[HN Gopher] My Review of Sonic Frontiers
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My Review of Sonic Frontiers
Author : Tomte
Score : 19 points
Date : 2022-11-25 05:16 UTC (17 hours ago)
(HTM) web link (xeiaso.net)
(TXT) w3m dump (xeiaso.net)
| KronisLV wrote:
| Looking at the videos of Sonic Frontiers, maybe it's just the
| impression that I got, but the movement across levels feels at
| least visually on rails, somewhat QTE centric in a sense, but I
| have to agree that it flows nicely.
|
| However, this was also interesting:
|
| > They estimate Sonic Forces to take about 4 hours. My first
| playthrough was three hours long. At a $40 game, that was an
| absolutely awful value for the money.
|
| I've always wondered how that fares against other forms of
| entertainment, time-wise. I'm sure that many forms of
| entertainment cost more than approx. 13 USD an hour and people
| wouldn't bat an eye at them.
|
| And yet, making a video game can be a huge ordeal that involves
| programmers, game and level designers, visual and audio artists
| of all sorts, marketing, management and everything else you'd
| find in many orgs out there. It's a software project that has
| pretty great complexity and for whatever reason, oftentimes tight
| deadlines and overworking.
|
| It feels to me that games can only be as affordable as they are
| in the first place due to economies of scale and being able to
| sell as many digital copies as needed to as many people as are
| interested. If you have an employee whose labor costs around 100k
| USD per year, a single copy of a game that's 13 USD buys you less
| than an hour of their work.
|
| On an unrelated note, I wonder whatever happened to Sonic Colors:
| Ultimate. Some people were really happy to see it be developed
| with the Godot engine, but apparently there were lots of issues
| with bugs and whatnot upon release.
| oneoff786 wrote:
| This is sort of what sonic games are and always have been. If
| you play an original sonic game... it kind of sucks from a
| modern design perspective. Speed is the name of the game but
| you don't know the level layout and are thus being forced to
| stop all the time. It feels bad.
|
| Sonic was built on the assumption that you would learn layouts
| and speed run the game before speed running was well
| established. Not work your way through the levels and beat them
| with much of an "on the fly" planning and execution like in
| something like Mario.
|
| Something like Mario Maker is sort of the hard delineation
| between the two. It's hard to enjoy a good sonic level on the
| first pass.
|
| Sonic Adventures 1 and 2 were, imo, mostly successful because
| they were just really cool and aesthetic. The orcas from the
| first level of one and the truck from the first level of two
| are iconic. Perhaps the first games I can remember to offer
| that prepackaged hand crafted AAA feel that has leaked into
| other genres these days.
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(page generated 2022-11-25 23:01 UTC)