Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
More 3D platforming with good camera angles so it's not all just boosting and "enemies drop from the sky" arenas.
Enemies that don't just stand there waiting to be boosted through
Multiple pathways in both 2D and 3D sections
Other characters with their own abilities. Same style of gameplay like the classics but with different abilities. Perhaps even different pathways or different levels all together
Less bottomless pits. Especially during precission platforming sections.
No Classic sonic. It was a novelty for Generations with it being the anniversary game but the novelty ended with that game. Keep Classic sonic to games like Mania and keep focus of the main series games on modern sonic style gameplay.
I'd prefer more open areas and more actual platforming in a 3D Sonic game, but frankly I do not feel the boost mechanics are particularly suited to such things, at least not without significant changes which I would not know how to approach.
The Unleashed super-fast, throw-a-different-simple-set-piece-at-you-every-three-seconds style of level design fits the boost mechanics best, I think.
I miss how rails were used in SA2, where they didn't somehow propel you forward at a set speed magically, used physics, and were often totally optional and sometimes even somewhat hidden.
Wish they would go back to that, or take inspiration from games like Tony Hawks Pro Skater or SSX for rail use.
As it is, apparently the only thing they can think to do with rails is have you press left or right to switch between parallel rails over a bottomless pit, which is just so damn boring.
That's a '3D Sonic as a whole' issue. Most levels feel like a string of floating platforms over a gigantic pit.
Only the first Sonic Adventure really avoids this much.
I would use Generations as the basis for controls, "drifting forwards" would result in rolling. That alone would allow to gain speed by using more than boosting.
I would also add half-pipes, which would allow to abuse rolling to do crazy things.
If I was at Sonic Team, I would also suggest to create a level generator to streamline the production of levels. That generator would create multiple paths with divergence points based on speed, reaction time, angle after turning and other factors like that. After generating, they would be improved by hand. The biggest problem of boost games is length and it could allow them to create multiple acts faster.