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Sonic Frontiers 2 Anonymous 04/15/2025 (Tue) 21:42:24 No. 26123
There is no doubt that the sequel to Sonic Frontiers is in development, as Morio Kishimoto has mentioned it multiple times on his Xitter account. We don’t know much about this title, as it hasn’t been officially announced yet. Our ideas about Frontiers 2 can only be based on the first game’s vision, developer interviews, Kishimoto’s Xitter posts, and a few 4cuck leaks which are probably fake. >What do we want to see in Sonic Frontiers 2? >How should the sequel improve upon the original game? >What shouldn’t be in the sequel? >What could be its vision and design philosophy?
>>26932 Because the fans that complain only engage with the franchise for clout. These "fans" played a few hours of Frontiers and then formed opinions on what they like based on what they heard Youtubers (who completed the game) say about it and then repeated and amplified these opinions into Kishimoto's Twitter. When the DLC finally came, these "fans" downloaded completed save files and entered the DLC to play it for the clout only to get raped by Cyberspace 4-B, the First Tower and Knuckles' weird controls. Since these fans have very high opinions of themselves, they immediately conclude that it isn't a skill issue, but instead that Sonic Team was wrong. These negative reactions were further amplified by more twitter "fans" who had never even played the game. At the time when it came out, it was hilarious to see how all the negativity of peoples reactions to it was directly proportional to their skill level/desire for challenge.
>>27211 Yeah, that makes sense, I can believe that >they immediately conclude that it isn't a skill issue, but instead that Sonic Team was wrong. And this sounds familiar. It's just like certain video game reviewers...
>>27211 I still remember that one interaction in /sthg/ >Bitching about how sonic never shuts up and kept going "heh reference" >I mention how when i was playing he never said anything >Get a reply saying that sonic will only ever quip if you idle, and it counts as idling if you don't get anything done for minutes at a time. Kinda opened my eyes to how shit people are at sonic desu.
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I wonder how they will approach wall running because it was really janky in Frontiers. It always made you run down cliffs instead of launching you forward like in normal video games. I think that happens because the collision on these cliffs is sloped enough that Sonic can keep himself grounded and transition into a wall run. Another issue is that the cliff faces are way too jagged. It makes wall running feel really unpolished. Maybe that could be solved with a more stylized environment that features sharp edges and smooth walls?
>>27625 Depends if they're going back to realistic environments or cartoony
>>27625 Fuck, why couldn’t the world have actually looked like a Sonic location in Frontiers?
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>>27648 Stylized environments don't have to be cartoony in order to be stylized. They just don't have to be fully accurate to real life. You can have smooth walls and sharp edges in an non-cartoony game as that's still stylization.
>>26124 I'd love that and multiple characters to play with besides Sonic.
>>27625 > a more stylized environment that features sharp edges and smooth walls? A city is perfect for this, just think Spiderman with the wallrunning. I just don't want another empty field.
>>27739 It was well received with Frontiers so I expect the next game to have more of that >>27743 Same. I want a new city, and I also want the typical creative environments of previous Sonic games
Which real life city would you like Sonic Team to use as inspiration for the next Sonic game?
>>27748 Tokyo. It looked good in Shadow Gens and it would make the game more appealing to nips.
>>27750 I'm surprised it took them so long to use Tokyo. They needed American involvement for it to happen for some reason, it's weird. I guess a lot of people hated Japan in America in the 2000s but if they did they probably also hated Adventure/2000s style/Japanese Sonic and if they wanted to appeal to Japan as well they could have done it
Since they've just done Tokyo with the movie DLC, maybe they could base it on another Japanese city. Kyoto would be a good one. I think Sapporo could also work if they want something more modern looking
Tokyo looked great but was held back by being a notably automated and 'cutscene' heavy Boost stage. Give me an actual stylised Shibuya to run and jump around in and we could be eating good.
>>26123 I just want it to play like Shadow Generations does , and I want some new Sonic transformations. Super sonic 2 was pretty kino and honestly would be cool to see him go straight to this everytime he transforms from now on.
>>28048 >I just want it to play like Shadow Generations does In what way exactly?
>>28065 Shadow just handled really well and the movement feels like it flows with the level design, responsive controls without alot of the Jank frontiers seems to have. It also has a far superior feeling of momentum.
>>28069 Interesting, I heard this a lot but I haven't played the game yet so it's kinda hard to imagine
>>28070 Play it, its fucking great
>>27625 >sharp edges and smooth walls It's funny how they knew that already in games like 06 but then they unlearned it with Frontiers
>>27756 >I guess a lot of people hated Japan in America in the 2000s You must be very young. If anything Japan was much more popular in America in the 2000s. It was the height of weebdom. Anime was much more mainstream. 4kids might have tried to censor japanese text and stuff, but kids were watching the shows specifically because they were Japanese.
>>28069 Shadow Gens' controls are good but I still wouldn't call them great like a lot of people claim. It feels really slow to me, especially in the 2D levels which has been a problem they've had since Lost World and still haven't fixed. Just let me go as fast as I did in Sonic Rush already if you're going to insist on continuing making 2D sections in these games.
>>28473 >making Sonic Rush your baseline for 2D Sonic instead of one of the Genesis games.
>>28492 Comparing it to Rush because they both have the boost.
>>28444 Well then correct me if I'm wrong but I'm under the impression this was more so the case with specific communities early/mid 2000s communities, mostly filled with teenagers or at most young adults who liked anime/manga, while most older Americans hated Japan and Japanese media, and the "height of weebdom" was more like a controversial sub-community that was at first hated by almost everyone and otherwise only looked cool to younger kids, and so grew in popularity as they got older in the late 2000s/early 2010s. That's how I've come to understand it at least
>>26927 >>26932 >Sonic Team made an update based solely on Fan Feedback >The fans hated it Do you think Kishimoto even knows what made people like Frontiers in the first place given these interactions?
>>28593 I loved it at least, major technical issues aside, I don't understand those Twitter people
>>28593 Imo the only good part of update 3 was its level design. The new playable characters were alright but they also suffered from being really janky and OP. Everything else just wasn't very good.
>>27677 They wanted to appeal to normalfags and nips with the realistic art style
>>27677 >>28869 Several Sonic games from long before Frontiers look like that though
>>28946 They still had more stylization in their environments. With Frontiers, Sonic Team was aiming to create photorealistic scenery.
>>28946 How many of those games are praised for their art style?
>>26123 I wonder if Kishimoto will finally embrace pinball physics with Frontiers 2
>>29178 Do we know what physics mods for Frontiers Kishimoto looked at?


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