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Messages - MukiDA

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51
General Gaming / On "Valve Time" and not anticipating HL3
« on: August 25, 2012, 02:53:37 AM »
Warning: I write walls of text. If you're thinking "tl;dr" at a glance, go with your gut.

Right off the bat, I'll make my point clear. Whenever Valve decides to continuation to the Half Life franchise, I'll be picking it up day 1. I don't care if it takes me a week for Steam's servers to steady out from the load it causes.

That said, I'm in no hurry. At the end of the day, I don't really care much about Half Life's story. When you build a story with cliffhangers that have no forseeable conclusion (Resident Evil movies, EVERY Half Life game to date), you're probably not telling a very good story, and more than likely piecing it together per iteration (see every season of Heroes and Dexter past the first).

Only the story is not really what gets me into that series, anymore than the story being what got me into Prometheus. Half-Life is really a series of amazing moments and sequences, long before it became a standard for FPSs, and, in all honesty, it still does this the best out of most titles. The cinemas never cut to a different perspective and the game RARELY takes control away from the player (even when amazing things are happening). Never mind that the game's biggest events require active and skilled participation from the player, as opposed to the "Theme Park Attraction" approach most modern titles take to this kind of immersion.

Basically, I'll be glad to plunker down and enjoy 6-8 hours of whatever Valve releases in the next few years. Which segways quite nicely into...

Valve Time

So much like this site's titularly loved games producer, Valve has a tendency to release software on the "When it's done" schedule. Franchises disappear for ages, and screenshots have very little value for completion estimates until a street date is on our laps. Even that doesn't always mean a whole lot. And the final single-player games tend to be short (both Portal games, for instance)

I think what most people don't realize about Valve Time, however, and what didn't really click for me until the release and subsequent critical backlash of Quantum Conundrum, is just how much of that results in what we DON'T get to play in their eventual releases. A GREAT deal of every dev cycle for Valve is research, into both how they can extend their engine (hell, look at DOTA 2 and all the Mac/Linux work) and what works best over the course of their games. The chunk we never see is what they find DOESN'T work in their titles, because at best, we get snippets of that in the dev commentary.

Who knows how many OTHER ideas Valve worked on for weeks or months that, as work wrapped up on that segment of a game, turned out to NOT BE FUN. Who knows how many programmer days (e.g. 24 hour periods, not work days) funneled into a gameplay or graphics concept that modern hardware at the time wasn't ready for, and was scrapped (or pushed into future consideration).

Next time you get a chance, if you own a DVD or Blu-Ray copy of Serenity, take a look at the deleted scenes. Most of them are minutes of extra dialogue in various parts of the movie that contributed NOTHING to the plot and actually felt a little "rambly". Half of that movie's brilliance (imho) was what never left the cutting room floor, something that is RARE in video games. "Insert Credit" had a feature on this problem some time ago, and how the rather excessive cost of game development (and this was written before the current console generation started) leads to a distinct lack of editing in games, for both story and level elements.

Basically, look at it this way: Among other things, Valve Time keeps "Scrappy Levels" down to a minimum.

52
Nintendo Gaming / On the Wii and "niche" game sales...
« on: August 21, 2012, 11:09:24 AM »
You know, there's a lot of discussion that happens as to whether it's worth it to bring games stateside, especially on the Wii. The thing that nobody seems to bring up, however, is just HOW well some of these discussed games have actually done. At least according to VG Chartz...

- Tatsunoko vs Capcom?
The USA release sold as much (270,000 copies) as the European (140k) & Japanese (130k) COMBINED. Mind you, this is counting the fact that Japan got two releases of this game (regular + international version).

- Okami?
Not so hot in Japan & Europe, but in the states, it outsold the PS2 version 3 to 1 (390k vs 110k)

- Xenoblade Chronicles?
200k in Europe, 160k in Japan, 300k in the states. Keep in mind, this is with a limited release AND 4 months' worth of sales vs nearly a year in Europe and over two years in Japan.

At the end of the day, North America is far more than a "niche" market of these games, and about the only reason this stuff doesn't get more exposure is more than likely due to the fact that Nintendo has too many multi-million-selling franchises to bother with the effort >_<

That said, I'll just about lose it if we even have to FATHOM something like operation rainfall on the Wii U. Digital Distribution should make bringing over already-translated NOE titles ARBITRARY.

53
Nintendo Gaming / More games on the e-shop retail section?
« on: August 17, 2012, 06:03:46 AM »
I can't be the only one hoping for the e-shop retail launch to not be limited to simply NSMB2.

