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The effects of that damage can still be felt to this day, and although there's reason to be optimistic about Sonic Rangers and its Breath of the Wild comparisons, it's going to have to do a lot of work to get past Sonic's 3D reputation. While the Sonic franchise has produced a number of impressive 3D releases, the last decade has birthed 3D Sonic games that have done considerable damage to Sonic's entire image. Nevertheless, the franchise's 3D lineup is preparing to expand with the 2022 Sonic game that is rumored to be titled Sonic Rangers.Īs exciting as Sonic Rangers sounds, there is already a lot of pressure on the game. There is one genre, however, that has proven to be rather difficult for Sonic to pin down, and that is 3D platforming. In that time, Sonic has done just about everything that's expected from a major gaming mascot, from classic 2D adventures to racing games. just copy-paste from Sonic Generations and build a new game around it.īut if they're going to introduce a new gameplay era for Sonic, I hope for something that replaces the 2D segments with Dreamcast-era segments.The Sonic franchise is one of the most cherished in gaming, with a long history of revolutionizing the platformer genre and creating one of the most recognizable mascots in the industry. This is why if Sonic Team wants to continue the gameplay established in Unleashed, Colours, Generations and Forces. Why waste time making the physics engine and gameplay for modern and classic Sonic (one that turns out crud) when they could of just copy-pasted the very same things they already made from Generations into Forces? This is why I go on about that Sonic Team should of just copy-pasted from Sonic Generations when they were makiing Sonic Forces. Sonic Forces just dropped the ball big time, not only did the staged felt rushed and lazy in design but fell back to Colours stage layouts which made the stages even more boring. This is why Sky Sanctuary, City Escape and Seaside Hill are my favourite moden stages from Sonic Generations, because when it comes to 2D and 3D segments it didn't feel like one or the other, these segments encouraged stylised platforming to allow these stages to have more personality and feel more fleshed out. Sonic Generations felt like they knew they couldn't pull the same crud from Colours again given the classic stages are entirely 2D sidescrolling platforming, so the modern stages try to flesh out the 3D areas more with more platforming and obsticals making it less about boosting and more for platforming and have the 2D areas more sparingly and used for more intricate platforming that would of been difficult with the drifty controls in 3D. Problem is though "Let's add these little gimmicky aliens in it!" which makes the stages feel more divided between 2D and 3D, with the 3D segments mostly being "Boost lanes" that lead from one platforming segment to another. To me it's like Sega said "Right, everyone likes the Day Stages but not the Night Stages, why don't we make a game entirely made of day stages?"Īnd that is a fine concept. It's Sonic Colours that's the problem child for me. Yeah Sonic Unleashed had decent Day stages but I still think they topped it off for the Modern stages in Sonic Generations. He was lead level designer on one of your most popular modern-era game.
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Seriously, just get Yoshinobu Uba as lead level designer for now on. I don't see why you needed to build what you already had from the ground up and failed at it. In fact, I would of not blamed, fault or shamed you at all if it was decided to recycle Sonic Generations into Sonic Forces, such as programming, gameplay and assets etc. If you're going to have 2D side scrolling segments in your next major Sonic game then please keep them at a minimum and make use of various platforming and mechanics that were made available for Sonic Generations.
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If you can't get Yoshinobu Uba as lead level designer for your next game then if you really want to make 2D Sonic games then please consider continuing either the Rush series or make sequels for Mania.
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Sonic Unleashed gets a pass given it was starting off but they really dropped the ball in Sonic Colours to the point it feels like they knew what the fans wanted but didn't know how to deliver it to them until Sonic Generations.īut in Sonic Forces it felt like they dropped the ball with it again with stages being short and mostly reliant on sidescrolling while boosting was again used for merely intermissions between sidescrolling segments. What I find sad about the modern stages in Sonic Generations is that they're the only stages to do this efficiently. What I liked about the modern stages in Sonic Generations is that it blended 2D side scrolling segments almost seemlinessly and made them feel more relevent to the stages without being overly used.