time gear
Eternity in an hour
Everyone has their own tastes as to what their ideal games would be like. In regards to the Sonic franchise, what elements would you bring together to make up your ideal experience? It doesn't necessarily need to be feasible, this is all just for fun.
For my ideal Sonic game, I would like the following elements:
-Multiple playable characters, each with their own formula. Same formula characters are identical playable options within the same levels similar to Crash and Coco in Crash 4 and N-Sane Trilogy. You are never forced to play as one over the other within the same formula.
-Good story. Drift away from the edgy style of Forces and lean more into the level of storytelling in Secret Rings and Black Knight.
-Different musical styles for each gameplay formula.
For my ideal Sonic game, I would like the following elements:
-Multiple playable characters, each with their own formula. Same formula characters are identical playable options within the same levels similar to Crash and Coco in Crash 4 and N-Sane Trilogy. You are never forced to play as one over the other within the same formula.
- Sonic/Blaze: Boost formula, but entirely in 3D. Plays similarly to Generations, but with some levels featuring wisps Colors style. Can eventually unlock Super Sonic/Burning Blaze. Finishing the story unlocks Metal Sonic without a super form, playing identically to Sonic/Blaze.
- Tails/Cream: Adventure formula, but get to the goal style levels instead of races.
- Knuckles/Rouge: Adventure formula, but inspired by the original Ape Escape with special badniks that you need to hunt down and destroy to collect maguffins such as Emerald Shards or Flickies with interesting level design. Can be more than 3 in each level. The special badniks will attempt to flee/fight back when found, and provide more of a challenge than regular badniks.
- Amy: Adventure formula, but she controls better and can do more with her hammer.
- Shadow: Adventure 2 formula, but inspired by Lost World with it's Spindash and Multi-homing attack. Access to Sonic's bounce attack from SA2 as well as the triangle jump from Heroes. Destroying badniks builds up a meter, which can be spent to fire Chaos Spears or slow time with Chaos Control. Can eventually unlock Super Shadow, which has an infinite meter for the duration of the transformation.
- Avatar: Forces formula, but with better physics. Both 3D and 2D sections. More in-depth customization options, ability to recolor/retexture outfits instead of just getting a few different colored variants. Wispons return. Can eventually unlock a customizable super form.
- 5 Red Star Rings in every non-boss level. Can be collected multiple times, but are hidden better. More on that later.
- Special Stages: Blue Spheres from Sonic 3, each one rewards both a Chaos Emerald and Sol Emerald. Accessed through giant hidden rings Sonic 3 style. Emerald collection is shared between all stories.
- Chao Garden: SA2 style, but with some additional improvements. Can visit as all characters.
- SA1 style hub world. Additional collectables and minigames can be found here but aren't important for story completion. Features a shop where you spend rings to unlock outfits and Wispons for the Avatar, cosmetics for other characters (Boost aura's, etc.), Chao Garden items, etc. Red Star Rings collected in stages add 200 rings to your shop currency each (That's up to 1000 rings per level). Fitting room used to apply cosmetics or equip Wispons.
- Each formula has their own story SA1 style, but covers their own unique levels SA2 style. There's also a final story in which you play through a single long level switching between each gameplay formula as you progress (think Cannons Core from SA2). Then, the final level is a boss fight in which you play as Super Sonic, Burning Blaze, Super Shadow, and your Avatar's super form. Must have all emeralds collected and all the other main stories finished to unlock the final story.
- Multiple save slots. Sometimes you want to play through the game again but don't want to delete your progress, or have a sibling/friend who wants do their own separate playthrough.
- Game should average around an hour to an hour and a half per playthrough of each gameplay formula, with additional bonus missions on top of that which are fully optional for those who want more gameplay content.
- Ranking system tied to Crash Bandicoot style timer item you can grab at the start of the stage which also disables your ability to turn Super until you finish/leave/restart the stage. Deaths reset you to your most recent checkpoint but don't reset the timer. Ranks are based on your completion time and number of deaths, but don't actually do anything otherwise. It's just bragging rights with an online leaderboard. S ranks are an actual challenge to obtain, but are very doable. E ranks have intentionally bad renditions of the rank theme similar to in Unleashed.
-Good story. Drift away from the edgy style of Forces and lean more into the level of storytelling in Secret Rings and Black Knight.
- Aim for teenagers as the target demographic, but still friendly to children.
- Player characters in the same formula travel together in the story as a team.
- Lore that takes itself seriously enough to attempt for self consistency and not overdo the humor, but not so seriously as to get gritty and/or outright neglect the humor.
- Attempt for consistency with the lore between Sonic 1 and Colors, but with more recent character personalities (Except for Shadow, make him a bit less edgy and more heroic. Tails should be a blend of his confidence and independence gained from the Adventure games and his more recent snark).
- Don't overdo the storytelling. Start the first level straight off into the gameplay (Except for the Avatar, which should start with the character creator and then do the first level) and then don't overdo the exposition in each story scene. Don't overdo the "show don't tell", but don't shy away from it either. There should be a happy medium between exposition and just showing the player what's going on.
- Cutscenes should have smooth, fluid, and lifelike character expressions and animations. It should simultaneously feel cartoony and yet grounded in it's own sense of reality. Camera work should be cinematic but suit the theming of the individual scenes.
- Try not to go too deep into time travel or alternate dimensions or anything like that in the plot. They can be brought up in passing, but shouldn't be what the main plot is centered around as this has been done too much lately.
- Additional non-playables such as the Chaotix can appear, but character interactions and contributions should be meaningful. Don't shoehorn characters into the story if they are going to basically just be cameos or comic relief.
- Silver and Omochao act as radio guides throughout the game providing both tutorial information and plot details, chattering back and forth with the player character. Toggleable on and off in the options menu. Silver is more serious and plot focused in his dialogue while Omochao is more tutorial focused, but both occasionally have comic relief interactions. Silver has special dialogue interactions with Blaze.
-Different musical styles for each gameplay formula.
- Sonic/Blaze: Inspired by Sonic Rush and Rush Adventure. Slightly different versions of the tracks within levels depending on if you are Sonic or Blaze. Guitars for Sonic and light vocals for Blaze.
- Tails/Cream: Inspired by Adventure 1. Lighthearted and nostalgic.
- Knuckles/Rouge: Inspired by Adventure 2. Slightly different versions of the tracks within levels depending on if you are Knuckles or Rouge. Rap for Knuckles, more retro-spy themed for Rouge.
- Amy: Inspired by Adventure 1. More actiony than Tails/Cream's music.
- Shadow: Inspired by Shadow the Hedgehog (2005). Intense action music within the rock, epic, and techno genres.
- Avatar: Inspired by the Avatar stages in Forces. Electronic music with vocal tracks.