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Sonic Lost World @ Gamescom


Zavok the SpinningSilver

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There's a lot more to the art of the Genesis games than being bright and colourful, you know - that was only part of the appeal

Edited by Blitz 'n Burst
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There's a lot more to the art of the Genesis games than being bright and colourful, you know - that was only part of the appeal

 

I never said those were the only aspects of the Genesis games' aesthetics/artstyle. But I digress with a more detailed breakdown of both visual aesthetics and elements that the levels share:

 

Frozen Factory / Casino Night both share:

- Color scheme of bright, flashy colors, namely yellow/red/green/purple

- Neon lights and signs

- Gold buildings

- Use of triangular/square geometric shapes (stars, squares, etc.)

- Use of springs and bumpers

- Evening skies

- Pinball stages

 

Green Hill / Windy Hill both share:

- Checkered green/brown walls color scheme

- Rotating/moving flowers

- Mostly clear skies, with some clouds here and there

- Bridges

- Waterfalls

- Geometrically-shaped trees (Green Hill's leaves are more tropical-based and triangular shaped, while Windy Hill's are more oval/round and forest-based)

- Collapsing platforms

- Totem poles

 

Also throwing in Sandopolis and Desert Ruins here:

 

320px-SandopolisZone.png

1jgjxl2.jpg

 

- Yellow/brown sand/dust/dirt color scheme

- Use of square/rectangle geometrical shapes/bricks

- Sand hazards

- Underground sections with lighted areas

- Gradient horizons with pyramids and sand in the background

- Animated statues (the sub-boss statue at the end of Act 1, the rolling heads in the 3DS ver. of Desert Ruins)

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The cactuses rolling like tumbleweeds, if we are facing Giant worms and cactuses and angry snowmen in frozen factory what do you think will be new and sentient I'm thinking orcas and sharks might be in tropical coast along with new and old badniks such as the eel and perhaps squids, fish, crabs, Starfish etc

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We already know Crabmeat is back since he was in the giant snowball level firing missiles, there's literally so many returning Badniks across Sonic's history returning I honestly can't even name them all, that and SEGA aren't just relying on the old Badniks to be the only threat, they've even created newer bots and machines completely NEW designs since Sonic 4's Snowy and what not, hell even the scale of some of them, those fucking Eels look like they'll take no shit if you stay in front of them, and I wonder once you kick the spiders off their webs, if you give them time to get back on their legs, do they turn over and attack you some other way? Not that i'd give those fuckers a chance...eeeugh, spiders...

 

Honestly SEGA are going all out with this game, like I've never seen anything like it, and then they throw us a curve ball to the gut and announce NiGHTS DLC! Whatever SEGA are on, I want some!

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@Yeow

Look at those screens you just posted. Yeah, they have the colour scheme, and the similar geometric shapes. Th texturing though....Sandopolis is a whole lot more granular and textured, while Desert Ruins has very flat, static colours.

There is more to this debate than the colour palette, or even visual elements in general. S3K, tried to be as detailed as possible on the Genesis/Mega Drive, whereas Lost Worlds is trying deliberately to not be as detailed.

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But even then Lost World has a lot of subtle details that half of us wouldn't even notice, it's simple yet it's also detailed in it's own way, which is why I respect it's art direction even more.

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The art of the Genesis games was incredibly detailed for its time

 

Sonic Lost World aims to be incredibly simplistic

 

Green Hill and Casino Night clones a Sonic game does not make, guys. I'm not taking a knock against the art style, I think it's very beautiful. But there's no comparison between the two. They're in completely different parks.

Edited by Blitz 'n Burst
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But even then Lost World has a lot of subtle details that half of us wouldn't even notice, it's simple yet it's also detailed in it's own way, which is why I respect it's art direction even more.

In what way is it detailed?
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@Yeow

Look at those screens you just posted. Yeah, they have the colour scheme, and the similar geometric shapes. Th texturing though....Sandopolis is a whole lot more granular and textured, while Desert Ruins has very flat, static colours.

There is more to this debate than the colour palette, or even visual elements in general. S3K, tried to be as detailed as possible on the Genesis/Mega Drive, whereas Lost Worlds is trying deliberately to not be as detailed.

