Making Sonic work in 3D...

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stevesan

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Oct 31, 2006
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http://au.youtube.com/watch?v=24fiJ4un8_s

Imagine that camera angle. Low and behind, with a good view of Sonic's red sneakers. Some element's of Tony Hawk's control/camera scheme may work as well. Point is, the 2 big skating games have really figured out how to do speed and acrobatics in 3D.

I should say, I thought Sonic Adventure's control scheme was a horrible failure. I'm actually interested in hearing why people liked Sonic Adventure's 3D controls right, so if you disagree, please - write a thoughtful reply on why.
 

Divinegon

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Dec 12, 2007
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I don't agree. In a lot of games you see different effects to give the idea of fast speed to Sonic. In the Genesis era you achieved this by having Sonic running even faster than the screen could keep up with. In other 2D games you had either dust, water or just image distortion from sound barrier breaking to get that effect. In 3D games, you had loops, crazy camera angles and wind to for that (Although not as effective, in my opinion).

Grabbing that angle for Sonic feels like it'd kill all those means to give the idea of speed. You could not have effects of water or wind flailing around for it'd remove your vision of what was going on. Crazy camera angles kill themselves since inevitably you end falling into your doom as you press up and the change of angle makes you go somewhere else. And if you're from behind you can't beat the screen's speed.

I like the way Sonic Unleashed is going: No sign of crazy angles due to 2D movement although in a 3D world and speed effect obtainable by dust flying off as you run. Give me the chance to run faster than the screen at certain points of the game and it's a win win for me. Triple win if they finally allow Super Sonic to be a playable character through out the whole game.