For one, I want DOA:D. I don't care if I have to buy it twice, I just want that game permanently embedded into my system.

The same thing goes for TheatRythm, which I don't actually own yet. 99 times out of 100 I'd rather whip out my 3DS than my iPhone for 5 minutes of fun, and that game seems plenty apt for that kinda use.

There's a few other games I'd wait to get cheap, but for the most part, "small bits of fun" genres like fighting or puzzle seem perfect for this purchasing option. James' comments on the podcast definitely shot my hopes way up for e-shop releases of existing titles, so hopefully we'll see some of the older stuff come back =3

54
How hard is it to push the input button on your remote control?

For the people posting to this forum, not hard.

For anyone out there who's not even remotely technical (the grand majority of people using the television), it's surprisingly hard. I could go into how badly input switching is implemented on most televisions, but that's a usability discussion we don't really need to go into. At the end of the day it comes down to the same kinds of reasons everyone used to have 12:00 blinking on their VCRs.

But it's less about whether people are capable and more about whether people will. If you picked up an RPG on your PS3, how likely are you gonna be to miss game requests, news, and friend updates on your Xbox for the next 40-60 hours of play?

The magic of the Wii is that it stands to get your attention for all those things even if it's not on the TV.

55
As someone with a 3-day, 36 hour work shift, I really appreciate that you guys had a free 3 hour podcast for us =3

56
Warning: Wall of text.

I'm not sure if anyone keeps up on non-gaming news, but a good chunk, if not most of you, have probably seen the biggest battle currently going on across consumer device makers: The fight to be THE set-top box.

Apple has the AppleTV, Google has GoogleTV, and now the Nexus Q. Microsoft is trying to turn their Xbox platform into the place to go for everything, from Netflix to Battlefield. Even Sony has done a pretty good job of trying to link all of their "Bravia" devices, including the PS3, together under a single ecosystem.

The average consumer has a tendency to not be a big fan of switching inputs on their television, and this is probably the largest contributor to everyone fighting so hard to stay on the TV. If you watch all of your movies on the Xbox, why bother switching over to the PS3 to start playing games? Vice versa, of course, and with digital distribution of games becoming far more prevalent in this generation (and probably ubiquitous in the next), game makers are doing everything possible to become the given choice.

So it's with this that it seems that the Wii U has pretty solid potential in terms of getting a non-trivial foothold here. Any one of us with a modern smartphone (iOS, Android, and even Windows) knows full well the power of notifications. Things that you wouldn't even bother with before, like social networking, becomes a lot easier when you have that simple buzz or "ping" signifying that something at least slightly relevant to your interests has come up.

The thing is that the Wii U gamepad, assuming Nintendo does this right (I think we all have more than simply "our doubts" here), has the potential to do this in the living room. The thing is, even when the system's not showing up on the TV, the pad is still there to handle both gaming AND all that Miiverse stuff. The latter is where the magic lies. You can get a notification for a game invite when you're watching a movie on the same game system whether it's the PS3 or the Xbox. However, you won't get ANY of that when you're on another system, or just on the Blu-Ray player, or just watching cable. The Wii U is pretty much going to be the ONLY system that can notify you about friends wanting to start a match in Mario Kart or have their town visited in Animal Crossing while you're using the TV for something else ENTIRELY. Even Smart Glass won't have that. Being an app on an iPad or a Droid means that it has to be run, and isn't going to be there at all times.

Keep in mind, this working correctly will depend on a LOT more competency in this sector than Nintendo has ever shown, so like I said, I have my doubts. But keeping people playing even when their TV is being used for something else may end up being the best long-term decision Nintendo's made on this system.

It's the only thing plugged into your TV that doesn't HAVE to try to do everything in order to stay relevant. All it has to do is play games, and that's an advantage that nobody else will have in this upcoming generation.

Well, at least until E3 2015 when everyone has a touchscreen controller.

57
Nintendo Gaming / Re: How Can Nintendo Revitalize the Virtual Console?
« on: August 08, 2012, 03:10:13 AM »
This one isn't hard. First off, stop treating the Virtual Console like new releases. When I look through the Virtual Console, I AM LOOKING TO SPEND MONEY. Limiting my selection is a HORRIBLE idea. So no more weekly releases, just GET IT ALL ON THERE WHENEVER POSSIBLE.

