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Anonymous /v/716155879#716165358
7/22/2025, 10:05:01 PM
>>716156058
Yep. If anything, it should be the opposite. Sonic needs a fucking handbrake. Pulling back in a 3D Sonic game usually results in him doing a U-turn that can send you careening off of a platform. It's funny how in SA1, the very first 3D Sonic game, they actually DID give him a "brake" button. It was when you were in the air, and pressed B. You'd come to a complete stop, and it was very useful for platforming after going really fast.

Ideally, of course, the handling of a Sonic game shouldn't "need" such mechanics, but I don't mind their inclusion as a tool, of sorts. Same way I don't mind the drift. Same way I don't mind the homing attack. As long as they aren't used as crutches, they do add meaningful control options for the player.

>>716158781
I admire your appreciation for not overcomplicating things, but I'm gonna be that guy and say Sonic shouldn't be all about going fast all the time. There needs to be some platforming. Some sort of actual feedback. It can't all be boosting down a corridor. Level design is a major sticking point for 3D Sonic. A lot of people glaze Shadow Gens' level design, but it's really just more of the same stuff we saw in Frontiers, and even Forces to some degree. Too many straight lines, too many scripted events, too much railroading, not enough options for traversal. The gimmicks both helped and harmed in that regard. It's a complex subject, one that I don't have enough characters to really get into. The levels were fine, but they could've been better.

>>716164540
Frontiers actually has very tight controls when the sliders are fiddled with the right way, just minus actual physics. They're certainly better than the tank on ice boostshit Sonic tends to feel like. That said, you're right, and I've been saying the same thing for years too. I shouldn't HAVE to do this. I absolutely do not mind options. Options can be very good. But Sonic Team really should have just made a game where the controls felt good to begin with.