#the first sonic games i really got into were the original 3 plus 3d blast and spinball on this genesis collection rerelease or whatever
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i can't describe how much i love classic sonic. i look at him and just.. the skrunkly.. little boy.. ❤️❤️
this feeling is magnified 10x with the low poly models of classic sonic. i adore all lower quality sonic models (adventures, heroes, shadow 05, etc) but when classic sonic goes low poly 3d??? hell yeah!!!! little guy!!!!!!
#my brain does backflips thinking about classic sonic#idk why i like him so much#all the classics make me go beserk really#the first sonic games i really got into were the original 3 plus 3d blast and spinball on this genesis collection rerelease or whatever#and i found the ova on yt by accident and ate that up#but i think mania did irreparable damage too#sonic#sonic the hedgehog#sth#classic sonic
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What went wrong with Classic Sonic’s music in Sonic Forces? (ft. beevean)
The following is a project I’ve been cooking for some weeks, trying to find out some reasons behind the general lackluster feeling that surrounds Classic Sonic’s music in Sonic Forces. As you may have spotted already, this is not a solo project, since I’ve had the opportunity to talk about this very same topic with @beevean and she raised quite a couple of interesting points that I’m going to bring up as we go through.
Also, Spanish speakers: you can catch the Spanish version of this post here, it’s probably a more polished experience with additional text.
Long post below, so, bring up a ladder and a boombox, I’ll explain along the way. (there’s also a tl;dr at the bottom if you are that type of person)
Sonic Forces stands as a divisive point in the Sonic fandom, that much we all know, and we are not going to discuss the game’s general quality at all on this post. But we are going to take a solid look at Classic Sonic and, most importantly, its music, since I consider that’s the most clear symptom of a bigger problem with Classic Sonic in general, in this post-Generations Modern Sonic world.
A quick look at Classic Sonic
When Classic Sonic debuted in Sonic Generations (2011) as this new-but-also-old Sonic, gaming as a whole was still being bombarded with this “retro-revival movement” that brought back many classic franchises (like classic Mega Man with MM9 and 10 after a decade since MM8), and SEGA itself was in the middle of that train with the recently released Sonic 4: Episode 1 (2010). While Sonic 4 tried to marry Sonic’s current style with classic level tropes and even Genesis-inspired music in a seamless way (showing Sonic’s physical transition from his Sonic 3 days to Sonic Adventure as a smooth one), this new “Classic Sonic” guy in Generations suffered from a mixed message about his origins: is he Sonic from the past, from an alternate universe, or both? Is his music supposed to sound like arrangements of his classic 16-bits tunes or just modern-sounding remixes like the rest of the soundtrack? The fandom still debates about it to this day.
This all led to the introduction of a character that, although considered a “Sonic” like the other “Modern” one, could not establish his own identity beyond Generations’ anniversary-title plot threads. No unique music style, no unique traits, he was just a simpler Sonic.
Major manifestation of the Classic problem.
Fast-forward some years to November 2017, Sonic Forces’ release date. Besides gameplay, story and character criticisms, the music of Forces turned out to be quite controversial for a part of the fandom. Although I personally consider the Avatar songs as top-tier Sonic music, I share similar concerns as the rest about the rest of the game’s music, specially the Classic Sonic level themes.
With Forces, it seems the composers managed to solve some of Gens’ Classic Sonic music problems, as this time there was a better and more consistent attempt at making Classic’s music sound more at home with the “Genesis days” tunes, but even then the composers fell into other traps that ended up being more damaging to the final product.
Years later after the game’s release, I finally brought up this very same topic during a conversation with beevean (I encourage you that, if you find the following snippets interesting, read the entire conversation), and she had the following thoughts to share as to why Classic Sonic’s music was so... underwhelming:
the classic music in forces is the weakest part of the ost, some tracks are okay while others suck, and the main reason for this is that they hired the wrong people for the job
Okay, that wasn’t a fair cut on my part. She talks a lot more about each and every aspect behind the music, and about the people that composed it, she had the following to say:
Okay, about Forces’ music. First of all, the Classic tracks were handled by two people: Tomoya Ohtani, who also composed pretty much 90% of the OST and has been working solo since 2013 (relevant later), and Naofumi Hataya, one of the two geniuses behind Sonic 2 8-bit’s and Sonic CD’s OSTs (plus some miscellaneous work in Heroes, Colors, Generations, etc.). If you loved tracks like Sky High, Palmtree Panic or Stardust Speedway, you have to thank him.
This is already a reason as to why the Classic music in Forces doesn’t resemble the music in the Genesis games. While I can understand that it would have been impossible to hire Masato Nakamura again, Jun Senoue would have been good for the job, having composed music for Sonic 3 and most importantly Sonic 3D Blast. But apparently Senoue was MIA until 2019, so who knows.
I’d like to point out that Naofumi Hataya’s involvement will play a bigger role later in this post, as we keep searching for what went wrong and we look for a potential solution when adressing Classic Sonic.
Beevean continued with:
There are mainly two problems here:
1) some of the tracks just don’t fit their stage. I already mentioned that Ghost Town sounds way too happy for a city under attack by giant robots. Death Prison sounds vaguely Egyptian and the difference with the original, bass-heavy composition is staggering. Chemical Flow is the most generic thing and would fit everything and nothing, and again comparing it with the original iconic track is just sad. I think the reason Casino Forest and Iron Fortress are my favorite Classic tracks is that they go very well with their respective stages. This is a problem Adventure 2 had as well, associating a particular style to a particular character, and while I think Forces did it better, for me the priority should be fitting a level.