So everything that Nintendo has exclusive release rights on SHOULD BE ON THERE. If they want easy sorting, do it by popularity or reviews. This isn't difficult.

Trick number two is to link the potable and console Virtual Consoles. Get the platforms on each solidly downpact. If all you can get onto the 3DS is the Game Boy and NES, that's fine, but make it ARBITRARY to keep your purchases for each older system sync'd on demand between your 3DS and your Wii U. The game purchase, the current save, and the current "snapshot", should be synced up. This entire architecture needs to be seen as BOTH an easy profit vector and as a simple customer loyalty feature.

Moving your VC from the Wii to the Wii U shouldn't even by UNDER DISCUSSION. Hell, moving your entire VC library to the NEXT FIVE GENERATIONS OF NINTENDO HARDWARE should be a GIVEN. It's 2012 and you WANT people to believe that DRM WORKS, let alone that the virtual console will always be there for them. The VC is something that APPLE, MICROSOFT AND SONY WILL NEVER HAVE. So you really want people to feel like their Virtual Console purchases to feel just as real as the plastic cartridges of old.

In the end, the Virtual Console should almost be an awesome back-burner service, that just MAKES MONEY while you're busy making the big games. It NEEDS ITS OWN MAJOR PRODUCTION AND DEVELOPMENT STUDIO. When release schedules are slim (which Nintendo has dealt with steadily for FIFTEEN STRAIGHT YEARS), the story of someone meandering about the Virtual Console catalog and blowing $30-50 in a go 'cause of all that nostalgia should be COMMON. The idea that I can pick up some NES Mario and Zelda and play them at home, take my 3DS with me and have my games AS-IS outside shouldn't even be up for FUCKING DEBATE. They're all features that should ALREADY BE THERE (I'm sorry, I have a tendency to shout a lot in real life, as well).

TL:DR? Here's the bullet points:

  • CATALOG AND FORGET. Put EVERYTHING you can on that service
  • FOREVER OWNERSHIP. Guarantee that your VC library will always exist across Nintendo platforms
  • PORTABLE GUARANTEE. Can you get it on both 3DS and Wii U? Then you HAVE BOTH, and if you want, we'll keep your game sync'd across both.


There's a lot of things Nintendo is ALREADY SQUANDERING before the Wii U even releases, but the Virtual Console is the most egregious.

58
Nintendo Gaming / Has anyone done an SD Card roundup?
« on: June 03, 2012, 09:57:18 AM »
It wasn't a big deal on the e-shop, where the file size limit probably mitigated any chance of long loads times...
... but starting August, we're gonna see full 3DS titles hit the e-shop. Whatmore, the Rayman Legends demo has given us our first solid hit (AFAIK, I haven't really downloaded many demos for the 3DS) of SD-card-based loading time.
So that said, has anyone tried doing a break down of loading times across multiple SD card types? I mean, we have quite a solid range to compare, from cheap Class-4 to solid Class-10 all the way to monstrous UHS-I/UHS-II cards. It would be interesting to see if the higher-speed cards result in any noticeable benefit in 3DS demos, as it would more than likely result in better performance when full retail games hit the e-shop.
And hey, anything that might speed up load times in a (hopeful) eventual release of DOA:D is okay in my book. =3

59
First of all, I REALLY doubt the tablet's gonna take multiple codecs. At the end of the day, this thing is gonna have JUST enough processor to handle touchscreen input and video playback. Realistically, we're talking a VERY low-end CPU and a DSP for the video, which basically means that anything outside of H.264 is a no-go.


Don't worry though, this won't affect Netflix or Hulu (or just about ANYTHING) in the least. Remember, this thing can get whatever the Wii U can send to your screen (at least as far as Nintendo advertised it.) As such, anything you're streaming can be sent to the tablet. It might need to be encoded AGAIN, but once again, this wireless stream has to be good enough to play VIDEO GAMES, at Nintendo's levels of quality and responsiveness. I really doubt you're gonna see any major visual hit in re-converting Netflix.

