#& i think i like how megas work in pogo a bit more -- changing back after in-game hours instead of after a battle
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Mega Evos were a better gimmick than Terastializing or Gigantimax, becausw it was exclusive. Only some pokemon can mega -- the ones they bothered to make unique forms & typings & abilities for, aka, the ones they bothered to put work into.
The number of pokemon that can Gigantimax into a unique is fucking teeny. So, you hear about this cool thing pokemon can do, so you try it on your pokemon, knowing full & well Pikachu & Eevee & Charizard get unique forms, so, hey, maybe yours can, too! & It don't. It just scales up the model, because they didn't have any ideas for Gigantimax Sylveon.
#em.txt#vent#I don't think i articulated it fully#listen it's easy to look up a list of pokemon that can get big get strong#but i was fucking at the end of the game & hadn't used it#so i looked up to see if my pokemon had any cool forms & shit & none of them. full party & none had forms#so why the hell would i Gigantimax? it will literally just upscale the model & make these battles a fucking joke#shit that pisses me off is eevee has a form but not Umbreon? Pikachu has something but not pichu or raichu or alolan raichu?#obviously both gigantimax & Mega are at the mercy of the same problem: mascot prioritization#& i think i like how megas work in pogo a bit more -- changing back after in-game hours instead of after a battle
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It goes without saying: the first level always matters. If it doesn’t leave a good impression, it would hardly motivate you to give the rest of the journey a chance, would it? Being in fanfic form aside, Beyond the Stars is no exception, and because of this, Gleaming Meadows was actually one of the longest zones to work out. Viridonia is meant to stand out from previous Sonic settings after all, and kicking things off with a poor man’s Green Hill wouldn’t cut it.
Since the first level in a Sonic game usually tends to be either a hilly area (Green Hill, Emerald Hill, Seaside Hill) or an urban area (City Escape, Westopolis, Windmill Isle to an extent), I decided a good way to set this zone apart would be to... combine the two! This was inspired very much by Neo Green Hill from Sonic Advance, since although that zone wasn’t a city, it did add some minor urban elements the further it went on, most notably the bridge at the end where you fight Eggman. So as tribute to a forever underrated installment, Gleaming Meadows does that too, but in a different way.
Creating Zone 1: Gleaming Meadows
1-1: Blossom Fields
What’s a good way to make your first level stand out from all the Green Hills? Give it more than green, obviously. While it’s important that the entire adventure is full of interesting locations, I really wanted the first level to sound as gorgeous as possible in order to leave a strong first impression for this new journey, so what better inspiration than tulip fields, particularly those of the Netherlands?
The added use of yellows, oranges, reds and pinks already help set it apart, but there’s also the fact that although there are some lakes and rivers here and there, it’s not particularly coastal.
This aesthetic not only serves to get things off to a good start, but it also sums up the running theme with Beyond the Stars in general. Namely, that although plenty of the basic level tropes will be familiar to us all, many of them will be handled in rather different ways, thus proving that as long as you can think outside the box, there’s plenty of life in them yet. Some examples are more extreme than others, but other times, even a simple change of colour, weather, or time of day can make all the difference.
I mentioned in Chapter 1 proper that the cliffs in Blossom Fields have unique markings that convey a vague, lore-hinting narrative. I couldn’t find a better image to explain how this would look, so I’ll have to resort to this shot from Paper Mario:
See the cliff behind them, with its starry patterns on the soil? That’s basically the gist, but with a more complex pattern.
Also mentioned was the addition of a tunnel near the end of the stage, which is one example of the Neo Green Hill-esque hillside with minor urban elements that I intended.
Don’t assume the inside is drab however. On the contrary, it comes with abstract graffiti in a style reminiscent of the Colinton Tunnel in Edinburgh:
Very Jet Set Radio, eh? In addition to simply being more interesting this way, I figured it fit Sonic perfectly.
But you might question what a tunnel inspired by Edinburgh is doing in a level inspired by the Netherlands. Well, this is another running gag with Viridonia. While not always the case, a lot of times there’ll be combined aspects of real world inspiration, as opposed to Unleashed and its clear cut Not-Greece, Not-New York, etc. This is not just me throwing things at the wall to see what sticks, there is in fact a purpose to it, as it’s one of the more subtle ways of showing how peculiar Viridonia can be compared to other places in Sonic history - partly due to the Ethereal Zone - with only the Little Planet truly competing with the island in that field.