2) Ohtani was once a very versatile composer (the guy could go in one game from Wave Ocean to Crisis City, for example), but since Lost World, the first game in which he had the responsibility of an entire soundtrack, his style quickly became “anime”. Runners’ tracks? “This sounds like an anime opening!”. How do you recognize his only track in TSR? It’s the one that sounds like an anime opening and uses a synth.
And look, I love Ohtani, he has nothing but my respect, and he made some of my absolute favorite tracks in the series. But I do think they’re making him work too much - he’s the best when he can work with at least another person, and has the chance to span a little. I also think his style is incompatible with the Classic music, which was never anime: even at its mellowest in Sonic 1 it always had a little jazzy/new jack swing touch. Basically the only thing they got right in this game is having a wicked bassline :P
It ain’t *only* the composers’ fault
Following beevean’s words, I’d like to add my own take on the problem. You see, I do agree that the composers maybe weren’t up to the task of nailing the classic Genesis tunes’ vibe (Hataya got real close, though), but at the same time I do think they weren’t properly oriented or didn’t have enough time to keep reiterating on the frameworks they were working with. Like beevean said, some of the tracks improve quite a bit after leaving behind that mixed as hell “almost Genesis but not quite” soundfont.
The composers will work on what they were told to make and I have a strong, albeith unconfirmed, feeling that the Classic Sonic composers where asked to “make it sound retro” by someone higher up on the project management chain, and after checking on their progress, simply said “meh, it’s retro enough, no one will notice”.
The “make it sound retro” argument, in my opinion, opens up a big discussion about Sonic music, because there is no easy way to make it “retro” with Sonic. You just can’t pump out a few nostalgic chiptunes and call it a day. Sonic music may have originated back in the 16-bit days of the Sega Genesis, but his identity is so much more than just that Genesis FM sound. I personally believe, similar to another thing beevean point out, that Forces focused too much on sounding “retro enough” instead of fitting each track better to each level theme or even tap into what really made Sonic appealing on the classic days.
This last point is something that SEGA struggled a lot during the past decade, they introduced Classic Sonic as an entity separated from the current Sonic, yet they simply don’t give Classic Sonic enough development as it’s own character. He’s there because he’s there and we don’t know what to expect from him beyond “he represents the good old days”. But not even SEGA itself knows what that means.
So, what really makes up Classic Sonic’s identity?
For me this is the true heart of the post. Knowing full well what makes Classic Sonic should be the key to every project that features him.
There are lots of points to make about Classic Sonic’s identity and how to establish him should he return once again on a 3D Sonic title (not even using the “modern” anymore, and I personally wouldn’t like to see him again on a 3D title for another decade, if ever), but seeing as the main topic of this post has been music, I’m going to focus on what music style makes Classic Sonic shine.
I already said that throwing some generic chiptunes won’t work, but I DO think that Genesis-inspired tunes can still work, should they stick to what made the classics so great.
And what is that? Well, you have several options here: you can choose from more J-Pop and jazzy tunes to some sick R&B and New Jack Swing beats, all the way through to late 80′s Acid House and wacky 90′s Dance music, even cinematic-like scores and ambient sounds.
Personally, I think the heavy R&B (with its fair share of New Jack Swing) influences are a constant throughout Sonic’s first years, and that kind of sound is one that goes well with his cool attitude™. Spring Yard Zone has always been referred to as “16-bit Every Little Step”, while Sonic CD... well, and Sonic 3... well... JAM. Even Masa’s demos of Sonic 2 feature some sick basses that aren’t all that different from what I was thinking (Chemical Plant and Metropolis come to mind). Sonic CD (JP, also the work of Naofumi Hataya and Masafumi Ogata) in particular springs up to my mind as the purest representation on everything that Sonic was about on his old days, but “pure” doesn’t necessarily mean “refined”, so I think the Sonic CD style coupled with some more smooth Pop for emotional moments (straight from Nakamura’s school of smoothness) and harder 90′s raves for boss fights (think how iconic Stardust Speedway Bad Future has become) could make up the perfect blend for Classic Sonic to follow in terms of style points, but also considering the general themes of each zone (Wacky Workbench being this Dance-heavy zone was a stroke of genius if you ask me, the same with Spring Yard being a jazzy urbanscape.)
Sonic is a product of the late 80′s and 90′s pop culture, he has the moves of MC Hammer, Bobby Brown, and of course, Michael Jackson (also his shoes). As such, no generic “retro nostalgic” tune will fit with him, unlike many other gaming franchises. By embracing Classic Sonic’s wacky nature gems like Sonic Mania happened, and just like I pointed it out to beevean, if you were there the week that game was first announced, you probably saw how much people were gushing about Studiopolis Act 1 sounding so much like Sonic CD with that funky beat. People instantly knew that was the Classic Sonic music they wanted to hear.
And just to make this section even better, I recently asked beevean about her thoughts on what makes Classic Sonic’s music identity. I now urge you to go and read her full analysis because it’s so deep yet very accessible, as I’ll be collecting just a few parts of her response for this post. Trust me, that post is so useful, go and reblog it now, I’ll wait here.
About Classic Sonic’s music styles, beevean says:
So… which is the style that fits Classic Sonic better?