60
The discussion on getting multiple Wii U tablets working on one console had my clutching my iPhone furiously because the technicalities of the discussion were missing some key points.
Right off the bat, the "bandwidth" of HDMI: 1920 x 1080 x 60 (fps) x 3 (24 bits of color / 8 bits per byte) = 355.96 megabytes per second. If I remember correctly, the Wii U controller is exactly a quarter of that (960x540). 5ghz wi-fi tops out at around 112 megabytes/sec. (assuming one hell of a MIMO setup getting 900 megabits, which is beyond fantasy), but neither one of these totals really matter.
So right off the bat, let me make it clear that nothing that even VAGUELY resembles a raw video stream is going to that controller. In fact, any "display" hardware on that graphics chip probably isn't even in charge of that. Fact of the matter is, what Nintendo is shooting for has already been done by Apple (look up Airplay mirroring), Intel (look up Wi-Di), and Sony (PSP Remote Play). Basically the system, either through brute force on the CPU (Sony) or a custom piece of silicon on the CPU (Intel) or GPU (Apple), will convert the framebuffer (basically the piece of memory that your game's image is on) to a video stream.
Keep in mind that this process doesn't need to involve video output of any kind. e.g. they could pick any chunk of memory to send to the controller. This is why you can have different images on the TV and on the controller itself, and in theory, you could send images to as many controllers as you want. Bandwidth on an encoded video stream is ORDERS OF MAGNUTIDE lower than raw bandwidth. Heck, Blu-Ray does 1080p (once again, enough for FOUR controllers) and tops out at 36 megabits.
Well, that's the theory, anyway. In reality, there's a far bigger limitation: processing power. Anyone who's seen the three implementations I mentioned (Sony/Apple/Intel), will note one major issue: They suck. Seriously, they generally fail on all three counts: Bad input lag, crappy visual quality, and a low framerate. Basically, Nintendo's trying to do what all three of these companies have on the market with AN ORDER OF MAGNITUDE better quality. And realistically, this is what will limit them the most.
First off, the conversion, unlike Sony's method, will most certainly not involve the CPU. It's far too much of a performance hit and unlike Sony, Nintendo has the distinct advantage of planning this feature out on their side. So it's probably gonna be part of their custom graphics chip. In fact, it'll probably be the feature that deems it a custom chip, and not a run-of-the-mill Radeon HD 4990 in the first place.
Now, given that the issue of getting the video small, smooth, and quickly to the tablet is non-trivial, you're more than likely going to see the limit of one controller for cost reasons. The hardware needed to get the speed and quality levels Nintendo wants is probably going to be a MUCH LARGER cost (in terms of the space used up on that graphics chip) than any of those previously mentioned methods. In fact, it wouldn't be trivial to implement something like that unless you're SERIOUSLY planning it in advance of a system's release. With that in mind, we have a few possibilities as to what Nintendo will do:
- On the one hand, the video streaming will be set to exactly the tablet screen's specs and that'll be the end of it. The console won't be PHYSICALLY capable of streaming more than one video.
- On the other hand, it might be set to stream a whole 1080p image, which means in theory, by intelligently splitting the image, they could stream it to 4 tablet controllers (remember, each one has a quarter of 1080p's resolution).
- And finally, and this is the caveat I'd be willing to deal with, it could the former while supporting a "party mode", which would essentially send a quarter of that smaller resolution to up to 4 controllers. Basically, you'd get up to 4 players going, but each one would halve a slightly blurry/pixelated image. Think DS games on 3DS. This would be more than acceptable for things like the "dual play screens" for games like Madden. This last one is the most likely to happen.
Anyhoo, that's my 2 cents on the discussion (I re-wrote this once, and it's probably still too convoluted, and I'm not even sure I'm making a point of any kind). What I'm far more interested in discussing is figuring out who's gonna build a Gamecube controller adapter that let's me plug that thing into a Wiimote, in advance of the next Smash Bros. game. Failing that, I'll gladly buy at least one Classic controller merely designed like the Gamecube controller (hear that, Nintendo? That's like new money for old rope! Make it happen!)

61
General Gaming / Re: Why Sonic Sucks: An Introspective
« on: January 21, 2010, 02:29:17 PM »
The one thing I was going to go into, but felt that it was straying too far off on a tangent, was that Star Fox 64 did a really good job of dealing with the shortness of a rails design by
1. Including branching paths.
2. Including an easily quantifiable replay system where killing a certain number of enemies would "complete" a stage, and doing so to the system as a whole would unlock, essentially, an alternate game (and doing so in the alternate and main games would also unlock a new gameplay type in multiplayer)
The Adventure series, AFAIK, didn't including any of #1, and the replay system in them is nearly impossible for players to keep track of mid-level. In Starfox 64, if I haven't killed X number of enemies halfway into a level on my 3rd playthrough I know I haven't done enough to get the reward and I can restart then (especially given that there are obvious clusters that you know the count of and can easily tell if you took out enough of them), but I can't tell if my time's low enough to get an S ranking, never mind that the number of cheap traps sprinkled throughout a level are going to do nothing but frustrate a player if they're going for a higher ranking in the first place.


