Perfect is the enemy of good when it comes to creative projects, but fortunately deadlines are the enemy of perfect so this thing might actually see the light of day lol
Posts by TheKazeblade
If we're sticking with post-hardcore adjacent title/boss tracks for Sonic titles, howsabout we get Saosin in there (new single was really solid and I missed them)
I need an artbook dedicated to nothing but concept art/development process to Sonic Adventure 1 and 2 in my life. It's the most fascinating era of the series aesthetically because the development of those games saw the transition from Classic to modern and I want to see that entire process!
Pictured Left: Sonic, the Character
Pictured Right: Sonic, the Brand
I have been looking at how different 3D Sonic titles and fan games have approached rolling mechanics/physics recently for reference in my own project and I have so much respect for developers who have tackled it. It's an incredibly challenging mechanic to get feeling right.
Admittedly some pretty cool shortcuts! But I'll never come around on its controls and copious scripted segments in such short stages. It will probably always be the least of the core boost titles for me, not sure if there's much that could raise it higher in my eyes.
Starting to come to terms with the fact that we'll probably never see an official Sonic product for April Fools inspired by Agatha Christie mystery novels again but it still sucks
I hope the Steam port of Sonic Frontiers Definitive Edition still supports existing mods and if not I hope they don't delist the original.
Would love to be wrong, but anything short of back porting the control fixes introduced in Shadow Gens to Frontiers isn't really going to hype me up. But as long as a Switch 2 version is happening, this is a good move even if I am not expecting a lot of incentive to buy it again personally.
I'm not getting the sense that Frontiers Definitive Edition won't be a Mania + style thing where theres tons of added content and fixes. I think it's just going to be a way of announcing the Switch 2 version, bundling the dlc inside the base game and not much more. Maybe a couple extra skins at most
Timeline of Sonic 1 development Part 1: 1988 - 1989 1988/10/05 – 06: The 26th AM Show is held in Tokyo. Yūji Naka sees Daimakaimura 1988/10/29: The Mega Drive is released in Japan 1988/11/21: Nintendo unveils the Super Famicom 1988/11 or 12: Naka begins working on the MD port of Daimakaimura 1989/05: The Daimakaimura MD master ROM is completed 1989, May or later: Naka begins working on Metal Lancer 1989/??: Naoto Ōshima meets Shigeru Miyamoto and is inspired to make a game to rival Mario 1989/07/28: Nintendo reveals Super Mario World under its working title of Mario 4 1989/08/03: Daimakaimura on MD is released 1989, after July: Ōshima formally proposes his Mario killer, Twins Special Second half of 1989 (probably): Metal Lancer is scrapped Second half of 1989 (probably): Naka joins Ōshima on the Twins Special project
Where do baby hedgehogs come from? Not from company mascot contests, despite what you’ve probably heard (tho that was a thing that happened, too).
How did Sonic 1 REALLY come to be? Plotting the milestones on a timeline is hard because we have so few concrete dates, but let's connect some dots 🧵
Wish it hadn't taken me until my mid-30's to commit to completing big, long-term projects when my available time is at it's least plentiful
While we're at it? Sonic Shuffle on Steam, with Jackbox-style smartphone implementation for local play to replace VMU screens to see your deck.
Just gimme a new Gems Collection (Flawed Gems?), but just the *real* weird picks. Spinball remaster at a silky smooth 60fps. C'mon.
Sega should do a Taxman/Headcannon style rebuild of Sonic 3D Blast that let's you toggle between the Genesis and Saturn version with the improvements Jon Burton added to his Director's Cut version.
Is there a market for that? Who knows, but it would make *me* happy.
Not original Sonic 1, mind you, never going to want to go without the spindash or drop dash again. Not THAT old yet.
Had a weird desire to replay Sonic 1 again out of the blue. In 26 years of being a fan, Sonic 1 has always been my least favorite of the classics but something about the weird anxiety that comes with getting to the end of Marble Zone with 50+ rings called to me. Maybe I'm just getting old.
That's actually a pretty cool idea to implement in core Sonic titles! Riders had a similar thing going with its trick system, so I feel like this wouldn't be out of the realm of possibility!
Which Sonic game has the most liked ranking system? I feel like it's one of those subjects that doesn't get too heated, but everyone seems to have a different preferred metric depending on how much you want stage complete time to be weighted for the final score.
These versions of the classics were such a joy and what an incredible thing they eventually culminated to with Mania! Can't overstate how grateful I am to you and the rest of the various teams that made these bright spots of Sonic's 2010s possible!!
There's a mod that reduces the hold time in Adventure 2 before initializing a spindash which does mitigate the issue, but I wonder if more can be done with it to make it feel like it has more of it's own role to play. I think there's something to it's functionality at low speeds? We'll see.
I think a lot of fans would say that they solved that in future titles by making the somersault into a slide, but I don't know if I like the slide as-is either, due to it basically being a less compelling form of rolling (as evidenced by the numerous mods that replace the former with the latter)
Been thinking about the utility of the somersault in Sonic Adventure 2 and how it could have been implemented better so it could have earned its place instead of just being a spindash nerf. For reasons that might be relevant to a thing I am doing.
Not to mention, when its done poorly like in Frontiers where it cancels out all of your velocity, it makes it something to avoid completely unless it's necessary. But even Generation's situational use (this specific line of rings is dashable but not all of these other ones) just makes it negligible.
For a long time I have wanted the lightspeed dash in 3D Sonic as a regular staple, but I have started thinking about whether or not I actually like the mechanic itself. I loved its implementation in Adventure 2, but honestly every game since I don't think is really made better by its inclusion.
This is one solid tier list (OVA placement sold me)
Nothing breaks my creative rhythm quite like getting to the weight painting part of rigging a 3D model.
Always going to root for more MegaMan. Do I wish it was X9? Yes. Am I going to forget about it for a while since it's not coming out until 2027? Yes. Am I just happy Capcom remembered he exists? Also yes.
That orchestrated version of MegaMan Wily's Castle was incredible.
Old Sonic model I made last year. Working on a new one now, the shader hides some pretty rough topology I want to avoid this time around
Even after all these years of practice, nothing makes me feel quite as insecure about my 3D modeling skills than when making a new head mesh for a Sonic model
One plus I will give it, Superstars has my favorite looking jump and spindash balls in 3D since Adventure.