New 2D Sonic game "Sonic the Hedgehog 4" announced for 2010

Status
Not open for further replies.
O_o...that will be awesome...The Senior Level designer for S3&K!?Working on Sonic 4! This is great news for me. =P
 
I liked Shadow the hedgehog.

To be honest, Shadow the hedgehog had good level design. Multiple paths and obstacles.. it was sweet.
 
Yeah, a mediocre game can have good level design and still have bad mechanics. This looks like it will have some pretty good mechanics, so with a veteran level designer on board, I don't think we have too much to worry about.
 
Not if you consider he's the same guy who designed Shadow the Hedgehog's game... >.>

As a level designer or some other designer role? Either way, that's a bad omen...

Actually, I'm fairly concerned for this game (as lame as that sounds). My main worry is that there's practically no innovation. Say what you will about Sonic Advance 2, Sonic Advance 3, and Sonic Rush, but nobody can deny that Dimps made an honest effort to rejuvenate tried-and-true basic Sonic gameplay in each of those games. They clearly struck out in more than a few places (Adv. 2's boss battles and Adv. 3's laborious chao hunts come to mind), but I appreciate their efforts nonetheless because their games were genuinely exciting to play.

Even Sonic 2, 3 and Knuckles, while not as revolutionary as each individual Advance/Rush title, skillfully managed to add to the original concept without overburdening the player. Spin Dashes, flight-enhanced Tails, Knuckles and his secret routes, elemental shields, mid-bosses, bonus stages, increasingly innovative Special Stages... Each progressive title got a little more sophisticated and made the whole Sonic-playing experience so much richer in the process.

...Which brings me to Sonic 4... Based upon what we've seen so far, creativity and innovation seem to have taken a backseat to dishing-up nostalgia. The zones that we have (again, thus far) are visual rehashes of Green Hill, Casino Night, Labyrinth Zone, and Metropolis. None of the enemies thus revealed are original creations. Even the Special Stage is structurally identical to that of Sonic 1. So, is the focus on nostalgia really such a bad thing?

I don't know for sure, but I personally don't like where things are going. Sure, a redesigned Motobug is nice, as I myself have said. But between that and something new, I'd much rather have something new, especially for this game. This is Sonic 4. Like its chronological predecessors successfully did, It's supposed to build on the title that came before it, in this case Sonic and Knuckles. I'm not talking aesthetic or storytelling innovations, although those are nice and personally much preferred to what we're getting. I'm talking gameplay innovations. Aside from the confirmation of Sonic's Homing Attack, I don't see any evidence that the developers are trying anything new.

What about incorporating the series' traditionally excellent music into the actual gameplay? Maybe if you dispatch a line of badniks in time to the BGM (made all the easier with the inclusion of the Homing Attack) you get a score multiplier. Or maybe in Mad Gear, you can find certain turntables that allow the player to adjust the direction and tempo of the music, which correlate to the direction and speed of conveyor belts? What about putting Sonic in the background/foreground of the stages, a la SRA's Sky Babylon (but executed much, much better, along the lines of Oddworld: Abe's Oddysee)? Or what about increased functionality for the Spin Dash? Stuff like cutting down trees to form bridges or maneuvering through air ducts or powering cylindrical generators? These are only a few of the things the developers could toy with in the game, and they are certainty not the most creative possibilities. And surely, at least a few ideas must be able to add to the experience while being able to be executed well.

I apologize for rambling on and making such a big deal out of so trivial a matter. But this is Sonic 4. I want badly for it to be every bit as great as its predecessors were (though I'm prepared for the reality that it probably will not), and good innovation, especially fun gameplay innovations, will be a large factor in determining whether or not the title fulfills those expectations.

Before I close off, let me say that, despite the reservations stated in this post, I'm thrilled that Dimps is developing this game. True, their batting averages have never been as good as the original Sonic Team and Sega Technical Institute. But they've made decent games overall, IMO, and nobody else today has the experience they do in making 2D Sonic games.

Long post is long.
 
As a level designer or some other designer role? Either way, that's a bad omen...
Game designer actually, if I remember right.