Oddly enough, I enjoyed the Starfox series more when they were on rails. I couldn't get into the DS version, partially because of the "sudden genre switch" with the strategy portion, and partially because the actual "levels" were really bland and sparse. And repetitive, but not the oft-used version where you're taking out waves of the same enemy types, real repetitive, where you were going through the exact same levels multiple times.
I never got into the GameCube game(s?), but I think it had some of the same problems that hit Sonic Adventure 2, and more closely, Rogue Squadron 2 (3?), in that they introduced entirely new gameplay styles that came abruptly and where nowhere nearly as well thought out as the "main" style of play, on top of being mandatory.
You can make a good nonlinear 3D Sonic game. There's a balancing act where you have to hide slow sections of the game by making sure people don't find them tedious, but that requires a lot of playtesting and research, a lot of throwing away entire levels, which is probably beyond Sonic Team's capabilities and mantra.
And in all honesty, I wasn't expecting "a response". I expected some degree of discussion; the knee-jerk response is something I was actually scared about (what little experiences I've had with game discussion has been on IGN or GameFAQs, or any other news site's comments section). The responses I've gotten here have been thoughtful, something that I very much appreciate. The only real anger in that article/rant is about the common response to a Sonic title being "I'm tired of Sonic's friends", which goes in a completely different direction than the real problems the series has had since going 3D. The issues it had back in the 2D era (cheap traps/kills) often get glossed over by that type of thinking, and it really does the franchise a disservice.
Of course, three responses in, it's clear that "that type of thinking" probably isn't prevalent here. ;)

62
General Gaming / Why Sonic Sucks: An Introspective
« on: January 21, 2010, 12:40:54 PM »
Notes: I apologize if this is a tl;dr. I don't hate Sonic, and I'm not even that big a fan of Mario (tho I am a Yoshi fan, take that as you will). I make the Mario comparison a LOT, not because Sonic needs to become a slow platformer, but mainly because it's essentially the only other pure platformer on the market (Wratchet's half-shooter, and even that only brings us to three. There have been more 2D fighting game franchises released in the last couple of years, ffs.) Also, I'm pretty sure I pulled most of the foul language out, save for the occasional acronym, but if anything isn't kosher, I'll change it immediately.


Thrice now during this console generation, Sega has tried to reboot sonic. Thrice. First with the 2006 "Sonic The Hedgehog", a standard reboot title much like "Prince of Persia" in 2008. Then they tried it again with "Sonic Unleashed", featuring the "Hedgehog Engine", and now they're attempting to do it again, in the same 5-year-period, with "Project Needlemouse".
Every time Sega releases a new Sonic game, every Sonic fan in a three mile radius can be heard collectively sighing, and the same tired comment comes out, which was seemingly birthed at around the time of Sonic Adventure 2's release (or, arguably, with Knuckles Chaotix on the 32X, but I can count on a single finger how many people I know that every actually owned a 32x).

"Dear God, Sega, please don't include any more of Sonic's crappy friends".

There's a strange sentiment around Sonic fans, that Sonic's forestful of playable, colorful critters is what's ruined the franchise for the past ten some odd years, and I think it's about time we killed that myth right off. The problem with the Sonic franchise isn't that they add friends to each subsequent release.

No, the problem with the Sonic franchise is that Sonic team will not let go of a bad idea.

They'll bandage it, they're cover it up, they'll try to ignore it's a problem, but they will never outright let go of a bad idea, and this isn't anything new with them. In fact, there's a pretty easy example to go by from Sonic 2 (That's Genesis Sonic 2, not the 3D or GBA one). Sonic 2 brought us Tails, one of Sonic Team's best ideas. He was, essentially, a 100% completely optional co-op player. Someone could hop right in and play as him, but, unlike the beat-'em-ups of that era (Final Fight, TMNT), if they decided to leave the room, you wouldn't be stuck with an on-screen friend prevent you from progressing into the game. Tails being on-screen was not a requirement, and him going idle simply resulted in the CPU re-taking control of his actions (which was essentially a time-delayed mirror of whatever Sonic did). Tails was a co-op friend who was nearly always helpful (it's nice to have someone around who could attack but not die in any meaningful way, especially against a boss), and it was nearly impossible for him to become a hindrance.

