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Sonic Generations Impressions, Help, & Discussion Topic


Agent York

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The 360 version had a minimum of 27 fps(wow) while the ps3 versions min was 30 fps. This honestly makes the ps3 version superior to me.

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I wasn't going to mention this, because I assumed all of them spoiler-mongers frequenting this sub-forum would consider it old news, but I gotta say that the endgame revelation

Is this what everyone was freaking out about on page 21 of the spoiler topic? I have come THIS CLOSE to spoiling it for myself SO. MANY. TIMES. Dying to know what the big deal is but I guess it's one of those things you really, really shouldn't spoil...

Edit: again, don't read that unless you're cool with being spoiled. I didn't read the whole thing so there might be untagged spoilers.

Edited by DC111
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That's cool and useful for comparison, but I'm wondering if anyone has played through most or all of the levels and knows how frequent the hiccups are.

Now that you mention it, I do remember a very noticable framerate drop when Sonic hangs from the helicopter and the perspective switches around in the Speed Highway level.

And that's it. If there were any other framerate hurting moments in the game I didn't notice them.

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We got Generations on the Xbox 360 tonight at Gamestop

So far we are up to Seaside Hill and enjoying the game for the most part - the game feels refreshing and fun without being too easy. The controls feel a bit better than the demo, dunno if that's because we're now used to how the game feels (thanks to the demo) or if they tweaked things? Might just be me...

The main levels are pure Sonic action, mind Classic does have some general platforming where Modern continues to focus on full on boosting action, though both acts tend to have some mind-blowing moments anyway. You have to play as both to progress in the main storyline and they have their pros and cons. Modern Sonic is Zippy and more in 3D, but is a little harder to control and see where you gotta go. Classic Sonic is a bit easier to play as, though he doesn't always get to be as zippy as modern and sometimes has to do a bit more precision-jumping

The challenge levels are nice concept carried over from Colours, there's a number for each Zone, and you need to complete a couple of them at least before you can go take on the big boss for each era. They all have certain gimmicks and criteria for completing levels and so far seem pretty neat and inventive. Completing them gives you musical notes too, which helps unlock additional art and music in the game (alongside the red rings within the levels)

The camera can be a little derp at times, and some slowdown in busy sections of levels like the skyscraper run in Speed Highway (sort of hope inevitable patches sort that one out) - but nothing as bad as some older Sonic games.

Also playing Classic Sonic's acts after modern results in some nice cutscenes in story mode ; )

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Hey guys! LONG TIME NO SEE! (lolz this is my first post, nice to meet you all)

I picked this up at the Uncharted 3 midnight and it's exceeding all my expectations. Both Sonics control extremely well IMO, and I never feel like I have the blame a death on the game like I did with Unleashed. What I'm also noticing is the Trial and Error gameplay has been toned down ALOT. I'm able to get to the best route in a stage, or be on it for most of the stage, on my first run through. That could not be said about Unleashed >.>;

I stopped playing (just a lil break ;) ) at the Dreamcast Era but 100%'d and S ranked all of the classic era. It was a blast. The music change option was a great idea. Seeing one of your favorite songs was just unlocked and being able to dub it over whatever you were gonna do next is a really fun option and it adds so much to the nostalgia. A ton of games got represented via music, and that makes me a happy camper. The extra challenges also remind me of some of the mini-acts Unleashed had as DLC. They're pretty varied as IIRC only the doppleganger mission keeps reappearing.

I honestly have no complaints so far. It's a 10/10 for me personally.

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I have to say, Classic Sonic feels awkward between levels. At one moment he feels floaty, then at others he feels heavy, particulary when you're trying to make a more careful jump on a platform. The controls feel WAY too tight, or maybe that's just the awkwardness I'm feeling. I actually died on the first boss because of this feeling. Weird, I know...

Modern Sonic is hella fun, more fun that Classic right now. That's not to say Classic doesn't have it's charms, but Modern Sonic holds up much stronger for me. One problem I had was muscle memory, as my dumbass would often boost when I meant to homing attack an enemy, but I've gotten over it.

Also, the GUN Truck in City Escape is a complete DICK when playing as Classic Sonic. The number of times he screwed up my jumps in the level...

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There seems to be great care taken to appeal to both casual and hardcore players. S-ranks in the main levels are indeed laughably easy compared to the previous games, but that's because the seriously difficult S-ranks are reserved for the missions. What about the easy bosses? No fear, there's a Hard Mode for every boss with a seperate rank to achieve.

And for the supremely hardcore, there's an ability that grants infinite boost but makes your ring count stay permanently at zero. Perfect for speedrunners who'd reset anyway since hitting any enemy would add detrimental seconds to their completion time.