...Which brings me to Sonic 4... Based upon what we've seen so far, creativity and innovation seem to have taken a backseat to dishing-up nostalgia.
Which is ironic, because this is exactly what the fans asked for in the 10+ years prior to S4. Although, you could argue the Homing Attack bringing something to the table that the classics don't - whether or not that's for positive effect is still up for debate. Either way, yet another fine example of "careful what you wish for" as demonstrated by our wonderous, lovely fanbase. =D

Aside from the confirmation of Sonic's Homing Attack, I don't see any evidence that the developers are trying anything new.
Considering the fanbase regularly bickers on altered details as petty and meaningless as Sonic's ******* eye colour, I'm amazed you expected any different from revisting the classics. While it's true the original trio built on top of each other, you of all people should know how sick everyone is of pointless gimmicks in Sonic games, and to most people, even if misleadingly, it seems only logical to rehash as much from the classics as possible.

Of course, only now do people see issue with that. Goddamned hypocrites.
 
I was disappointed they didn't put Mr. Needlemouse in this game. It would've been the LOLest (if that's even a word) day in my life. So it's JUST Sonic? NO unlockable characters? No Tails? No Knuckles?
 
While it's true the original trio built on top of each other, you of all people should know how sick everyone is of pointless gimmicks in Sonic games.

I don't think the following is precisely what you meant, but innovation doesn't necessarily has to equate to pointless gimmicks. Innovation in Sonic games works either because the changes are so unobtrustive that they do not detract from what I keep calling "tried-and-true" Sonic gameplay (the Spin Dash in Sonic 2, the Elemental Shields in Sonic 3, ect.), or when major shifts in gameplay are introduced (Sonic Advance 2's emphasis on speed) the developers make sure that everything works around the changes and that the experience is still enjoyable (Sonic Advance 2's unusually drawn-out level design, which is lame and uneventful while traveling at Sonic 1 - 3 speeds, is perfect for Sonic Advance 2 speeds).

When either of the preceding methods of innovation are done properly, it reflects good judgment and resourcefulness on the part of the developers, and is what I would argue separates worthwhile changes from pointless gimmicks. Heroes, Shadow, and Rush's required combat sections were stupid decisions that stemmed from multiple pointless gimmicks (enemies with HP, doors/boxes that don't open unless you defeat all enemies, ect.) because each undermined the flow that is so important in Sonic games. That said, I now better appreciate Sonic the Werehog. Sure, he's doing the same enemy-crunching as in the aforementioned games, but he's built for combat, not flow. There's no wasted potential.

On the other hand, I'd argue that the odious Special Stages of Heroes are not a problem of poor judgment (it looks just like any other Sonic Special Stage and is supposed to be a development of Sonic 2's excellent Special Stages), but rather of bad resourcefulness with the games' control/physics limits or simply bad resourcefulness in not polishing out the Special Stages to a sufficient degree before the game was released. It is here that less is more. I'd much rather take a scaled-down version of Heroes's Special Stages as long as the result played well and was fun. And if that's impossible, then I'd prefer no Special Stages at all.

tl;dr version - I certainly don't mind (and still somewhat expect) gameplay innovations in Sonic 4, as long as its developers ensure that they're enjoyable and properly implemented.
 
Last edited:
This is funny.

We got fans that WANT a rehash of the old games.

Then we got some fans that are complaining that this game is a rehash. :/
 
Here's something I found. Now, I can NOT guarantee this is real, and personally, I don't think it is, but this guy on Sonic Retro says he played an alpha of Sonic 4, and wrote what he thought of it.

Warning: This guy could be a really good troll. I am NOT saying this is real.

Endri said:
Okay. I don't even know how to start. But, here we go.

Early in the morning today, I, and a other few (un)lucky people, had the opportunity to playtest the X-BOX 360 version of the game. In fact, any of you could do it as well, provided you own a Developer's Console, or a J-TAGed system.

I'll try to give a very briefely analysis of what were my thoughts about this game.

Graphically (and artistically, I must say), the game is very beautiful, even thought I can't really eat that celshading effect they put in Sonic's model, to make it look like a differed shaded Genesis sprite.Something important to notice is that, the 3D models are not really 3D models, instead, they are sprites of pre-rendered 3D models. SO we are pretty much dealing with a 2D game here. That goes for everything else but Sonic, since I'm not sure as if Sonic is really a sprite itself, but I pretty much think it is. THat might explain the akward animations.