The big love letter to the Classic series that is Mania used CD as an inspiration, and while Mania’s OST is excellent and one of my favorites… I don’t automatically associate New Jazz Swing with Classic Sonic. Before Mania, it was only in one game, the odd one in the bunch too.
3D Blast is my favorite Genesis soundtrack, and as I said it combines the best of two worlds (plus it’s just full of bangers), but it influenced the next era more than the Classic one. The same could be said for the American OST of CD - and besides, tracks like this are nothing like Sonic anyway.
Sonic 1 is the first one and all, but that mellow style fits that particular game more than Classic as a whole, I think the closest OST to this style was Advance 1, actually - another slow-paced, simple game.
So the choice is narrowed down to the ultra-popular Sonic 2 and the refined Sonic 3 & Knuckles. And I’ll be honest, while I think S3&K has higher “highs” compared to S2… my brain immediately jumps to the latter. When I think of Classic Sonic, I think of Genesis brass (the real deal, not that fake synth they used in Forces), twang basses, a swingy rhythm (too many to choose lol), and tons of energy.
Only one Classic track in Forces came close to this description. The others sound more like either a pale imitation of Sonic 1 or modern tracks with a bad soundfont, and that’s when they’re not a complete insult (no i won’t link to it you know what i’m talking about :V).
Author’s note: it’s been, like, two months and she still refuses to talk about Faded Hills, lol
youtube
Author’s note: sorry, beev.
(TL;DR) Closing thoughts.
So, what did go wrong with Classic Sonic’s music in Sonic Forces?
A lack of definition on what Classic Sonic even is about, carried from Generations, made the task of defining his style more difficult.
The composers weren’t up to the task, or they were simply asked to make Classic Sonic “sound retro”, generic sound be damned.
This also means management of the project wasn’t that interested in the Classic portion, or they ran out of time to make it better. This is something that the entire game seemed to have a problem with as well.
The music didn’t fit the stages, and even if it did, Classic’s identity was all over the place. He was there just to be there, and his music suffered from that (compare it to Mania).
Tomoya Ohtani (often credited as the maker of the arguably worst tracks of Classic Sonic in the game) has experienced a shift on his musical style over the last few years that led to his tracks start sounding very similar to each other, this, coupled with the fact he was working on the other 2/3rds of the game’s OST, caused his Classic tracks in particular to suffer.
Classic Sonic’s tracks didn’t take from the 90′s Pop and R&B influences that plagued the old games, and as such, the current Classic Sonic doesn’t have an identity as strong as the original 90′s Sonic. Beevean’s take on this point involves Classic Sonic tracks that feature strong, legit Genesis brass, with twang basses, swingy rhythm and tons of energy.
Once again, I’d like to thank beevean for providing such insightful information and opinions (you can clearly see we both tend to have different takes on what made Sonic back in the 90′s, but in the end agreed to a similar set of requirements to make good Classic music, like basslines and lots of energy), which helped this post a lot more than you can imagine. I wanted to post this back in late January, but the extra time allowed me to keep thinking, searching and listening, while also opened the door to ask beev again about her opinions. This is probably the first “big” article I’ve written this year, and I hope to return soon enough with more.
#sonic the hedgehog#sonic music#welp that was a big post#during the last portion something else started picking my attention#the shift in cultural references for sonic starting with adventure#all the cool skater stuff and the like#i might look into that in the future#in the meantime i think my 'make it sound retro' argument could lead somewhere#because i'm sure ohtani and hataya could've made something way better#but something stood on their way#be it time or management i don't know#well that's it folks#thank you for reading
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Archive Project - January 2, 2012 - Gaming in 2011
Since this fall was one of Gamings most exhaustive with over a dozen AAA titles in less than three months, i thought Id share my opinion about some of them and review the ones I played.... Full list: Dead Island, Gears of War 3, RAGE, Batman Arkham City, Battlefield 3, Uncharted 3, Sonic Generations, Modern Warfare 3, Skyrim, Halo Anniversary, Assassins Creed Revelations, Saints Row The Third, Super Mario 3D Land, Legend of Zelda Skyward Sword, Mariokart 7 (3DS), Just Dance 3, Star Wars: The Old Republic. -Dead Island: I've never been a fan of the whole Zombie franchise, not because they are bad games, but because ive had to be selective in my gaming purchases. Everything i've heard about Dead Island however has been very good and is probably the best zombie game of 2011. I wouldn't know though. -Gears of War 3: This long awaited title is debatably the most anticipated game of 2011, and definitily the most anticipated Xbox title. The title finishes off the Gears of War trilogy with a satisfiying (though cheesy) resolution to end the Locust War. -RAGE: Anticipation for RAGE was high as shared development between Id software and Bethesda Softworks, two of gamings most notable companies, brought the title to life. The game was expected as a mix of DOOM and Fallout, an action packed, open world, first person shooter with a detailed plot, amazing gameplay and hundreds of hours of gameplay. This was not the case. The game reported to have a low total length of about 10 hours and a weak storyline. Where RAGE shines however is in its gunplay and technical feats. Overall this game is fair, but doesn't live up to either companies standards. -Batman Arkham City: Seperate from the movies and following the plot to Arkham Asylum, this game provides a deep look into the Batman Universe and is praised for its story and innovative gameplay. -Battlefield 3: Back in October I was DYING to play this game. It was the first major title this fall I was prepped to buy and I was excited to finally get a chance to keep up with the newest gaming buzz. Unfortunatly the release was less than ideal. It came out the week I was preoccupied with the Fall Play and I didn't get a chance to open it. By the time I finally had freetime to play games, Modern Warfare 3 had been released and I was itching to finally finish the storyline for that. Finally in late November I got my chance. I popped the game in my xbox and began the Campaign. Immediatly I enjoyed the game. However as time went on the Campaign seemed to drag on and on. I had a difficult time understanding the plot and the characters were difficult to relate