And y’know, it gives it that extra bit of identity and variety, eh?
Now, with music choices to explain what sort of musical atmosphere I’d have in mind for each level, I’m gonna have to use basic links from now on, since I rediscovered the hard way that Tumblr only allows up to five or so direct posts. It’s also worth noting that if this were a real game, it would do what SA1 (and, uh, ‘06) did before it, with each level having at least two different bits of music for the appropriate sections to add even more flair. I’ll still be listing two examples each for extra comparison’s sake, so with that said...
First Section (the fields): Opening Demo (Sonic Mega Collection) Ending B (Sonic Advance 3)
Second Section (the tunnel): Topical Tropical (Sonic: Before the Sequel) Shooting Ristar
1-2: Swanky Suburbs
Continuing the Netherland theme going on, the local town has a touch of Giethoorn to it, with its calming rivers and little pathways. Though unlike Giethoorn, there would be some cars and short roads sprinkled about.
Again, really wanted to convey that feeling of low-key beauty and coziness, and provide more justification for why Sonic and Co would come here for a vacation. But that’s not all: when it comes to the houses and other buildings, the red and white colour scheme is more based on those of Portugal:
And of course, you have the local parks as well. You can even interact with the slides and swings if you want, because you’re never too old to make the kids wait their turn.
First Section (calm): Neo Green Hill Classic The Amazon (DuckTales Remastered)
Second Section (when Badniks start wrecking things up): Wave Ocean ~The Inlet~ (Sonic ‘06) Andy’s Neighborhood (Toy Story 2)
1-3: Yellow Hills
As we go on, we leave the Netherland influence behind, and with the countryside in sight, the clue is in the name. Lots of yellow to be had indeed.
And inbetween all these fields, we have some villages, of which the rural vibe suits the place just fine.
Then as we go into farmyard territory, the yellow actually starts taking a back seat in favor of red, because I guess even I’m not immune to the subverting expectations fever. Hopefully I’ve done it in a way that isn’t asinine though.
The barnyards would be the stereotypical red and white, since it works well enough with the autumn colours, and can still pop out despite there being so much red surrounding them.
And yes, there are many farm animals hanging around here.
Yes, that includes horses.
No, they’re not Trudy’s family.
First Section (yellow): Tornado Alley (Crash Bandicoot: The Wrath of Cortex) Mount Lineland (Super Paper Mario)
Second Section (red): Green Hill ‘12 (Tee Lopes) Menu (Mario Tennis)
1-4: Rusty Mill
A wooden mill doesn’t leave a lot to the imagination, so it would look pretty much exactly as you’d expect, albeit a tad more old and worn.
The same goes for inside, really. Since the interior of mills are tricky to find interesting images of when elaborating on your quirky Sonic the Hedgehog zone, I’ll be using another game for comparison instead, specifically Donkey Kong Country 3:
Except multiply the cobwebs by five.
It’s decayed, and a bit grim, but not enough to the point where it would feel like it’s near the endgame. Yet another thing I go in hard on in this story: escalation. In order for later zones and climactic moments to be more striking and impactful, you gotta start off by taking it easy. There’s still action to be had, and there’s still mysterious and/or ominous touches here and there, but it’s for the purpose of organically building things up, so that when things do escalate, you actually feel it when shit starts going down. Pacing, boys and girls! Learn it!
Then again, as with Angel Island in S3&K, this place gets set on fire halfway through, so maybe I need to remember my own lessons. But on the other hand, also like S3&K, it still pales in comparison to what happens later, so...
Lastly for today, when you’re fighting the fearsome Paindozer, the section of the mill that you confront it in suspiciously takes a form more akin to a old fashioned warehouse. Like... IKEA, I guess. But on fire.
So congratulations, you got through IKEA Zone. Looks like Eggman should have stuck with B&Q Zone instead.
First Section (calm): Pogo Painter (Crash Bash) The Walk of Life (Rayman 2)
Second Section (on fire): Vs. Rotatatron & Refreshinator (Sonic Colours) Set Point - Match Point (Mario Tennis)
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