
...yes, I pretend she's a fox (despite there are only wolves) and yes, she rocks the good old "Sally Acorn style". Okay, I admit it... I had some fun with some other outfit as well ahah! Sonic stuff is always a great choice to do some gesture drawing exercise! The simple anatomy allows you to focus on force and gestures! :D That's a reason why I keep drawing Sonic art every now and thew! ^^ You might see more of her every now and then!
(PS. 2 days playing Sonic Forces and I S-Ranked 20 stages on 30. I'm either a damn nerd or the game's just damn easy! :')
Pencils, inks, colors and postproduction by me.
(PS. 2 days playing Sonic Forces and I S-Ranked 20 stages on 30. I'm either a damn nerd or the game's just damn easy! :')
Pencils, inks, colors and postproduction by me.
Category Artwork (Digital) / Sonic
Species Wolf
Size 905 x 1280px
File Size 162.3 kB
The game's way too easy, actually, even on the hard mode. And a lot of events are automated, especially when the Avatar is on screen. But at least some parts for the Avatar customization are actually nice, although they could've been even better if SEGA didn't force the design cliche of the series and unlockable dead memes that much)
Yeah, that was a feeling I had too! Too many Kitsch accessories in there... at least half of what I unlock is like "Mmmmeh...I wouldn't use it" xD
About the difficulty, well... it depends! It's not "easy" itself... but if you have been successfully through the (in)famous Labyrint Zone levels, well... everything else looks easy! ;D Part of the easyness is also thanks to the commands... Remember how annoying was the character switch in Sonic Heroes for instance? :)
About the difficulty, well... it depends! It's not "easy" itself... but if you have been successfully through the (in)famous Labyrint Zone levels, well... everything else looks easy! ;D Part of the easyness is also thanks to the commands... Remember how annoying was the character switch in Sonic Heroes for instance? :)
True, but it's also a matter of taste. In Heroes, the character switch was sometimes annoying because of the automatic gates or lack of 'em, but I didn't find it that annoying when playing... But let's not forget that back in the day, they did care about their games. Sure Labyrinth is challenging, but in the original game, it was intended to be so, some levels should be easy, some harder, then easier and back to hard. The classic games had some well-done level design. The Adventure games did, too, just counting many characters going through the same terrain in their campaigns in SA1 (but at least they also had branching paths for different characters). Some people go through em easier, some harder, depending on skill and bug awareness. Later on, though, Heroes was just reusing the same terrain four times throughout the game, with slightly differing ring/object/enemy placement, but afterwards, while the developers did try to care (except Takashi Iizuka, seems like he shouldn't write scripts/screenplays at all... well, Shadow the Hedgehog sucked entirely, not just the script), the publisher didn't, which is why Sonic '06 was rushed, they didn't have time to put everything they wanted, the final gameplay was way too buggy they had to use the last bugless mechanic (which was, of course, unfinished), the English dubbing team didn't care about proper translation and dubbing (honestly, the Japanese version makes more sense throughout the entire series, with better lines and acting)... and Shun Nakamura was blamed by SEGA for what they've done, not him. Unleashed was weird for most, but the daytime stages were great, but by 2010, Iizuka decided to completely change the perspective for the series and hire Morio Kishimoto, whom I always called the Nintendo Spy, or the RED Spy in front of TF2 fans, as the director and lead level designer, and they went with a more childish approach in both story and gameplay so that any kid could clear the stages... they even dare call it going back to the roots, when SEGA directed their games to teens instead of toddlers, and the styles of the original games were simply influenced by low-poly CGI of the time and Megadrive's limited palette... well, in Colors, the gameplay was actually pretty nice, Generations is nothing but a meaningless nostalgia level compilation, not an anniversary game, but Lost World is nothing more than Super Mario Galaxy on drugs, a game where Sonic never runs at full speed on his own as he was supposed to do and rarely stops bickering with Tails over nothing, Boom is just a retarded mess, and Forces... well, seems like they fired every good level designer (not the visuals but the layout) by then, Classic Sonic's physics got worse, and Sonic just uses the same gameplay mechanic code as in Colors, just with replaced models and animations, but they almost never let you run out of White Wisps so you can just clear several levels by just holding X with just a few jumps, barely even touching the left thumbstick. The worst insult to me was not even the Null Space or giant inky Infinites reminding me of Ink Bendy on one of the Avatar levels, or Tails presenting his behind to Chaos 0's tentacles, forgetting he beat its following forms, or even Infinite having the motivation even more retarded than Broly in the 1993 Dragon Ball Z movie, but the final boss - if you're not there yet, I don't want to be sorry for any spoilers (come on, it's been two and a half years since the game came out), yet you should be prepared for literal Egg Nega Wisp mk.3 with barely any code changes since Colors, after lots of TRY AGAINs beforehand. It's more than "meh", it's just downright lazy.