 

I still fail to see how this means Lost World looks "nothing like" the Genesis games as Blitz put it. Just because one game has a more intentionally simplistic artstyle compared to a game in the same series with an intentionally more detailed artstyle doesn't mean comparing them is the equivalent of comparing apples to oranges.

 

Going by this logic, I have four images. These three images share the same artstyle because they are intentionally detailed:

 

screenlg1_thumb.jpg

 

340px-Shadow_circus_park.png

 

350px-Sh_Casino_Park.png

 

But this fourth image is the odd one out and looks "nothing like" any of the first three images because it's artstyle is intentionally simplistic:

 

800px-Back_to_pinball_business%21.jpg

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Going by this logic, I have four images. These three images share the same artstyle because they are intentionally detailed:

 

But this fourth image is the odd one out and looks "nothing like" any of the first three images because it's artstyle is intentionally simplistic:

 

 

I don't see a difference, it actually looks the second-most detailed right behind Generations which was just one big pinball machine. 

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Let Sonic try new things. That's what he's known for, for better or for worse. In this case, it's for the better.

Hear, hear.

Let's not forget the art style should also reflect what your intent is with the setting. Colors and Lost World's much lighter plots justify being bright and colorful and the like. If we went the way of a dark game, presumably we'd have much more foreboding backgrounds and music to work with. Ultimately there is no "correct" style of art... there is only the correct style of art to set the atmosphere of the current level. You don't want romantic music playing when Eggman's about to smash Tails, or scare chords when Sonic and Tails are high fiving.

Edited by Eciruam Eivligo
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Also throwing in Sandopolis and Desert Ruins here:

 

320px-SandopolisZone.png

1jgjxl2.jpg

 

- Yellow/brown sand/dust/dirt color scheme

- Use of square/rectangle geometrical shapes/bricks

- Sand hazards

- Underground sections with lighted areas

- Gradient horizons with pyramids and sand in the background

- Animated statues (the sub-boss statue at the end of Act 1, the rolling heads in the 3DS ver. of Desert Ruins)

 

... You're reaching here. Reeeeaaaally reaching. I mean, come on -

 

- Yellow/brown sand/dust/dirt color scheme

 

 
It's a god damn desert, man! What did you expect, bright purple flowers?

 

- Use of square/rectangle geometrical shapes/bricks

 

 

They're literally bricks. I've never seen triangular bricks.

 

- Sand hazards

 

 
It's a fucking desert.
 

- Underground sections with lighted areas

 

 

NSMBU inspired by Sonic 3 confirmed.

 

- Gradient horizons with pyramids and sand in the background

 

Oh for the love of... it's a DESERT! What else is there supposed to be!?

 

- Animated statues (the sub-boss statue at the end of Act 1, the rolling heads in the 3DS ver. of Desert Ruins)
 

I... guess...? Even this one seems like a stretch, but fine.

 

I feel that there is something inherintly wrong with the mindset that there is only "one right way" to interpret the art direction of Sonic, and the same applies to the gameplay and structure. Yes, there is an overarching tone and style for each, but you shouldn't constrict the creative freedom of the game designers for one reason or another. 

 

Let Sonic try new things. That's what he's known for, for better or for worse. In this case, it's for the better.

 

That's fair, but I still don't see how it's somehow "more like the classics" than Generations. 

 

Hell, I thought Generations captured the feel of the classics much better than this does, if only because the classics pushed the Genesis to its limits and didn't intentionally simplify the sprites for a more basic look.

Edited by Discoid
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I'd also like to point out that while the artstyle appears simplistic, they're not really half assing the detail on a lot of things, as we've already been shown. 

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To me the game gives me classic vibes, but so did generations. I think for me it's more how it looks, the genesis games pushed the boundaries yes, but they were still fairly bright and colourful, as is Lost World. I'm not saying gens doesn't look like the classics because it does and it does an excellent job of it, just that this also gives me classic vibes in the same way that heroes does.

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I'll do ya one better: maybe we should stop these comparisons and just accept that, while it's taking some cues from the past, this game is generally doing its own thing with its art direction and it's not inherently bad because of that.