Of course, this came with one exception. In underwater levels, Tails could grab an air bubble. While underwater areas had a slightly higher risk than land areas for Tails (he couldn't "fly" into water in Sonic 2, so his death meant waiting for Sonic to surface), it still lead to situations where it could get Sonic killed (2 seconds away from death, the bubbles are on a 3-4-second interval, and Tails steals your bubble), whether controlled by the CPU or a friend.

Now, in all honesty, Tails really didn't need to run the risk of drowning in the first place. It did nothing to improve the fun or challenge of the game. If Tails couldn't drown, but Sonic could, the player would still need to manage the air supply to continue into the game, and it would be in keeping with the concept of Tails, and the player wouldn't have to actively think about him being around. Tails grabbing air bubbles or drowning is a feature that Sonic Team really should have removed from the game entirely.

But instead, they bandaged it. Instead of an air bubble coming out of the ground in Sonic 3, two did, one clearly designated for Tails.

Moving beyond this overly-digressed example, we walk directly into Sonic Adventure, Sonic's first 3D foray. I'm not entirely sure why, but Sonic Team essentially skipped an entire console lifespan (the Saturn) with which to continue the legacy of their most popular franchise (I know exactly 2 other people who have ever played PSO). My guess is that they spent 3-5 years on and off trying to figure out how to make Sonic work in 3D. Their final result was a horrific failure, but to explain why, we have to inevitably bring up Sonic's primary competitor in his hey-day, Mario.

Playing Mario 64, you'll note a large abundance of changes Nintendo made to the gameplay formula, and you'll also note that the entire premise behind all of them were to make platforming work in 3D. It's a variety of fixes that, sadly, other developers don't seem to have learned. (Though it helps that the market for 3D platforming is nearly nonexistent, aside from Wratchet, which is also half-shooter)

First off is the ever-present issue that jumping from platform A to platform B in 3D is HARD for a player. You're going to overshoot or undershoot a LOT of the times. This is a genre where a missed jump often leads to death. And Super Mario 64 had SEVERAL fixes for this.

1. Mario leaves a shadow DIRECTLY BELOW HIM at all times, regardless of light source. This has nothing to with the graphical capabilities of the console he's on, as it's been the case in Sunshine and Galaxy as well. This is a situation where gameplay is more important than graphics, as it allows you to track where Mario will land.

2. Mario has a new move, the butt stomp, that allows him to IMMEDIATELY cut off a jump arc and go straight down. Combined with #2, it makes it very easy to avoid over-shooting a jump, especially when jumping onto smaller platforms. Once you see the shadow where you want to land, you just butt-stomp.

3. If Mario misses a platform by a hair, he'll auto-grab the ledge. He'll also do this if he slips off of a ledge. This is a ridiculously important feature, and it's the biggest criticism I have for nearly every 3D platformer on the market. (Seriously, try the Sonic 2006 demo on the Xbox 360. Try to NOT accidentally fall off a ledge to your death. ) It really comes down to this, to any developers of 3D platformers reading: NINTENDO didn't figure out a better solution for barely-missed jumps than to auto-grab ledges. Who the HELL do you think YOU are, that your game doesn't have this feature? Yes, Tim, I'm talking to you.

I could go on for hours, but this isn't a 3D Mario introspective. However, in addition to the various movement enhancements (Mario up until 64 had 3 jumps at best: Jump, Full-Sprint-Jump, and Starman Flip. Mario in 64 has a jump, triple jump, wall jump, sideways jump, and a backflip), Nintendo realized that even they didn't have the resources to make level design identical to the 2D days. In a 3D game, you can't just make 40-60 some odd levels in full 3D. There's too many issues in terms of balanced design and collision issues (there's a LOT of testing that has to be done in a game to make sure players don't fall through the floor, or get stuck). Your options are to either add depth to the few levels you can make (hence the multiple-objective approach in the series since), or to essentially make a platformer on rails, ala Crash Bandicoot. After long delays in development, Nintendo made the first approach work.

Yuji Naka made a platformer on rails.

There's a major problem with a platformer on rails. It's the same problem that light-gun shooters have, it's the same problem Starfox had, it's essentially the same problem that every on-rails game has.

They're REALLY short.

Sonic Adventure was fun, I won't contest that. But Sonic Adventure was 3 hours long, at best. The biggest problem Nintendo had during the N64's launch period was that in the two weeks that followed the release of Mario 64, they had a lot of folks returning their games (and sometimes consoles) because they'd already beaten it.