I'm very sorry for this rant, but I can't stand it that they just don't care anymore, reuse the same assets/code between games and in general made the gameplay too easy to be called hard (seriously, in most of the levels, I only died because of the castrated physics on my first playthroughs most of the time, and that was back at the release day) and no longer than three hours. I've been a Sonic fan for about a few weeks less than a whole decade now, starting with the Adventures and the classic games, and I'm actually this pissed by everything that came out during this decade while they did still care before that same decade started, or tried to care at least as long as the absurdly short deadlines allow it... Christian Whitehead did care, too, though. Not Tyson Hesse, however, I want a more menacing Metal Sonic in his base form and the pre-2007, non-edgelord Shadow than whatever that was in Mania Adventures and TSR Overdrive.
I'm very sorry for this rant, but I can't stand it that they just don't care anymore, reuse the same assets/code between games and in general made the gameplay too easy to be called hard (seriously, in most of the levels, I only died because of the castrated physics on my first playthroughs most of the time, and that was back at the release day) and no longer than three hours. I've been a Sonic fan for about a few weeks less than a whole decade now, starting with the Adventures and the classic games, and I'm actually this pissed by everything that came out during this decade while they did still care before that same decade started, or tried to care at least as long as the absurdly short deadlines allow it... Christian Whitehead did care, too, though. Not Tyson Hesse, however, I want a more menacing Metal Sonic in his base form and the pre-2007, non-edgelord Shadow than whatever that was in Mania Adventures and TSR Overdrive.
I agree with you! (especially -oh dang- about Sonic '06! That was by far one of the worst titles, if not THE worst).
About forces, well.... yeah! That's the level layout issue! If you know an average sonic level, you already know how it's going :)
BUt y'know... it seems sega WANTS to kill sonic, somehow! Rumors have been saying so for -like- years!
About forces, well.... yeah! That's the level layout issue! If you know an average sonic level, you already know how it's going :)
BUt y'know... it seems sega WANTS to kill sonic, somehow! Rumors have been saying so for -like- years!
Well, regarding Sonic '06, it was SEGA's fault the game's that bad. I mean the publisher itself, Sonic Team just fell victim to their manipulations. Just as much as with Sonic Boom since it was SEGA's decision to have an even tighter schedule, release it only on WiiU (which was never actually supported by CryEngine) and put another spoke in Big Red Button's wheel by butchering the characters up via signing a TV show contract with Ouido, who, as not that many people know, were at fault in making Sonic a smug egoist, Knuckles the dumbest creature in the world, and so on, along with their voice actors... They do seem to want to kill the series for almost 15 years now.
You know, as much crap as sonic games get these days, this one was a lot of fun, and had a great way of incentivising players keep going for completion by giving you more options for making stuff, may have to play through it again, see what kind of fun characters I can make.
Yeah I'm surprised how lax they are with fan games. As far as Forces, its fun but it feels a bit unfinished with how short the stages are and how half-baked Infinite is as a villain. Shame we didn't get a more fleshed out antagonist with such a cool design and powers (that city level with him warping reality was super cool).
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