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I've spent awhile on this and am just gonna move on for now, but can anyone confirm whether Modern City Escape has two Red Rings in the boarding section instead of just one? I got the one at the end of the long grinding part, but theres another ramp higher up I'm having trouble getting consistently.

I cant find the last ring in this stage! angry.png

EDIT: Nvm, it's not in the boarding section...I've got no clue sleep.png

EDIT 2: OR IS IT??? UGH!

Edited by XenotropiXavier
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I got it.. I'm in love <3 The care given to every single environment is astounding, and preserves the feel of the game they were originally from. For example, it really had that Sonic Adventure, Dreamcast-feel when I was blazing through Speed Highway, regardless of which Sonic I was, and that's just straight-up respect for the source material. Each gameplay style excellently showcases where Sonic began and where he's at now, and while Classic Sonic's levels really were designed to recreate the Genesis experience, regardless of the era, Modern Sonic gives you the opportunity to have a sneak peak of what levels from Sonic 1, 2, and Knuckles would look like if they were playable in the 3D Modern style. Running through Sky Sanctuary with Modern Sonic in glorious HD is one of the game's highlights, as it's one of the most beautiful stages I've ever seen in a platformer.

The levels themselves, for both Classic and Modern Sonic, are sprawling, well-tempered masterpieces. For Classic Sonic, the levels are just as intricate and thoughtfully-paced as any of the levels from Sonic 1, 2, or 3. For Modern Sonic, while the focus is still based on moving forward and keeping up a quick-tempo by having a fast reaction time, no longer can you simply "boost to win" like in Unleashed, as the boost gauge is depleted much faster this time around. The level designs feature less narrow corridors, more open areas to explore, a mind-numbing amount of branching routes to the goal, and an increased focus on 3D platforming. Essentially, Classic Sonic's stages are just as deep as you remember, while Modern Sonic's are probably some of the best designed 3D stages in the franchise.

The main story is short, but the amount of extra content is staggering. Unlockables and extra missions abound, easily doubling or maybe even tripling the game's longevity. While the in-game content references only the main series Sonic titles, the extra content covers almost every single title in the franchise's history. I got goosebumps hearing a remix of Sonic Spinball's Toxic Cave.

The boss battles are epic and lengthy, almost serving as miniature levels in and of themselves. They allow players to experience epic recreations (or in some cases straight-up remakes) of bosses such as Death Egg Robot, Perfect Chaos, and Silver the Hedgehog. They are a bit on the easy side, but this only serves to make you look like a badass, letting you blaze through boss fights with the same kind of ease that Sonic himself would demonstrate. But to sate the hardcore gamer's wish to see these bosses be as challenging as they were originally, Sonic Team added an optional hard mode for every boss in the game, making them as difficult as they deserve to be. Now since there's only 6 of them, I COULD complain about the game's lack of bosses given how much history from the franchise this game is meant to cover, but these are some of the best bosses in a Sonic game since the Genesis titles, so I'd rather see 6 terrific bosses rather than 10 or 12 crap ones.

The camera, which many people have complained about in past titles as recent as Unleashed, is excellent, and always gives the player a cohesive view of the action in front of them, never getting stuck behind part of the environment or tripping up at high-speeds. It even works well enough when backtracking through a level, be it with Classic OR Modern Sonic. Granted, camera control is not an option in the game (the right analog stick is useless), however this game doesn't need it, favoring a more cinematic approach to the camera scheme, a la God of War. I'm glad it's not in, only because I'd be worried Sonic Team may have screwed it up somehow if it was. Plus, for the most part, the controls work with you, not against you, so as always, that helps immerse you deeper into the experience, rather than jarringly pull you out of it. The classic Sonic physics also feel spot on, with momentum, jumping, and spinning working just as you remember, rather than being gimped to hell and back again like it was in Sonic 4. Sonic Team really put in a vast amount of effort into fixing the gripes players have had with the more recent Sonic titles, and it shows.

I could soak this game in praise, yet I did have a few gripes with the game. At times, the control for both Sonics do seem a bit odd. For the most part, they work properly as I said before. However, once in a blue moon there ARE some issues with control response, and the controls can feel either too stiff or too floaty depending on the situation. It's hardly a big issue in the grand scheme of things though, as these problems hardly ever even flare up, but they do exist, and can be very apparent when the game demands you to have absolute precision in your maneuvers. A lot of the option missions that are available after completing a level are also a real blast, allowing you to sometimes race your doppelganger, compete with Sonic's pals, or do miscellaneous tasks such as freeing captured animals. However, some missions are real duds. Thanks for making us go treasure hunting with Knuckles again, you dicks.