Sonic Adventure had that problem on day one.

Being a platformer on rails was a problem, and part of the problem was that it wasn't Sonic. Sure, everyone who remembers Sonic on the Genesis, especially given the marketing campaign, remembers the running. But Sonic also had a LARGE degree of solid platforming. Especially in the first one, before the implementation of the spin dash, there were large stretches between running downhill and through loopty-loops where Sonic would pick up coins, take out enemies, and look for power-ups. There was the lava level, where between sections of running from pouring magma, Sonic would actually spend a great deal of time moving slowly through a level whose floor was near-instant-death, much like some of the "Bowser's Castle" levels in Super Mario 3 'n World. Sonic was a platformer. Faster than most, and clearly more linear than the direction Mario took (e.g. no overworld map), but still a platformer.

In all honesty, after Sonic Adventure they really should have just dropped the on-rails aspect and fleshed out the world Sonic moved around in.

However, that requires time and research that Sonic Team probably didn't have the budget for (It probably didn't help that Dreamcast sales started plummeting a year in and Sega really didn't have the time for Sonic Team to build something like this). Instead, they bandaged the hell out of Sonic Adventure's short play-through problem. That's where all the current hatred of the franchise comes from.

Think back to Sonic Adventure 2. Was the inclusion of Knuckles and Tails (and, of course, Shadow/Rouge/Robotnik) really the problem? Was it honestly Shadow the Hedgehog that people didn't like? No. God no. And sadly, to explain this, I have to go back to that Italian plumber nobody wants to hear about anymore.

Nintendo's made modifications on Mario's gameplay before. Super Mario Bros. 2 (US) featured 3 extra playable characters. Toad could pick enemies up faster, Luigi could jump higher with a bit more difficulty over control, and Peach could float for short periods of time. Super Mario Bros. 2 (Japan) also featured a Luigi that could jump higher but was slightly harder to control, and that's become a running theme for the character. Super Mario World featured Yoshi, who could eat and insta-stomp-kill small enemies, and even walk on things that were otherwise dangerous for Mario alone to walk on. Not to mention all of Super Mario Bros. 3's power-ups.

The thing is, all of these changes either made the game slightly easier or were a trade-off. They never made any changes to the fundamental nature of the game, and they never made the game substantially harder (not more difficult, but harder, and more frustrating) for no discernible reason. And they were nearly always optional.

Let's go back to Sonic Adventure 2 and point-nobody-liked number one. So you start a level, and you have to play as Tails. Fine, no big deal. Suddenly you're in a large bipedal mech. This mech is SLOW. This mech gets ONE JUMP. And very often, you're going to DIE because you missed said jump.

Let's go back for a moment to Mario. Imagine if, in Super Mario World, Yoshi moved a LOT slower than Mario. Also he couldn't jump as high. Also, you started the level on him, and you couldn't get off until you finished said level. Really clear now, right?

The problem wasn't that they added Tails as a playable character. It's that HE COULD JUMP OUT OF THE MECH AND DO A BETTER JOB (yes, I am shouting). Only that wasn't an option. Sonic Adventure was too short a game, and rather than make levels that didn't revolve around going from point A to point B (which was really the problem), they simply made going from point A to point B a lot slower. And the "Tails Levels" were a requirement. It's not even that the levels were required that made them annoying; calling them "Tails Levels" is really disingenuous. They were "Slow mech that doesn't in any way resemble the game you bought" levels. A lot of people didn't like Raiden supplanting Snake in Metal Gear Solid 2 or The Arbiter doing the same to Master Chief in Halo 2. Now imagine if Raiden spent the game in a wheelchair or if The Arbiter walked on all fours and couldn't aim his shots (e.g. you had to walk him in the direction he shot in). Much like these theoretical scenarios, you'd grow to hate the concept of "Not playing as the main character" rather than realizing that what you really didn't like was "Playing a game that in no way resembles the game I thought I bought". It's like if, halfway into Bust-a-Move, the bubbles stopped sticking, little pegs showed up in the well, and suddenly it's Peggle. Nobody walked into Halo 3 or MGS3 (and the latter even had a completely different main character) dreading that they'd be playing as someone other than the main character. Doesn't that tell you something?

This leads us to the second largest mistake Sonic Team's made: Alternate (let alone forced) playable characters that control nothing like Sonic.