The level design. I played through Splash Hill Zone entirely up until Casino Street Zone. Splash Hill ZOne is pretty much Neo Leaf Forest Zone (for those who don't know, Sonic Advance 2's first stage). Everything about it looked like Leaf Forest. Hell, even the level art itself reminds Leaf Forest some way or another. The level design pretty much encourages the player to keep going to the right, except when the levels abruptuly decides to force you to go in the opposite direction by inserting unexpected walls, making you jump, jump to the left, jump to the right, keep running to the right. It is especially strange, considering the level layouts encourages you to keep running right. The acts are actually considerably huge in size, but quite short in time, much like Sonic Advance 2 stages. I don't remember any level especific gimmick on the first stage, which is pretty unfortunate. You gotta love Casino Street Zone, since it's freaking Casino Night Zone. It's exactly identical. The colors, the tiles, everything. The level layout however is much like Music Plant Zone from Sonic Advance 2. A level that right encourages speed. Ha, about the Special Stages, they are quite fun actually, it is Sonic 1's Distorted Dimension, but with a new twist: instead of controling Sonic, you control the stage itself. So yeah, my oversight was right after all. In terms of difficult, I found it harder than Sonic 1's Special Stages (and provided, they were rather easy). I belive they are going to be even fun/harder with the motion controls of the Wiimote/Six-axis/DualShock3, since you have to rotate the stage using the trigger buttons in the X-BOX 360 version (RT rotates to the right, LT to the left, etc). Looks like a pinball of sort. Oh, don't let me get started on the bossfight. You might already imagine how it is by now.

The gameplay is pretty solid, actually. Which is a great thing. However, the game pretty much have the physics of Sonic Rush. I hate I hate I hate I hate I hate, I can't stress enough how I hate the jump! (Censored) jump! It's the worst jump I've ever seem in a Sonic game to date. Apparently they tried to mimic the 'the longer you hold down the jump button, the longer you accent' mechanic of the classic games, but as a result, they (censored) the freaking cake with it. The jump is all over the place: if you rapidly tap the jump button, Sonic almost don't jump; if you hold a little and release, Sonic starts accending, but he breaks to the floor as soon as you release the jump button. If you hold the jump button all the way down, Sonic jumps like if he had touched a spring, he jumps so high and almost no gravity, it's like you are jumping on the freaking moon. And I thought the jump in the Rush series were bad. This one is even worse. The jump is so bad that I preffer to keep running right to win really. Don't let me get started on the spin dash. THe spin dash don't have enough power, no matter what. It behaves much like Knuckles' Chaotix spin dash. Running rewards you with much more speed than spindashing.

My final remark of this game? It's freaking Sonic Advance 2! It's written Sonic Advance 2 all over the place. It is Sonic Advance 2 all over again. In fact, they could have named this game Sonic High Speed, and I wouldn't mind it at all. But it is supposed to be Sonic (censored) 4. To be honest, the name Sonic High Speed would fit this game better.

I am afraid to say that we are actually dealing with the very final product here, folks. Since the developers already sent the software for the Microsoft Evaluation Proccess. Additionally, the game's software was sent to ESBR game content analizys team. Considering the game is already been analized and rated by ESBR, the development team cannot overgo any significative change in the game, visually or otherwise, which therefore pretty much means that this is what the game looks like.

I'm in a hurry here, and I'm sorry to not give a better insight on the game, but I'll make sure to edit this post or whatever, whenever I have the time.

He also SUPPOSEDLY posted a PM from RubyEclipse saying not leak any more stuff, no idea if that's real, either. I just thought some of you may be interested to see this. However, let me repeat: This probably not real. You never know, though.
 
I hate I hate I hate I hate I hate, I can't stress enough how I hate the jump!
Control-wise, I guess this is the one thing that I have significant reservations about. DIMPS managed to program a perfectly serviceable jump way back in Sonic Advance. Although I thought jumps in the Rush series were okay, I still don't get why the move became worse in subsequent games.

And the clip that was previously available indicates that the jump move really is awful, at least at this stage of development. Like I said, I do hope they mop up the controls and physics for this game.
 
Alpha... ALPHA.

Remember in Sonic 2 that you would fall through floors and stuff, run OFF slopes then down? Pretty sure it'll be fixed.

I don't get why everyone hates the "jump" The more you hold it, the higher you go. Just like in Mario...
 
That special stage does sound pretty bad ass.