The bosses are great, but I'm a little miffed that Classic Sonic only fights 2 out of the 6 bosses in the game. Also, I'm not a fan of how you're handed the Chaos Emeralds after defeating the main bosses of each era. It just seems too easy, and is not at all in the spirit of the Classic games. What would have been great is if there would have been special stage-style missions, possibly replacing some of the dud-missions I mentioned previously, that would have made getting the Chaos Emeralds just as fun, difficult, and rewarding as it was in the Classic games.

The story is simple, streamlined, and a lot of fun to watch. The interaction between Sonic, Tails, and their Classic counterparts is just brilliant. Still, I can't help but shake the feeling that the writers could have done more, perhaps maybe by adding some more interaction with the other characters, or maybe clarifying some plot points that are left pretty vague, or something. Some more passing references to the levels featured in the game wouldn't have hurt either. Plus, I won't spoil it, but the ending of the game does leave some REALLY big plotholes. Like, bigger than any other plothole in the franchise. Yup, even beating out the whole "moon" thing.

And lastly, and perhaps most importantly, Sonic 3 totally got the shaft when it comes to in-game representation. Levels from all the main series games are present and accounted for, with CD even getting some rep in the form of the Metal Sonic boss, but where the hell's Sonic 3? It's a royal shame seeing such a classic game from the franchise not get the representation it deserves. Carnival Night, Marble Garden, or Ice Cap are amazing levels that could have easily fit into this game, especially considering just how short the main story is. "Oh, but Sonic and Knuckles was really meant to be one game..." Well it isn't, so shut it.

Overall though, I totally love it, and I can really get behind IGN's score of 8.5. It's a truly great game, but the problems I mentioned hold it back from being the classic it should have been. That said, it's a game that shows that the quality in Sonic games is continuing to improve, as this is game is bigger and better than both Sonic 4 and Sonic Colors. It's a delightful walk down memory lane and successfully shows just how much this iconic franchise has grown of the years. Sonic IS good again, no ifs, ands, or buts about it.

Edited by EXshad
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And lastly, and perhaps most importantly, Sonic 3 totally got the shaft when it comes to in-game representation. Levels from all the main series games are present and accounted for, with CD even getting some rep in the form of the Metal Sonic boss, but where the hell's Sonic 3? It's a royal shame seeing such a classic game from the franchise not get the representation it deserves. Carnival Night, Marble Garden, or Ice Cap are amazing levels that could have easily fit into this game, especially considering just how short the main story is. "Oh, but Sonic and Knuckles was really meant to be one game..." Well it isn't, so shut it.

Yeah, but with only 3 levels for each era, if they picked a level from Sonic 3, then we wouldn't have gotten one from Sonic & Knuckles. Out of all of Sonic 3 & Knuckles' 14 levels, I'm glad they chose Sky Sanctuary.

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Yeah, but with only 3 levels for each era, if they picked a level from Sonic 3, then we wouldn't have gotten one from Sonic & Knuckles. Out of all of Sonic 3 & Knuckles' 14 levels, I'm glad they chose Sky Sanctuary.

Eh, still, they could have gotten around it, I say. If they treated Green Hill as an intro level, and THEN had 3 levels per era, it could have worked. It would reference Sonic 3, and bring yet another Genesis level into 3D, and seeing such classic levels recreated in HD is one of the best parts of this title. I think it would have been an easy fit, Ice Cap or Marble Garden would have been great choices.

Plus, Sonic Team didn't treat Sky Sanctuary as representation for Sonic 3 and Knuckles; in the credits, they only call it by the title of the game it was originally from: Sonic and Knuckles. Plus, in the "Through the Years" trailer, they had them side-by-side as separate titles. They treat them as separate games, and as a result, I just think it didn't deserve getting cut, especially when a level from a game as recent as Color made it in.

Perhaps that's the flaw in this whole "era" system they concocted for the game. And remember, this ain't game breaking for me in the slightest, I still love the game, but one of this game's biggest problems is missing out on a lot of opportunities, and this is arguably the biggest one of them.

Edited by EXshad
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Well, I guess I can relate. My biggest disappointment in the level roster was seeing Seaside Hill instead of Egg Fleet.

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The levels also serve as representatives of the many quirks and facets of the franchise, so some of the stage decisions may have been motivated from that; I think it was you that said this a while back, EXShad.

Green Hill represents the nature-filled areas of Sonic's planet, Speed Highway represents the urbanized areas, City Escape shows that people actually do shit on this planet, Rooftop Run shows the many different urbanized areas of the planet, Planet Wisp demonstrates Sonic's venture beyond the planet obviously, Chemical Plant is one of the many, and perhaps the most famous, bases Eggman had constructed on the planet, and so on.