to and feel emotions for (Unlike MW). Then I tried out the Multiplayer. I was not impressed. The maps were too large and the players were all far more experienced than I was, I didn't have much fun. Overall Battlefield 3 has amazing technology, but unless your willing to dedicate more time to it, then it isn't as much fun. -Uncharted 3: I don't own a Playstation, however reception for this game has been very good (Im assuming Nathan Drake is the Indiana Jones of Video Games). When I finally do break and buy one, this game is definitly on my list of games to try. -Sonic Generations: Old Sonic meets New Sonic, brushing aside the obvious cheesiness of this concept, the game seems to provide gamers with the chance to live out their favorite form of Sonic games. But since ive never been a strong fan of the series it means little to me personally. -Modern Warfare 3: I bought this game for the sole purpose of defeating Makarov! (Oh I can hear the COD fans screaming right now). Ive never been a fan of COD multiplayer. Ive gotten into it recently but its vastly different then the games im used to. Ever since Black Ops, Activision has been publishing really crapped COD titles that simply reskin the previous game with new graphics and stories, barely changing the gameplay or multiplayer at all. This game is basically a $60 addon for Modern Warfare 2. Not only that but they expect gamers to pay an additional $50 for multiplayer upgrades. Frickin heck!!!! -Skyrim: OH FRICK YES! When I first heard of Skyrim about 8 months ago it didn't seem that big of a deal to me. It just seemed like a crappy sequel to Oblivion (which I didn't play). So I turned my attention elsewhere, notably to the newly revealed Halo 4. However about two months ago I began hearing alot about this game and how excited people were for it. I still wasn't interested. I had already sunk $180 in games already and Christmas was on the horizon so I continued to ignore it. News of Skyrim only increased after the release as all my gamer friends talked about it exclusively while I sat in the corner playing Halo. Eventually the buzz got too great and I broke and decided to rent a copy (not convinced I would like it). Just today I dedicated a few hours of my day and sat down to play it. Now I can safely say that I am in love with the game as much as any other. In a few hours I had climbed a mountain, discovered an ancient tomb and killed a fire breathing dragon. This game is definitly on the list of games I need to buy in the future. -Halo Anniversary: When I first heard about this in June, I was gitty with excitement. Like many I feared that Halo would die after Reach and that the series would never be as acclaimed as Call of Duty took over. As I watched the live E3 announcement I was filled with hope as a new decade of Halo games came into the light. For months I waited impatiently to play the new Halo title. I loved Halo 1 and I couldn't wait to see it in HD. Finally the day arrived. After a long day of school and an agonizing ride to the local Gamestop, I held the game in my hands. I brought it to my dad's apartment, turned on the Xbox and blasted my way through the Pillar of Autumn and across the surface of installation 04. I would have played all night if school hadn't directly followed. Though quickly the game grew old to me. Something ive noticed about Halo titles is that they have an amazing amount of replayability, but get old if over played. The game itself broke down into two features. One was the rebooted Halo 1 campaign, and the other was a map pack for Halo Reach. The games renewing quality was its reduced price tag of $40. Thus making Anniversary what Halo 3 ODST wanted to be. Overall a worthwhile purchase if all its aspects are to be respected. -Assassins Creed Revelations: I very specifically was not interested in this title. Why? Because the Assassins Creed Franchise is a buzzkill. I could have easily rented this title at the local Redbox for a mere $2 a night, played it and given it back. But no. I didn't. Why? Because the franchise is story driven by the previous title and hits a cliffhanger at the end of every game. Id have to play 1, 2 and brotherhood just to understand the plot prior to the game. I might as well just google the entire plot. Plus the gameplay is repetative. Jump off building, kill guy. Jump off building, kill guy. Jump off building, kill two guys. See my point? -Saints Row The Third: Its a ruder Grand Theft Auto clone. Enough said........ -Super Mario 3D Land: Back in November, I had been given the opportunity to hang out at the local gamestop while my mom was busy. As usual I took note of the various titles avaliable, asked some questions to the clerk and played some demos avalible. Notably the new Mario title. As with every Nintendo console, a Mario title is paired up to boost sales. With nothing better to do, I approached to sample 3DS (you know the one nailed to the wall) and played through the first level. Rarely do I enjoy a game the first time a play it. Usually the controls become a hastile and I dread my first experience. But the controls came naturally to me. The level was simple and fun and I honestly enjoys playing through it. When I finally buy my 3DS, Mario is one of the first titles I will buy. -Legend of Zelda Skyward Sword: There are not bad Zelda games, there are ones that dissapoint slightly or have frustrating features, but all the titles are quality titles worth their cost. I am not personally a zelda fan, but I have tremendous respect for the franchise and its fans. Skyward Sword is definitly a notworthy title. The game cronologically takes place before Ocarina of Time and Majoras Mask. The game however is vastly different in style from previous zelda titles and may alienate some fans. Overall the game is praised for its quality and story. I applaud Nintendo for ending the Wii's Lifespan with such a wonderful title and look forward to seeing what titles they have in store for the Wii U in terms of Zelda. -Mariokart 7 (3DS): Since the Nintendo 64, every Nintendo console has to have a mariokart game. They are fun, simple and bring in the bucks for our friends in Japan. Mariokart brings the same style of racing Nintendo characters to the 3DS and is worth the cost. -Just Dance 3: either you play motion sensitive games or you don't. If you like them and music games, then youll like it. If you don't, then you won't like it. Simple as that. -Star Wars: The Old Republic: A star wars MMO, not an original concept but definitly a profitable one. Following the success of Knights of the Old Republic and the huge following for MMOs like World of Warcraft, Lucasarts and Bioware came together to produce The Old Republic, allowing fans to make their own epic journey in the star wars universe. However the game is plagued with issues. Notably the fact that all players are forced into a waiting room upon signing into a server until enough room opens for them.
