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Topic: Stepping Up Sonic Forces

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spider-manatee

Anyone else feel Sonic Forces was missing something?

SEGA brought some of its best ideas from the franchise (Wisps from Colors, Classic Sonic gameplay, characters from previous games), mixed in a little new (avatar gameplay). I liked the game, but felt it could have been so much more.

What areas could have been improved?
Character development
DLC
Gameplay
Graphics/Sound
Replayability
Story

spider-manatee

Deathwalka

@spider-manatee personally not purchased this game yet....
I heard some negatives about the gameplay? What did you think of it, is it worth the price as it is now?

Deathwalka

Bolt_Strike

Level design. Definitely level design. As someone who loves Unleashed/Generations style boost gameplay I hated Forces because the level design is just so uninspired and practically plays itself. Very little platforming, very few obstacles, mainly just a series of linear pathways with a jump or a swarm of enemies every once in a while. The boost games get a lot of flak for being boost to win, but the reality is there's a lot of reflex based platforming in Unleashed/Generations. It's never been as bad as it was here. IDK what went wrong, but the level design was a definite regression from Unleashed/Generations.

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

NEStalgia

@Bolt_Strike I still feel it goes back to a design ideology that "Sonic is a children's game", and therefore the team making it doesn't build "a video game" they build a "kid's game"......that lovely K-6 edutainment quality of software that's probably tons of fun for a 2nd grader, but not fun for anyone else. The question is if they really want it to be that or not to. But when you look at it and think of it next to game's featuring Dora the Explorer, or other kids games, it fit's that design structure.

NEStalgia

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