With that fact in mind, Sky Sanctuary represents the penultimate chapter of the Death Egg Saga, demonstrating Eggman's resilience and desire to achieve his goals, and Sonic's own resilience and persistence to stop Eggman, which is a theme used multiple times and is elaborated on in subsequent games. Compared to the epic atmosphere Sky Sanctuary has, the other zones in Sonic 3&K hold comparatively little impact on what the franchise really means.

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Yeah, but I don't have a problem with the levels chosen. I think they're great, and really well done. And I agree with everything you said, except that it's NOT Sonic 3 and Knuckles: it's Sonic 3, and Sonic and Knuckles. And the game is incredibly short: I'm already at Rooftop Run, and I just got it a few hours ago. All I'm saying is, given how this game is referencing levels from all of the main series titles, why did Sonic 3 get ignored, especially when the game is very short with the 9 levels it has? Why couldn't they have just factored in another stage from the otherwise MIA Sonic 3? Why conform the level list to this "era" system and exclude an entire list of viable candidates of levels to be remade?

I dunno, this wasn't originally a complaint of mine when the level list was first revealed, but after playing the game and seeing how short it is, I just wish Sonic Team could have put at least one more zone in, or something, especially one from the only main series game that didn't get in-game representation. That's just me, I don't think I'm hypocritical for holding that against the game. I still love it, and I love the levels chosen, I just am left wanting more.

Edited by EXshad
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Anyone know when is Casino Night available to play? I just downloaded the pack.

It located (in HUB) right before Death EGG Robo.

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It located (in HUB) right before Death EGG Robo.

Here's a visual for anyone else as well

casinonightgenerations.jpg

Also I fought Metal Sonic on Hard mode, he's more aggressive with his attacks. His pattern is different and he tries hitting you with more street lights. Also I'm half way into the game and having a blast as well =)

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Just got the game. I've only played through Chemical Plant but WOW! I'm super impressed.

I was a little concerned about the Classic gameplay after playing the demo but I feels so much better outside of Green Hill. I think they fixed Classic Sonic's jumping because it's nowhere near as heavy feeling as it was before, unless it's just better at higher speeds. I never really tried rolling, but I'm fine without it because everything else is so much fun. The level was fantastically designed and it felt like a true extension of the Classics. This is what Sonic 4 should have felt like. Really, I was just blown away by this level.

As for Modern Sonic, I was also impressed by his level. I was surprised by the number of alternate paths and pleased by how much more involved Chemical Plant felt compared to Green Hill. The level was fast and fun, but didn't feel like it was just boost-to-win gameplay. I'm also glad to report that I died twice in my first play through, something that never happened in Colors. The game's not hard, but it's pathetically easy either.

I started Sky Sanctuary Classic, but we just left to go out to eat so I'll finish the level later. So far, it's awesome though.

One question: How do you unlock the missions?

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One question: How do you unlock the missions?

Clear every stage on act 1 and 2 in an era and every mission in that within that era will unlock.

Example: Beat Green Hill, Chemical Plant, and Sky Sanctuary on act 1 and 2 and all of the missions on those 3 stages will be up for both Sonics.

Edited by Jetronic
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I've almost beaten the game and there are a few things I'd like to talk about. The skills... Just about any item you can get in a monitor, you can manually activate if you equip it. I started to notice this when I was playing Speed Highway. One of the red rings give the "Boardmaster" ability. Its a portable skateboard to be used anywhere just like the shields.

Speaking of shields, you'll be happy to know the shields have had a makeover since that one leak. They actually do have the right effect. The Thunder Shield explodes when you double jump and the Water Shield bounces when you do a bound. Then there is the Flame Shield's attack... My god this thing is broken. Its basically a fully charged Spindash that can be used in midair. I'm not exaggerating either, Its really that powerful.

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I love the whale-staggering load of unlockables this game has. Clear a mission, get an unlockable. Get a red ring, get an unlockable. Get all red rings, get a new skill to equip.

Tried beating the final boss again on Hard mode just now. Unlockable happened.

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I'm kind of disappointed in Casino Night's presentation in the hub. Mini-game or not, that stone wall looks out of place. It would have been nice if it reflected the theme of the level.

On a lighter note, I can't wait to get this. Sooo jealous that you guys are playing it. ;P

Edited by Lungo
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Something weird, in my game, the name of every stage is in gold letters except Planet Wisp. In videos, I've seen the levels to all have different colors. Is there a reason to this?

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