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Post by tempest on Jul 19, 2016 14:38:33 GMT
Here's an interesting video that suggests that Sonic R was released in a incomplete form.
Thoughts?
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Post by linkt101 on Jul 19, 2016 17:00:53 GMT
For those who're in the know about the development process of the game. They'll know that given the time and resources that went into the game. The end product could be judged to be reasonable, but then again it is a Sonic game so there is the expectation that something better should have been produced. That explains why there is so few tracks and why they're so short. From a design point of view the biggest flaw the game has is that the tracks aren't designed for anyone other than Sonic, Knuckles or Tails. Given how essential the jump function is. However, I have a major criticism for the people who're most prone to bashing the game, and that's that it's clear that many of them don't even know how to play the game. Firstly, jumping straight into the game and selecting Sonic is probably not a good idea. It's better to select Tails and then graduate to using Sonic. Secondly, don't use the D-pad to steer. Use the shoulder buttons instead. Lastly, learn to slow down before corners by letting go of the D-pad. Seriously, they're the same people who bash Virtual-On due to not knowing how to play it.
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Post by xDerekRx on Jul 19, 2016 18:05:57 GMT
However, I have a major criticism for the people who're most prone to bashing the game, and that's that it's clear that many of them don't even know how to play the game. Firstly, jumping straight into the game and selecting Sonic is probably not a good idea. It's better to select Tails and then graduate to using Sonic. Secondly, don't use the D-pad to steer. Use the shoulder buttons instead. Lastly, learn to slow down before corners by letting go of the D-pad. Seriously, they're the same people who bash Virtual-On due to not knowing how to play it. Definitely agree with you there. Sonic R can be one of those tough games to get into at first. Certainly has a warming up period at first. I remember way back to the first time I played it, it only took me 1 race to get any discomfort out of the way. Once you get a hang of the controls, the game is great IMO. As for this incomplete theory, if you look hard enough into most games there is some level of incompleteness. Surely with late Saturn games you'll find it a bit more too. Obviously Sonic had an awkward phase on the Saturn. This is why I give a lot of props to Travelers Tales. As a big Sonic and Saturn fan, they were really the only company that put something on the system. Without them we may not have even had a Sonic release other than Jam. And im thankful for Sonic R specifically because its actually more of an adventure game than a racing game. Had it lacked any of the adventure elements, I may not have loved it as much. Plus the graphics and impressive effects bring it together. It at least provided the system with 1 polygon Sonic game so we could at least see what he looked like on 32 bit.
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Kolba
Saturn Player
Joined: March 2016
Posts: 107
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Post by Kolba on Jul 23, 2016 16:12:25 GMT
Someone should tell him what a technical achievement Sonic R was, and the fact that it received good reviews at the time of release. Quite different from the unmitigated disaster he's keen to portray.
He claims the video of the early version shows only Sonic as it was too early to implement AI - and yet Knuckles can be seen racing against Sonic. He finds the lack of an on-screen map in this early version a choice moment to unload his snarkiness: "I guess 4 months isn't enough time to program a map?". I'm pretty sure for an extremely early build, rushed for a game event, a mini-map is not on the priority list.
The things he mentions as cut from the final version in support of his theory that Sonic R was rushed out in incomplete form are few and minor. Here is the full list of things shown in early videos, or mentioned in magazine interviews, which he quotes:
4 player split screen weather effects 2 player battle mode the fire shield knuckles climbing walls
The Saturn just wouldn't be capable of 4 player split screen Sonic R, so it's surprising if this was ever considered. He doesn't mention a source so I'd guess he's mistaken here. Same goes for weather effects. I think it more likely these were only ever considered as PC extras and the author has confused the different versions.
The 2 player 'battle mode' - isn't this the balloon hunt mode which made it to the final game?
That leaves the fire shield and Knuckles' climbing ability. As these are present in other Sonic games, naturally they would suggest themselves as ideas when brainstorming power-ups and character abilities. As development went on, I think it more likely that such features were dropped because the designers couldn't find a good fit for them in a racing game. This is normal: ideas and mechanics are always evolving while games are in development, as the designers get feedback on their initial ideas. It's not evidence that they were cut due to time constraints.
Overall I just think it's a thinly researched excuse to showcase how achingly sarcastic and critical he is.
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Post by xDerekRx on Jul 24, 2016 4:51:14 GMT
I agree Kolba, I never noticed or thought the game to be incomplete. Didn't think the video changed my mind any on that. All his arguments are a bit forced.
As for the first thing you said. Yes, the game is a great graphical achievement to a lot of us who take the time to appreciate it but to most the game still has a bit of a joke reputation (mostly to the casual gamers).
I oddly forgot that reviews were as good as they were for the title until I did some research. Also for me personally, the only review I remember from when I was a kid was from GamePro magazine here in the US who did not like the game and gave it 2.5/5. (They also gave Quake a luke warm 3/5 review in the same issue while all the other mags were more in the 4.5/5 range) So that left the impression with me that it was reviewed poorly. However Ive read a lot of other magazines that came out around that time and reviews were certainly more positive.
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Kolba
Saturn Player
Joined: March 2016
Posts: 107
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Post by Kolba on Jul 24, 2016 22:59:27 GMT
Don't get me wrong, though, in spite of the great graphics Sonic R was a disappointment. It was way too short and easy, especially once the courses had been mastered. It needed more tracks, or the AI should have been more challenging, using some of the short-cuts more often. Maybe they could have given incentives/bonuses to the player for NOT taking the short cuts once they'd truly mastered the courses?
So yes, it could have been way better, but this video gets the reasons all wrong.
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Post by linkt101 on Jul 24, 2016 23:05:11 GMT
Don't forget players need to collect special coins and locate emeralds in locations which require large deviations. While still finishing first. I agree the AI against hidden characters could have been better, but for standard races I consider it fine.
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Post by Anthaemia. on Jul 25, 2016 21:26:17 GMT
The things he mentions as cut from the final version in support of his theory that Sonic R was rushed out in incomplete form are few and minor. Here is the full list of things shown in early videos, or mentioned in magazine interviews, which he quotes: 4 player split screen weather effects 2 player battle mode the fire shield knuckles climbing walls Traveller's Tales were only ever asked by Sonic Team to deliver a product that contained 2PVS options - the four player split screen rumour came from overenthusiastic journalists (who probably didn't take the Saturn's limitations into consideration) who jumped on comparing Sonic R to Mario Kart 64. As for the weather effects later seen in the PC version, these were yet again beyond the Saturn's technical capabilities. On the other hand, Steep Slope Sliders was released around the same period. While it's far less impressive overall, SSS did incorporate distance fogging, particle effects and the option to race at different times of day. What the earliest media of Sonic R from E3 1997 showed was a prototype build where Resort Island was set at a different time of day, but it was never in the original design brief to have such a feature. If you look at some of the initial screenshots, it's obvious the artists were still playing around with ideas, as there were also some rocks that were changed to have much lighter textures as well, in addition to the changed HUD elements. My guess is that the fire shield was dropped because the game didn't include many places you'd need to protect yourself from this particular type of environmental threat, and similarly it's not as if Knuckles' ability to climb walls had much use. Indeed, his gliding makes up for this, and in the right hands it's possible to clear a large portion of Radical City with the character!
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