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My Opinions on the Sonic Movie Trailer
Okay, I guess I better say something about this movie before I lose my credibility in the Sonic community. I saw the trailer at school and everyone was talking about how weird it was on campus. I loved it at first sight, since I thought Sonic was gonna look WAY worse. Anyway, let's go over the pros and cons.
Pros:
- The speed. They knew what they were doing with Sonic and his speed effects. I mean it makes sense, what with the people from Fast and Furious.
- That Spin Dash! Sonic's iconic move was displayed amazingly in that trailer and his strength was on full display. Also when he just plopped into his little hideout in the forest and he was that fuzzball, it looked great!
- Jim Carrey as Dr. Robotnik. I get what they're doing. This is an origin story. Robotnik is gonna deteriorate into the classic crazy villain we all know him as. That ending shot proved it. But yeah. He was clearly not fat enough, but he isn't quite...egged out yet. Sort of a Kintobor thing before Robotnik/Eggman. My dad has issues with it, but I think it's fine. Plus he's got good material as well. Sassy and smart. That's how I like my Eggs.
- The acting. Marsala is giving it his all, and he sure has experience in this. I imagine he's gonna be a good focal point of the movie since title characters in these movies are NEVER the focus but are there to say that it is indeed a titled character's movie. I think Tim will be fine. A little snarky to play off of Sonic as well. Honestly I loved that bit with the "That's not your child in that bag?" This was also a good reminder that Sonic is a teenager. Good move. I forget who's playing Ann, but she seems fine. No comment yet. And then we have the Hedgehog himself. Ben Schwartz, I tip my blue spiky hat to you! You know just how to make Sonic sound like...well... SONIC! That cockiness is perfect. The voice is natural, and I want MORE! I'm sure they got some good lines for him (and some bad ones but that's inevitable sadly)
- The animation in general. Say what you will about the design, but in motion, everything looks awesome! It flows, it doesn't look cheap, and the mech designs look incredible. The effects are well integrated and seem like they're unintrusive on reality. I like it. And really, Sonic looks good in some shots, especially doing what he does best. I'm so happy they got Sonic looking cool when on the move. If they failed at that, the whole thing would be a complete failure.
-The Easter Eggs and nods! Listen to the voice of the Commander of the military again. Now imagine that voice saying something like... "Sonic Adventure 2, Hero Side Story: Farewell Sonic, Forever." Tell me that isnt the same guy! That's an amazing Easter Egg. Also I hear one of the guys in the meeting voiced Grounder in Adventures of Sonic the Hedgehog. Also cool! The pike of shoes in Sonic's hideout was a neat touch. He was looking for some good new shoes. Something tells me those Nikes ain't gonna last through the movie since they ain't frictionless. I also noticed something really cute they pulled off. When Sonic did that Fitbit joke? Looking at his wrist condescendingly? Sound familiar? Almost idle? Sonic 2 idle animation perhaps? All that's missing is him tapping his t- WAIT! Yep, that's another thing I think when I think Sonic. The classic impatient toe tap. They got his attitude DOWN and I love it! And! They remember something I'm so happy about! HE'S 90'S AS FUCK!!! Sonic listened to Gangsta's Paradise on a cassette tape! That song is from the 90's! They got it! Sonic is not a modern boi. He is so lost in the last decades and that's why I love him. That old fashioned nature? That's what makes him more timeless to me.
- Check that hair. They got his hair right. Good. That's it. Sonic is also very defined by the classic shape of his hair.
- The Ring. Okay, hear me out. Yes, we're more familiar with Rings being used as a shield to prevent Sonic from dying from a hit. Um, did y'all forget the Giant Ring at the end of the level in Sonic 1? Or the Flicky's Ring in 3D Blast/Flickies Island? It's just a portable version of that. I like the spin on it, okay? I'm sure it also protects Sonic like in the SatAM cartoon. Im just glad Rings are in the movie at all.
