Jump to content

Edit History

SomethingOther

SomethingOther

16 minutes ago, RaTcHeT302 said:

the checkpoints

 

why the hell are the checkpoints, something which you need to PHISICALLY touch, in most games, they are invisible, and you often can't even tell that you got past one, that's just a game design fuck up, period

Sonic games have always had visible checkpoints you needed to physically touch, so I don't know where your complaint lies here. Should they have made the checkpoint itself in Heroes wider or bigger? Probably, but it's right in your face, even if Ross completely skipped it quite a few times. I never had a problem touching those checkpoints myself even when I played Heroes as a kid, so.

 

16 minutes ago, RaTcHeT302 said:

the grind sections

 

ratchet & clank never had any of these issues, here's a rail section from the new game (what do you know, IT WORKS PERFECTLY FINE)

[video example]

I will concede that Heroes' rail grinding mechanics (more specifically, it's rail switching mechanics) are rather crap. However:

 

1. You're comparing the rail grinding mechanics of a 17+ year old game by devs who, regardless of their talent or lack thereof, may have been crunching to get the game off, to a modern game with better time and budget and a better handle on game design due to years of experience.

2. Ratchet and Clank's rail grinding mechanics are more automated than that of Sonic's. From what I can see of the video example, you don't really control the speed or momentum of how fast you grind, unlike in most Sonic games that feature rails.

3. More importantly, later Sonic games would handle rail grinding (and specifically rail switching) much better, as early as fuckin' Shadow the Hedgehog. (06 doesn't count, obviously.)

SomethingOther

SomethingOther

15 minutes ago, RaTcHeT302 said:

the checkpoints

 

why the hell are the checkpoints, something which you need to PHISICALLY touch, in most games, they are invisible, and you often can't even tell that you got past one, that's just a game design fuck up, period

Sonic games have always had visible checkpoints you needed to physically touch, so I don't know where your complaint lies here. Should they have made the checkpoint itself in Heroes wider or bigger? Probably, but it's right in your face, even if Ross completely skipped it quite a few times. I never had a problem touching those checkpoints myself even when I played Heroes as a kid, so.

 

15 minutes ago, RaTcHeT302 said:

the grind sections

 

ratchet & clank never had any of these issues, here's a rail section from the new game (what do you know, IT WORKS PERFECTLY FINE)

[video example]

I will concede that Heroes' rail grinding mechanics are rather crap. However:

 

1. You're comparing the rail grinding mechanics of a 17+ year old game by devs who, regardless of their talent or lack thereof, may have been crunching to get the game off, to a modern game with better time and budget and a better handle on game design due to years of experience.

2. Ratchet and Clank's rail grinding mechanics are more automated than that of Sonic's. From what I can see of the video example, you don't really control the speed or momentum of how fast you grind, unlike in most Sonic games that feature rails.

3. More importantly, later Sonic games would handle rail grinding (and specifically rail switching) much better, as early as fuckin' Shadow the Hedgehog. (06 doesn't count, obviously.)

SomethingOther

SomethingOther

13 minutes ago, RaTcHeT302 said:

the checkpoints

 

why the hell are the checkpoints, something which you need to PHISICALLY touch, in most games, they are invisible, and you often can't even tell that you got past one, that's just a game design fuck up, period

Sonic games have always had visible checkpoints you needed to physically touch, so I don't know where your complaint lies here. Should they have made the checkpoint itself in Heroes wider or bigger? Probably, but it's right in your face, even if Ross completely skipped it quite a few times. I never had a problem touching those checkpoints myself even when I played Heroes as a kid, so.

 

13 minutes ago, RaTcHeT302 said:

the grind sections

 

ratchet & clank never had any of these issues, here's a rail section from the new game (what do you know, IT WORKS PERFECTLY FINE)

 

 

I will concede that Heroes' rail grinding mechanics are rather crap. However:

 

1. You're comparing the rail grinding mechanics of a 17+ year old game by devs who, regardless of their talent or lack thereof, may have been crunching to get the game off, to a modern game with better time and budget and a better handle on game design due to years of experience.

2. Ratchet and Clank's rail grinding mechanics are more automated than that of Sonic's. From what I can see of the video example, you don't really control the speed or momentum of how fast you grind, unlike in most Sonic games that feature rails.

3. More importantly, later Sonic games would handle rail grinding (and specifically rail switching) much better, as early as fuckin' Shadow the Hedgehog. (06 doesn't count, obviously.)

SomethingOther

SomethingOther

8 minutes ago, RaTcHeT302 said:

the checkpoints

 

why the hell are the checkpoints, something which you need to PHISICALLY touch, in most games, they are invisible, and you often can't even tell that you got past one, that's just a game design fuck up, period

Sonic games have always had visible checkpoints you needed to physically touch, so I don't know where your complaint lies here. Should they have made the checkpoint itself in Heroes wider or bigger? Probably, but it's right in your face, even if Ross completely skipped it quite a few times. I never had a problem touching those checkpoints myself even when I played Heroes as a kid, so.

 

3 minutes ago, RaTcHeT302 said:

the grind sections

 

ratchet & clank never had any of these issues, here's a rail section from the new game (what do you know, IT WORKS PERFECTLY FINE)

 

 

I will concede that Heroes' rail grinding mechanics are rather crap. However:

 

1. You're comparing the rail grinding mechanics of a 17+ year old game by devs who, regardless of their talent or lack thereof, may have been crunching to get the game off, to a modern game with better time and budget and a better handle on game design due to years of experience.

2. More importantly, later Sonic games would handle rail grinding (and specifically rail switching) much better, as early as fuckin' Shadow the Hedgehog. (06 doesn't count, obviously.)

×
×
  • Create New...

This website uses cookies, as do most websites since the 90s. By using this site, you consent to cookies. We have to say this or we get in trouble. Learn more.