I won't even go into the Knuckles levels, in which Sega decided to get rid of the rails in exchange for a gameplay concept that could BARELY functioned as a mini-game, and proceeded to stretch out the gameplay length and shrink the windows for success as the game progressed. They essentially built a third of the game on trial-and-error gameplay mechanics, something that would get any other game returned on day one. (unless, of course, the entire game consisted of hand-drawn animation)

Sonic Adventure 2 was atrocious because, rather than drop the concept of a "platformer on rails" (which isn't even really a platformer), they decided to "fix" the short play-length problem by turning it into a game, for over 2/3 of the experience, that was as far removed from a Sonic title as one could manage. Sonic 3 also had Tails and Knuckles as playable characters, and nobody hated that game. Why? Because they could do the same *basic* things that made a game a Sonic title (Jump reasonably high, run, spin-dash), and on TOP, had their own special abilities (flying, climbing walls). 

The saddest thing? Both of those sets of skills would have made for a great, traditional, 3D platformer. Super Mario 64 got re-released on the DS with 4 seperate playable characters, and even they had nowhere near the level of flexibility in capability that the Sonic trio did. Imagine the level design that allows only characters that can fly or glide to reach certain areas, or sections that are too high to fly to (Tails had a tendency to get tired after several seconds of flight), but with nearby walls to climb (and of course, some sort of speed-up to Knuckles's climbing ability to avoid tedium, such as being able to jump straight up mid-climb). Or even areas that Sonic Adventure hinted at where a series of flying enemies could be placed that sonic could homing-attack his way through (that were too long for flying and gliding). 

Almost none of which Sonic Team could do with a platformer on rails.

Sonic Heroes almost had the right idea, but by not dropping the rails, level design really didn't offer much between the 3 gameplay styles, and felt ridiculously contrived as a result. 

Sonic Unleashed traded friends for a werehog form, but problem #2 was still there: you weren't playing a platformer for well over half the game. And once again, the "on-rails" segments, not a great idea in the first place, went by way too quickly.

Even the 2D title, Sonic Rush, failed the concept in its second iteration. Once again, we go back to the "Nintendo doesn't dare do this and they're the market leader"(New Super Mario Bros. has sold 10 million copies in two months' time) reasoning. Think back to every Mario title you've ever played. Think back to the portion of the game where you play something that's substantially different than the rest of the game. In Super Mario Bros. 1 & 3 it was swimming. In Super Mario Land it was the submarine. In World it was the "balloon" special stage. Or auto-scrolling stages. How many levels are in each of these games? Approx. 30-70, depending on the title. How many levels featured these substantially different gameplay mechanics? Right, somewhere between 3 and 5. We're talking less than 10% of the game as a whole. In Sonic Rush 2, the "mini-game" levels have to be done at least once every time you go to a new pair of stages. Since Sonic went 3D, the stages where you don't play as anything that even vaguely resembles a Sonic game tends to account for over half of your play time. Sometimes over two-thirds.

I won't even touch upon the "bonus stages" much. In a Mario title, getting a "full game completion" required a higher order of skills in the game you were playing. In Sonic games, it has traditionally required a higher order of skills in a completely different style of game.

In the final "Nintendo doesn't dare do this" example, I'd like to point out that they're not above releasing entire games with substantially different gameplay concepts, featuring Mario characters. Yoshi's Island and Wario Land even featured Mario in their SUB-titles to get them off the ground as spin-offs, and cut it off after both of their initial forays (both of which played FAR closer to the Mario formula than their sequels did, especially for Wario). However, in the one "Mario" game to not feature any platforming whatsoever, Luigi's Mansion, even Nintendo didn't have the balls to even include the word "Mario" in the title.

I could go on for hours, as I haven't even skimmed across the Wii Sonic Games, which are far closer to being "on-rails" than even the Sonic Adventure series, or the PSP games, which essentially turned Sonic 2's versus multiplayer into a "full" game.

I conclude all of this with a great degree of skepticism for Project Needlemouse. It being a "Sonic-Only" game is not a good sign, in the slightest. If Sonic team had the ambition to make a true 3D Sonic game, there's no way they'd leave Tails and Knuckles out of it. Something with exploration, real platforming, and even the simplest of puzzles (scavenger hunts aren't puzzles) would benefit substantially from characters with slight modifications to the main character's abilities. It's a direction they'll probably never head in, and if they stick to the platformer on rails, their only real options are to either make the game a 0-day GameStop return or find some new way to bludgeon Sonic's only real differentiating feature: He moves really fast.

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