Cons:
- Elephant in the room, Sonic's overall design philosophy. I feel like there were two butting heads at the studio trying to decide how realistic to make Sonic look. They apparently compromised at "Make him anthropomorphic and give him human facial features including human teeth." Yeah, the teeth and eyes are my issue, and some coloring issues as well (I get that hedgehogs usually have white bellies, but Sonic has always had a tan belly, since he doesnt walk on all fours. Plus he needs to be a darker shade of blue.) The features all too human just kind of take away from what was meant to be more real. If they gave him sharper canine teeth, that would be an improvement, because that would be more animalistic. Also, I like how some people design Movie Sonic with a white tuft of fur between his eyes to make that classic illusion that his eyes are connected like the old days. (Actually looking back, I think Sonic's eyes were connected on accident before but they stuck with the design. Sort of an artist's idea of eye design in the old days. If he was to be created today, his eyes might be separated) I also need something to really come out of Sonic with his face. EXPRESSIONS AND PERSONALITY! You know, that thing Sonic was known for aside from his speed? That face is not very expressive and it leaves the emotions behind the delivery of the lines feeling flat. Perhaps a more defined brow for that redo, thanks. Otherwise, I have no complaints. The lack of gloves is odd, but again, this is most likely an origin story, so he doesnt have the gloves YET. I am glad that he has proper paws with the pads on his palms instead of creepy human hands. Also claws that he probably cuts/files/chews off himself so they're more like fingernails. Solid enough I guess. And the furriness of it all as well as the dropping quills? Eh, it makes sense. Plus it almost makes the rest of his body seem cuddly. I'm just not down with the rest of it.
-The music choice. Okay, I never heard Gangsta's Paradise in my life. From what I hear it makes no sense to have it have anything to do with Sonic. Now, maybe it was the only cassette he could find, since that boombox looks secondhand and so is the tape, obviously. However, if I were to choose a song for the trailer? I have one option. All I Want by Offspring! Think about it. The dates line up. It's a fast paced rock song. It's rebellious and against the system, like Sonic is in the movie apparently (yeah I didnt get that whole "delinquent" bullshit from the trailer, did you? He just seems like Sonic to me in terms of his actions,) and it was used in a SEGA game! It's from Crazy Taxi! Come on, that's PERFECT!
- the Flash lightning. Seriously? Is that the only thing Hollywood can think of when it comes to showing someone is fast? Come on, get your heads out of your asses. It's so easy. Modern Sonic has been more compared to the element of WIND! Tornadoes, Mach Cones, Sonic Wind, all that stuff. Sonic never really messed with electricity, so bleh.
- This isn't a pro or a con, but I really wanna know this. Will we see the Tornado? Don't forget that the Tornado is Sonic's plane. He just has Tails fly it when he wants to ride the wings. I feel like they could have had Sonic use the Tornado in a cool air battle scene but get shot down (because the Tornado kinda sucks since it always gets shot down, but it's iconic to me) since Sonic isn't exactly "a hell of a pilot" and THEN finds the Warp Ring inside. I dunno, thought it'd be cool. Look, Tim just met a 3 foot, blue, talking hedgehog that runs really fast and eats chili dogs. (please remember the chili dogs) Hedgehogs on planes wouldn't be that farfetched that day, would it?
- Some writing just felt off, but some can be explained. Let's start with everyone's FAVORITE scene...to wreck. The infamous "Uhhh...meow?" Here's my take. Yes, stupid, but what if he had no idea what to do? What if Sonic was just in his head going "What sounds do hedgehogs make? What sounds do hedgehogs make? Quick, say something, stupid!" And when he said it, probably something in his head was screaming "Dont say something stupid, stupid!" Also, I just didn't laugh at the "Smells like body spray and an old ham sandwich" line. I was like, Sonic, shut up. The joke was sold. Don't ruin it.
- Why is it the law where every live action movie with a CGI talking animal (that they didn't know about before you bring up Detective Pikachu, Christopher Robin, or even Peter Rabbit) must have the main character and the CGI character scream at each other? Sonic wouldn't freak out (unless he was more afraid of the gun and was kind of unsure how to react. Also great job dodging the tranq dart, oh Fastest Thing Alive)more than likely he'd be trying to talk his way out of this or just run away with a face like 😐😳 "I'm SO busted!" Just saying there was a better way to do that aside from the cliche.
- Robotnik, why did you try to taste the quill? You dont know where he's been. Yeah, yeah, I get it. Cool and Lickable. Lol. Pretty sure typos shouldn't be legitimized.
- Quicksilver? Not in my series he ain't. Oh... wait. Yeah. The whole stopping time thing. Eh, it's been done. Cool all the same, but again, done before. I appreciate Sonic's spin on it though, playing around like a teenager would. I dig it.
-Save your planet? Like...as in you're just an alien? I dunno, plus how do you know you have to save the planet? I'm chalking THAT up to "this is a trailer and probably wont appear in the final movie the same way."
- Did they REALLY have to make him say "Gotta go fast"? Again, probably just for the trailer, but really?
In conclusion, I have no hope for the movie. Can't be disappointed if you dont expect anything. Sort of my take on his design at first. I thought he was gonna look like COMPLETE garbage, but some shots look great, like when he was explaining that he had to save the planet? The lighting and such looked good for his face when the camera was on him. And again, the movie looks much better in motion. Yeah, I still have issues, but that's because I love Sonic. I love the characters and I want the best for the series. I care about the games that have been with me since my near infancy. They have fan service but it feels like you gotta be a crazy fan like myself to get the references, so it's lackluster because of it.
Sonic deserves a great movie! I just hope they impress me with something HUGE!