 

Nobody's denying that.

 

I just don't like the style and I disagree with the notion that it's "like the classics".

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I feel like everyone has a different idea on what makes the classics "the classics", but I will say that some views are more misguided than others IMO. Instead of taking a large whole of the idea people focus on just one aspect at a time...this time its graphics. 

 

I also honestly believe that Sonic Lost World is the next "Wind Waker" in terms of reception. I have a feeling that a lot of people will "get it" later as did with the Wind Waker when they get their hands on it or later in the future...its exactly the same in  lot of areas in terms of fan reaction and treatment.

 

Lost World like Wind Waker also has a very large factor above Generations and that its art style is arguably Ageless...where as games like Generations and even Unleashed will eventually age over the years, Lost world chooses a scheme that can last for a long time.

 

I mean seriously in your spare time go look up some history about WW on the internet....you will be very surprised on how samey this all is.

Edited by Voyant
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It's a god damn desert, man! What did you expect, bright purple flowers?

 

They're literally bricks. I've never seen triangular bricks.

 

It's a fucking desert.
 

NSMBU inspired by Sonic 3 confirmed.

 

Oh for the love of... it's a DESERT! What else is there supposed to be!?

 

A desert level doesn't have to have most if not any of the above (which are rather stereotypical/common) traits of a desert level I listed. Case in point:

 

gobi+sunset.jpg

cardon-boojum-desert_102_600x450.jpg

turkmenistan-1324_3.jpg

 

The locations in these three pictures are all deserts.

Edited by Yeow
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I can't really say whether or not this will be a Wind Waker situation years down the line, but there is plenty here to age poorly. The candy stage looks pretty shabby, even now for instance.
The desert stage used in the examples above just looks off...flat and dull to be brutally honest. That screenshot above, in particular doesn't make Desert Ruins, or the art style look particularly fantastic. It makes it look rather flat and dull.

It doesn't look bad. In fact in places it looks quite nice. However, there are certain aspects which are just disappointing about the way the game looks.
Again, maybe everyone will look back and think it was great, and this will be a Wind Waker situation. I personally don't think it will. Its not like what came before it was an awful attempt at realism that landed squarely in the middle of the uncanny valley. Generations, Colours and Unleashed all looked lovely and colourful, but simultaneously rich and detailed. It managed a cartoony flair, without sacrificing complexity and depth.

It looks nice, and there isn't a whole lot wrong with it. I just don't think I'll ever believe that it looks prettier than Unleashed, cause quite frankly, to me, it just doesn't.

Edited by Scar
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A desert level doesn't have to have most if not any of the above (which are rather stereotypical/common) traits of a desert level I listed. Case in point:

 

gobi+sunset.jpg

cardon-boojum-desert_102_600x450.jpg

turkmenistan-1324_3.jpg

 

The locations in these three pictures are all deserts.

Okay then, generic desert, stereotypical desert, whatever you want to call it - it's a desert. It's still the same thing. They're standard objects in a desert level. They're no more connected than leaves in a forest level or flowers in a grassy level. I could literally show you a picture of a desert from one of the grittiest and heavily detailed games ever and still make all the connections you did, because they're standard setpieces.

Edited by Blitz 'n Burst
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So long as the game actually looks nice on a tv and not just in screenshots like Gens and SU it should be fine.

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Okay then, generic desert, stereotypical desert, whatever you want to call it - it's a desert. It's still the same thing. They're standard objects in a desert level. They're no more connected than leaves in a forest level or flowers in a grassy level. I could literally show you a picture of a desert from one of the grittiest and heavily detailed games ever and still make all the connections you did, because they're standard setpieces.

 

All of the connections?

 

image-13-700x393.jpg

 

1211990224.jpg

 

Compared with Desert Ruins, the only similarites/standard setpieces that all three screenshots have in common are that they have sand in them and that they share a similar color scheme. Compared with Desert Ruins and the three desert images I posted earlier, arguably sand is the only thing all of the images have in common.

 

Games are Serious Sam 3 BFE and International Baja 1000, btw.

Edited by Yeow
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