copying for Sonic Pocket Adventure HD or something.

Edited by Indigo Rush
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I agree with everything you said. Though I think that Casino Park and Bingo Highway are not as straight a rehash from Casino Night thought

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Far be it from me to compliment S4E1, but I actually didn't think Lost Labyrinth was that bad in terms of rehash.

That isn't to say it was good, but it was a lot more original than the "Sonic 2 in plastic wrap" that the rest of it was.

Edited by Celestia
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I think Splash Hill Zone would have been a fine first zone had it not been for the blatant rehashing of the badniks and the plasticy grass. People compare it to Green Hill a lot, but it really doesn't look that much like Green Hill. Had the stage made use of the "Splash" in the name with water gimmicks like shallow pools and slippery waterfalls it could have been an awesome zone.

And I really don't think Lost Labyrinth feels like a rehash of the original Labyrinth Zone. It looks nothing like it, as you acknowledge, but you also claim that it's designed to play like it and I must disagree with you on that front. Labyrinth Zone is a terribly slow-paced level that takes place mostly underwater. The ruins sections are short and pretty bland.

Lost Labyrinth on the other hand puts a strong emphasis on the ruins aspect. In fact, water only appears in the third act of LLZ. Gimmicks like the mine cart and the torches set LLZ far apart from its supposed source material. As a whole, the zone is much quicker and more fun than the original. While LZ was, in my opinion, the worst zone in its game, LLZ is the best in S4E1.

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I think Splash Hill Zone would have been a fine first zone had it not been for the blatant rehashing of the badniks and the plasticy grass. People compare it to Green Hill a lot, but it really doesn't look that much like Green Hill. Had the stage made use of the "Splash" in the name with water gimmicks like shallow pools and slippery waterfalls it could have been an awesome zone.

And I really don't think Lost Labyrinth feels like a rehash of the original Labyrinth Zone. It looks nothing like it, as you acknowledge, but you also claim that it's designed to play like it and I must disagree with you on that front. Labyrinth Zone is a terribly slow-paced level that takes place mostly underwater. The ruins sections are short and pretty bland.

Lost Labyrinth on the other hand puts a strong emphasis on the ruins aspect. In fact, water only appears in the third act of LLZ. Gimmicks like the mine cart and the torches set LLZ far apart from its supposed source material. As a whole, the zone is much quicker and more fun than the original. While LZ was, in my opinion, the worst zone in its game, LLZ is the best in S4E1.

Alright can we all agree then that Lost Labyrinth is an exception to the rehash rule?

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Labyrinth>Lost Labyrinth. I prefer the 25-year-old original. BUT I AM NOT ONE OF THOSE CLASSIC SONIC FANBOYS, I LOVED THIS GAME!

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Labyrinth>Lost Labyrinth. I prefer the 25-year-old original. BUT I AM NOT ONE OF THOSE CLASSIC SONIC FANBOYS, I LOVED THIS GAME!

...The Sega Genesis isn't even that old yet.

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Labyrinth>Lost Labyrinth. I prefer the 25-year-old original. BUT I AM NOT ONE OF THOSE CLASSIC SONIC FANBOYS, I LOVED THIS GAME!

Someone could just as easily say someone has to be a fanboy to love this game.. It'd be just as meaningless.. I'd recommend breaking out of that way of thinking.. It goes against the spirit of this thread..

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There seems to be this overwhelming conviction that Sonic 4 episode 1 was supposed to be a grand new classic-styled Sonic game following the style of the old Genesis games but with all-new content. And I can't blame you for thinking that when all you knew about the game was that it was called "Sonic 4". It seems a logical assumption. But after it became common knowledge that the game in front of us was just a generic HD Sonic game that got given the label Sonic 4 to raise sales, why are you still following the old line of thinking?

Yes, it's a rehashed redone remake. Was it ever intended to be anything else? The fans where cheated into thinking they were getting a Sonic 4, but now that you know the truth, there's little need to keep looking for clues to the culprit's identity. We already know. It was Old Man McDimpsy, and he would've gotten away with it too, if it weren't for you snooping kids and your mutant fox.

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Just in reply to the first post, the enemies were redesigned. Hell, that's basically the first thing we ever got from the concept art. They changed the AI a bit too; I know how they were boasting about how Motobug could now actually stop and turn around. But yes, hardly makes for an original game, but just saying.