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We keep in mind the Sega Dreamcast, 20 years on - CNET
Disney World thing, seeing the last gasps of 1990s interactive games, and there it was. That Sonic Experience demo with the whale chase-- incredible to enjoy and dreadful to play.I wouldn't spend any quality time with the Dreamcast up until at least a year later on, however seeing that display was impressive for the time. At that point I still simply had a Genesis, so even a short glance of Sonic looking halfway-decent in 3D was a discovery. And no, Sonic 3D Blast does not count. Though I never purchased one myself, a buddy did, and it ended up being the go-to console for sleepovers and lost Saturdays. The mix of Marvel vs. Capcom 2, Power
Stone, Tony Hawk's Pro Skater 2 which dreadful Chao Garden function from Sonic Experience 2 was more than enough to keep us playing that Dreamcast until long after it had actually died and everyone else carried on. Plus, its huge controllers were still better than the dreadful DualShock 2 on the PlayStation 2. That's simply a fact. Now playing: See this: Remembering the Sega Dreamcast at 20 Scott Stein I had every Sega system that was ever made. Yes, even the 32X. I was a Sega kid-- the Master System with Superscope 3D glasses was
my present after getting appendicitis. While the Genesis was my preferred, the Dreamcast is a place of special memories I
was residing in
LA, working as a script reader and story editor, and playing amazing NFL 2K video games to get in touch with my inactive sensations about the New york city Jets. That NFL 2K game stunned me ... it was the first TV-real sports game I 'd ever seen. Crazy Taxi was my LA commuting treatment. I loved the weirdness of Chu Rocket. And much more, I was obsessed with Seafarer. My very first E3 I ever attended had the Dreamcast, and I saw the Leonard Nimoy-voiced fish-man in all its Lynchian scary. Seaman was so ahead of its time: It had a microphone I might talk to Seaman with. It resembled if Alexa were a depressed cannibal fish. In my dusty little Sherman Oaks house, Seamanwas my
mystic surrealist fish tank. In addition to the Museum of Jurassic Innovation in Culver City, it was part of my cabinet of curiosities that made me imagine how weird art might be. Area Channel 5, the remarkably real-feeling Shenmue, and yes, I owned Typing of the Dead. It was a great system of video gaming oddities.The Dreamcast was little and magnificently developed, had arcade-perfect games, and was my first real online gaming system.
May it rest in peace in my mom's basement.Rez Infinite is a modernized variation of the Dreamcast classic. Other than the graphics, very little else was changed. Dan Ackerman The Dreamcast was
the first console launch I ever covered as a beginner "video games journalist" at the long-forgotten (however pioneering!) games-and-culture site UGO.com. My colleagues and I all spent for launch day bundles, and Soul Calibur was everybody's instant favorite.We all wound up playing a great deal of meeting room Soul Calibur with UGO's most well-known staff member, previous kid star Gary Coleman. Gary was a total fiend for Soul Calibur, and frequently held court in our Park Opportunity office, taking on all challengers and giving unlimited foul-mouthed garbage talk. He was really pretty excellent, and probably had an 8 out of 10 win ratio.Other early Dreamcast highlights for me consisted of Power Stone, Shenmue, a Local Evil knockoff
called Blue Stinger( I bet I'm the just one considering that a shoutout), and bizarre fish simulator Seaman. When my now-wife utilized the Dreamcast microphone accessory to inform Seaman she was going to consume him, he replied," Or maybe I'm going to eat you." If that's not next-gen, I don't know what is.I've come back to the Dreamcast a couple of times because its 2001 discontinuation, discussing it on my old talking head video game web series Play Worth( circa 2006), and taking a deeper dive for the Dreamcast's 10th anniversary, which I blogged about here. Would I buy a brand-new
" Dreamcast Classic "micro console? Definitely. Would I plug it in more than as soon as or twice? Probably not.Tim Stevens My Dreamcast memories are a little different than the majority of. Like Scott I was a Sega kid and, like Scott, I too owned( and still own) every Sega system. But my memories of the Dreamcast weren't a lot about video gaming as they were about coding. Lots and lots and great deals of coding.I was in college studying computer science and
composing when the Dreamcast dropped, and my dream was to combine those passions and get a gig in the videogame market after graduation. It was time to select a senior thesis, therefore I blindly emailed some folks at Sega to see if there was any way I might get consent to write a simple game for their hot new console.Amazingly, I got an action. As it turns out I would not be allowed to
develop anything for the Dreamcast-- the advancement hardware alone cost thousands of dollars and I was lucky if I might manage pizza on Friday night-- but I was admitted to the Visual Memory Unit designer package. The VMU, you might keep in mind, was the small, Game Boy-looking thing that slotted into the controller. It had a small, gray and black LCD, a four-way D-pad and a number of buttons.Games for the VMU were written in assembler, an arcane language I 'd never ever been exposed to in my research studies. If that weren't daunting enough, the
only documentation for the VMU package remained in Japanese, another language I didn't speak. In spite of all that I figured it out over the list below few months, then labored and labored and toiled to compose what would be the first-- and to my understanding only-- multiplayer VMU video game. You could, you see, connect two of the mini handhelds together at the top thanks to a cunning, reversible connector. I composed a Pong-like video game played vertically, with the ball taking a trip from one screen to the next, back and forth. Establishing that game, plus another simple, Simon-like video game, consumed my senior year at school. The resulting code, when printed out for my final thesis discussion,
filled a binder as big as a phone book. Along the method I learned enough about the game development market to recognize it wasn't for me, however that project, just me and my text editor toiling for months, is still the programming task I look back upon a lot of fondly. The recently remastered version of Shenmue. Jeff Bakalar I was 17 when the Dreamcast released and was working for a dotcom start-up run by 3 21-year-olds. I remember the day it went on sale
, among the partners bought it for same-day shipment
from a service called UrbanFetch.It showed up and we didn't do any work for the rest of the day. It was just nonstop Ready 2 Rumble. I recall being instantly pleased with how crisp the visuals were. It was a level of fidelity I hadn't ever seen before. Whatever appeared so fast, so innovative
, so futuristic. The Dreamcast showed up in between the other console cycles, so it seemed like we were getting a really early glance into what the remainder of the competitors would quickly be providing. I didn't end up owning my own
Dreamcast till college, however I ultimately fell for Sonic Adventure, problems and all. I played many of the Burial place Raider and Local Evil video games on the Dreamcast too. The Dreamcast will always have a place in my heart for its ridiculous memory card adapters, its primarily horrible controller and the outrageous speed at which its disc reader would spin and change, like some type of dot-matrix printer that went off the rails.Jason Parker I never ever actually owned a Dreamcast, but for a duration in my life, I could not
get enough of one video game: Fighting Vipers 2. It was while I remained in college and among my good friends had a Dreamcast, so when we were not out in the evening or studying, we 'd invest hours fighting match after match.The funny thing is, it wasn't called Fighting Vipers 2 as far as I knew at that time.