The fact that it's very similar to my least favorite 2D Sonic breaks my heart, though.
 
The question I wonder is, how did SEGA pick up such incompetent NDA-ignorant testers so easily for something very secret? If it were real that is...as it smells of attention stew at the moment. A unruly violated NDA means a serious legal wrath on the matter of exposure of trade secrets.
 
The question I wonder is, how did SEGA pick up such incompetent NDA-ignorant testers so easily for something very secret? If it were real that is...as it smells of attention stew at the moment. A unruly violated NDA means a serious legal wrath on the matter of exposure of trade secrets.

See if you can connect the dots.
 
So it's JUST Sonic? NO unlockable characters? No Tails? No Knuckles?
I'm pretty annoyed at this too. I'm just amazed that nostaligafaggery in the fanbase these days has gotten so bad that they won't even give Tails a chance... though I'm still holding out for more playable characters when the next few episodes are released, Lock-On style.

I don't think the following is precisely what you meant, but innovation doesn't necessarily has to equate to pointless gimmicks.
I know. I was merely pointing out for the most part that the fanbase is simply incapable of discerning the difference these days. In some ways I can't blame them, but in most others they really need to get their head out of their ass and realize that regressing in development isn't going to singlehandedly make a good game.

tl;dr version - I certainly don't mind (and still somewhat expect) gameplay innovations in Sonic 4, as long as its developers ensure that they're enjoyable and properly implemented.
Then you have a hell of a lot more common sense than most other fans I know. Seriously, keep being awesome.

Here's something I found. Now, I can NOT guarantee this is real, and personally, I don't think it is, but this guy on Sonic Retro says he played an alpha of Sonic 4, and wrote what he thought of it.

Warning: This guy could be a really good troll. I am NOT saying this is real.

wordswordswords

He also SUPPOSEDLY posted a PM from RubyEclipse saying not leak any more stuff, no idea if that's real, either.
You mean this PM?

QUOTE(RubyEclipse @ Feb 19 2010, 03:03 AM)
Hi Endri,
First, nice to meet you. I'm RubyEclipse, and a longtime fan of SEGA/Sonic - just like most of you guys, except that I ended up moving halfway across the country to work at the company and be involved with the games that I love.
I wanted to get in touch with you regarding the review you posted and the claim that you might post data you have live for others to see or play. Please hear me out here, as this is really important for both yourself and for SEGA as a company.
Knowing that you've created your own fan games from scratch, as a fellow developer, please understand that hundreds of people have put countless hours into making Sonic the Hedgehog 4, and we have even more work ahead of us. Putting this game live now - especially in its current state - would be a huge injustice to the hard work and long nights that so many of us have already spent on this. There are people here who pour their souls into what they do - and there's no doubt in my mind that as someone who also develops their own games, you've been there, too.
Losing something we've worked so hard for would be a massive blow to all of us. Those who developed the game, those who planned the game, those who continue to work, whether in marketing, or PD, or community - everyone. It would have huge consequences for us, and I know it wouldn't end on a good note for anyone.
As a fellow fan, and as an employee, I'd like to request that you please reconsider putting any data, images, or footage live if you do actually have code from the game. From every standpoint - and especially as someone who knows the kind of work our teams put in - I ask that you do not betray the months and months of work we've put in to get the game where it is.
Please feel free to get back in touch with me anytime - I'll be on most of the night, and will be happy to talk.

Thank you very much,
[~Edited to preserve the autor's identity~]
RubyEclipse
I was wondering when someone would bring that preview up. While it's possible Endri managed to play an early copy of the game, it's extremely unlikely that it's the final version of the game like he claims it is - the ESRB copy is merely an evaluation of explicit content, so as long as they somehow don't accidentally insert blood and tits while they're fixing the physics I don't see anything stopping them from doing so.

And if all else fails, well, there's always post-release patching.
 
Last edited:
I'm sorry, but I really doubt this game is being developed by ANY Americans, SEGA of America included. RubyEclipse is talking out his ass.
 
Oh, so an official Sega worker is talking his butt.

I doubt it, this is the same guy that's been giving us news about Sonic's running animation. Sonic Unleashed, Sega All Stars, and more.

Wait, where did he say he(America) was making the game..?
 
Status
Not open for further replies.

Who is viewing this thread (Total: 2, Members: 0, Guests: 2)

Back
Top