Incidentally, my only real gripe with Sonic 4 in terms of unoriginality was visually- it's okay to do generic ripoffs of old stages, but do they have to be so blatant? It looked less like "Okay, here's a generic casino stage" and "Here's Casino Night HD". Admittedly this is the first time they've ever rehashed Labyrinth and Metropolis (ish- Flying battery is arguably Metropolis 2, I suppose, but Labyrinth has never really been imitated), but still.

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Do we actually know who was responsible for deciding the game be titled Sonic 4? As far as I'm aware, we're not. But I do agree that the rehashing exists because this wasn't meant to be an original game. Obviously, how they actually went about the rehashing is worthy of criticism - poor physics, homing attack chains, etc. - but it's long been a truism that, if they'd simply called it something like Sonic HD and introduced it as a walk down memory lane, rather than having to pretend it was meant to be Sonic 4, rehashing would've been seen as what it is, a feature rather than a flaw.

As for the bosses, I think they should've been in pinch mode from the get-go, so you think at first glance you know what you're dealing with or recognise it as a reference but are then forced to handle something outside of your konwledge.

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About the Casino Street boss... in pinch mode he puts a shield up, becomes a ball of electricity and bounces around the arena. That did not happen in the original. You're likely to miss this attack though if you beat him in the huge space of time before he does anything.

Oh. So it's basically "ShTH Final Boss" syndrome then? No fucking wonder I never noticed any difference.

I wonder if there's a Trope for that.

EDIT2: LLZ3 had water and two small tilting areas.
Fuck, I KNEW I was forgetting something. I want to single those bits out specifically because while this sort of thing technically hasn't been done in a Sonic game before, Sonic 4 goes out of its way to ensure it has absolutely no relation to the game's mechanics in any meaningful way, which is not something a stage specific gimmick should be doing.

What the fuck even happened there? Why is the player suddenly given control over gravity? Why are you required to tilt water towards the exit point to progress? Why are you required to take a near-guaranteed hit from the spikes on the opposite wall? Those bits were somewhere between a Genre Roulette and an outright Big Lipped Alligator Moment, and the more I try to make sense of it the more my mind is blown by how fucking stupid and random the whole idea is. I just don't get it at all.

And I really don't think Lost Labyrinth feels like a rehash of the original Labyrinth Zone. It looks nothing like it, as you acknowledge, but you also claim that it's designed to play like it and I must disagree with you on that front.
Woah, slow down a minute there. That's not quite what I was trying to imply.

Is it because I mentioned the "feel" of the level? Might've been a poor choice of wording on my part. What I'm saying is, while the graphics aren't a clear tile-for-tile matchup with the level that inspired it, it's still pretty clear that they were deliberately trying to capture as much of the atmosphere from it as humanly possible, to a fairly similar extent. Take Emerald Hill for example. It's pretty clear that EH is a blatant Green Hill clone, arguably even on par with Splash Hill, but this isn't because it steals the former's resources outright - it just takes every last theme the original introduced and swaps some graphics around, to put it nicely.

That's pretty much what happened with Lost Labyrinth - it's decorated with very rough, bricky-looking shapes as opposed to Labyrinth Zone's rather smooth looking blocks, and has a more obvious contrast between predominantly indoor and outdoor backgrounds, but besides that, they're basically the same thing in slightly different coats of paint. Something of a spiritual rehash, if you will. Normally there's nothing terribly wrong with this - after all, Emerald Hill got away with it just fine - but it just happens to be packaged together with ripoffs far more shameless than it, so it's kinda hard to give Lost Labyrinth a free pass on what's arguably the second most infamous problem with the game (y'know, behind its trademark physics problems).

That said, Lost Labyrinth does steal pretty much every gimmick from Labyrinth Zone bar perhaps the conveyer belts, even if it adds "original" content on top of it. Take that how you will.

Just in reply to the first post, the enemies were redesigned. Hell, that's basically the first thing we ever got from the concept art.
By how much, though? Adding a bunch of extra lines to the character models doesn't exactly count. The only visible difference of note I even found while doing my research was the crabhammer dude from Mad Gear, and only because its hand wasn't all badass and spiky anymore like that asshole in Sonic 2.