My buddy had a
bootlegged copy on a disc and whatever composed on the sleeve remained in Japanese, as was all the on-screen text in the game. I even had to count on him to launch video games because I couldn't navigate the menus. At the time, he discussed the video game wasn't offered in the States, however it didn't officially pertained to Dreamcast till 2001 and never in the United States. Now playing: Enjoy this: Our most cherished video game memories. 8:00 Once he started a match, it was button-mashing paradise. I remember being blown away at the crisp 3D graphics and cool-looking fighters at that time. But the best mechanic of all, and most likely the greatest factor I loved the game, was that you might kick your challenger through the wall of the arena at the end of the match. Possibly that sounds ridiculous, but fighting games in between good friends can get tense. When you can send your pal through the wall at the end of a long fight it's an exclamation point like no other. We
'd get significant about it too, shouting" Boooooooom!" as we 'd blast the other person about 50 lawns beyond the cage. No, I didn't own a Dreamcast, due to the fact that I was a poor college student, however I still have
fond memories of stomping out my good friend in Great Buddy 2Battling" You're going through the wall! "Jet Set Radio on the PC, running at 2,560 x1,440 pixels with mostly the very same possessions as the original, still looks terrific. Sean Keane The Dreamcast was the most amazing console I never owned. Games like Homeowner Evil: Code Veronica,
Sonic Adventure and the mighty Shenmue, and functions like online video gaming and the VMU made me want one terribly, however I simply couldn't manage it as a 12-year-old. Code Veronica looked unbelievable
at the time of its release-- replacing fixed prerendered environments with completely 3D ones and bringing n't rather satisfied ... but it's fine. I'm fine.Sonic Experience appeared like an extraordinary growth of Sega's mascot into 3D, even if it's misery to play today. That whale chase looked fantastic
at the time and it seemed the obvious advance for Sonic after Mario's wonderful transition into 3D. Shenmue was the big one however-- a remarkable life simulator with an abundant open world that was extraordinary. Seeing Ryo Hazuki wandering around Yokosuka, Japan, as he tries to unravel the secret of his daddy's murder was remarkable, and something I just got to experience fully through the current remaster. Eric Franklin I bought the original Japanese Dreamcast from
" http://www.ncsx.com/" target =" _ blank" data-component=" externalLink" rel=" noopener" > NCSX back in November 1998 and got 2 video games: Pen Trilcelon and Virtua Fighter 3tb. While Pen Pen was and still is dreadful, VF3 was anything however! Why did I pay a premium to have this system imported? I was a Sega fanboy and the Dreamcast was where I might continue playing Sega video games beyond the defunct Sega Saturn. But as much as I enjoyed playing the Dreamcast, recalling now, it's clear to me what it truly represented for me: A last possibility at console success for Sega. I got a Sega Master System in 1987 and from then through the end of the Dreamcast's life I was not just bought playing Sega video games, however also extremely invested-- emotionally, to be sure-- in Sega's success as a console designer. It's most likely unusual for people to comprehend
that, however here's the way I saw it: The more effective Sega's consoles were, the more terrific Sega games the company would make. I not only wished to play those video games, however to likewise have other people discover how excellent they were. To see in them what I saw in them: Games with great graphics and simple gameplay that belied a depth you had to reveal. You could play Crazy Taxi like a normal individual,
sure. But if you didn't use the Crazy Dash and the Crazy Stop, which allowed you to go from 0 to 60 in less than a second and quickly stop, then you weren't playing it right. That desire and require for the Dreamcast to be successful was genuine.
Even at the time I knew that if the Dreamcast didn't offer a particular variety of systems, Sega would likely leave the hardware company, which the business eventually did. And the anticipation of each brand-new big release was addictive for me. It was less about how much
I would like Shenmue and more about whether it would push enough mainstream audience buttons to make people purchase a Dreamcast over a PS2. It's ridiculous to think of now, however that was me. I think I simply required something to distract me from my genuine life at the time. For a couple of strong years, it was the
Dreamcast. Presents for the player who has
everything: Please that hard-to-shop-for PC player in your life. CNET's Vacation Present Guide: The very best tech gifts for 2018.
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