To be fair though, I was referring to them on a mostly functional basis, and in that right there is near to absolute zero change in any of them. I wouldn't consider a change in animation or the ability to stop a particularly game-changing innovation if you get what I'm saying.

Incidentally, my only real gripe with Sonic 4 in terms of unoriginality was visually- it's okay to do generic ripoffs of old stages, but do they have to be so blatant? It looked less like "Okay, here's a generic casino stage" and "Here's Casino Night HD". Admittedly this is the first time they've ever rehashed Labyrinth and Metropolis (ish- Flying battery is arguably Metropolis 2, I suppose, but Labyrinth has never really been imitated), but still.
Bitch please, everyone know all industrial levels are ripoffs of Scrap Brain anyway. =V

Do we actually know who was responsible for deciding the game be titled Sonic 4? As far as I'm aware, we're not. But I do agree that the rehashing exists because this wasn't meant to be an original game. Obviously, how they actually went about the rehashing is worthy of criticism - poor physics, homing attack chains, etc. - but it's long been a truism that, if they'd simply called it something like Sonic HD and introduced it as a walk down memory lane, rather than having to pretend it was meant to be Sonic 4, rehashing would've been seen as what it is, a feature rather than a flaw.
Well, in spite of all my ranting I DO want to point out that rehashing isn't necessarily an inherently bad thing - after all, Generations pulled it off with flying colours, and then some. The problem with throwing it in Sonic 4 is that it further emphasizes the absolute laziness and lack of care that went into Sonic 4 in the first place. You can practically see their thought process unfold as you play through the game, for christ's sake.

"So, what have we got working so far?"

"Pretty standard classic Sonic engine that we totally ripped from Sonic Rush. Looks like it works fine but I haven't bothered testing it yet."

"Don't bother, it's already perfect. How's the art front going?"

"It looks kinda shit and all over the place, but we haven't spent much of our budget yet so we can still fix it."

"Don't bother, the less money we spend the more profit we make. How about levels?"

"We're upscaling a bunch of Genesis rips and swapping the tiles around for different layouts."

"Perfect. Keep thinking like that and we'll make money no matter how bad this game fares. What about marketing?"

"We're just gonna call it Sonic 4 and let it sell off name alone. Not like those dumbshits can tell the difference. Then we're gonna dripfeed absolutely inanenly small tidbits of PR to keep everyone at each other's throats interested up until release period."

"Fucking beautiful. I could kiss you, anonymous Dimps employee."

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I always find mysterious this implication that the head of Sonic Team or indeed anyone outside of Dimps had no influence on the game being called Sonic 4. I find it quite difficult to believe that it wasn't Iizuka's decision, whether or not it was his idea.

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Thumbs up for writing up your thoughts in a well organized manner, but thumbs sideways for stating something that has been known since even before Episode 1 released. Yes, there are a lot of reused elements. In fact, I think it would have been far easier to simply list what is new to the game and just say the rest of the stuff was rehashed from past games.

I believe knowing the history of the game's development helps a lot in understanding why so much of the game was the way it was. Initially the game was simply an HD Sonic title called "Sonic DLC" (internally). It wasn't intended to be the almighty Sonic 4, but rather the Sonic version of New Super Mario Bros Wii. Reintroducing classic stages and elements in HD with a few new moves. Different physics was probably not a major issue internally, as the game was probably seen as just another 2D series like Rush. "Why would it need to be 1:1 with the Genesis games, it's Sonic DLC, not Sonic 4! NSMBWii wasn't 1:1 with the classics." (what the minds at SEGA were probably thinking early in development). It wasn't until certain higher ups at SoA stepped in and suggested (or demanded) that it be Sonic 4 that what was originally a half hearted homage to the early titles, became the next big numbered titile in the numbered series.

Essentially, SEGA shot themselves in the foot.

I really do think that had the game been Sonic 4 from the very start, it would have gone a different direction. The early peeks at Episode 2 are probably far more in line with what a true Sonic 4 Episode 1 would have been.

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To bad they didn't rehash the controls/game play from the classics. The ONE rehash everyone would have liked. :/

Now THIS definitely needs to be QFT.

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To bad they didn't rehash the controls/game play from the classics. The ONE rehash everyone would have liked. :/

What?

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He is basically saying that Sonic 4 copied a lot of things the classics had, except the controls and gameplay. (Good physics, no homing chains, etc)

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