Sonic Mania Adventure

Continuing the discussion from Sonic Mania (Part 1) - #2024 by Sleazy .

Previous discussions:

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boom

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i hate this

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not sure what’s going on at SEGA HQ, but their random tie-ins look legit in their pure enthusiasm for (nerdy stuff), like using Ultraman’s bgm track or racing around/in(?) Dr Wiley’s castle …. what else does one need, SHUT UP AND TAKE MY MONEY :officersonic:

thread should be called Adventure 2 and a certain signature track packed into the first post, to appease Alien Lifeforms when they sift through our digital remains long after we are gone/erased all human lifeforms on this planet….

real :tarothink: moment here, hm!

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Done (basically)

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the signage on the colorful mall track implies some sort of government accessibility standards office run by radical 90s mascot animals

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knuckleberry flavour

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tried playing a bit more crossworlds after being away for work a few days this week and I’m progressing from “this is not as good as transformed” all the way to “this is bad.”

nothing is really fun or impressive, like, the items are too sloppy, hitting the lines on the tracks isn’t meaningful or perceptible enough, the presentation is surprisingly generic… even like the way you do midair flips to get boosts had a really tight and rewarding impact on positioning in transformed and here you just spam it.

I think some of this could be patchable so I’m just gonna ignore it until they add megaman and ichiban and whatnot. actually mentioning ichiban makes me want to compare this to infinite wealth, another recent Sega game that was likeable on its face but basically abandoned any and all design principles.

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Simply combine the Transformed drivefeel, with the sadly still superior powers and ults from All-Star Racing, with the music of Team Sonic Racing or R, with the shit talking/character stuff and plate system of this one then we could really cook

sadly I might unironically think that Disney Speedstorm feels better in moment to moment driving and competition than Sonic or Mario which is insane

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when did they bring back professor asobin

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I actually like some of the tracks. Weird to play a sonic kart game that uses levels from modern Sonic games.

And you can select your Rival - always Big the Cat of course.

I feel something that hasn’t been mentioned is that the kart customisation and part unlocking was better in Team Racing

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I’m always gonna think that Transformed was just too damn good for comparison – this is a real “everyone my age forgets it wasn’t 2012 just last year” moment but in hindsight it really really stands out that Sumo made it only 8 years after Outrun 2 and not only can you actually feel the Hydro Thunder and the Afterburner and the Outrun handling model on each of the vehicles, the fact that you could race Football Manager on a Shinobi track is such a superlative level of authenticity that I don’t think they could ever touch it.

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i guess in this game you don’t actually play as sonic but you can keep him around as a pet or something and drive his car i guess

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sonic and tails 00s sitcom au gijinka?

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Who wore it better: PUBG or PSO2

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PSO2 of course!

but now i have a clue where this is suddenly coming from

This girl is cute for being ai slop

Wish it wasn’t raining Mario coins though, god

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thoughts about Sonic ×worlds racing a.k.a Sonic Kart 4:

have been slowly dipping my toes into this (bought it on PC for the Multiplayer/since i have Sanic Kart Transformed on that box as well) and now that i test drove the Sonic Riders hoverboards(?) over a few tracks, slowly starting to appreciate what the devs are going for with part quartre.

random thoughts galore:

  • Miku Hatsune dubbing over some tracks is gimmicky, but a nice touch to alienate 90% of Hatsune Hating playerbase. Also Hatsune imitating the ‘SEEGAAA’ slogan is canon now :tarothink:
  • The cars/boards do feel different enough to warrant getting accustomed to both
  • Time Trial: auto-on display of best line around the track can be switched off after you did complete a run (3 laps) around the track.
  • What’s also interesting in TT is having three laps around the same course in sequence, where you can get more accustomed to the layout and try different lines (especially with boards/cars).
  • the trailers/FMVs often make the cars look slower than they actually feel ingame, which is a very SEGA thing to do :genki:
  • The shameless selling out-style decals for AMD, RYZEN, PUMA and Alienware is straddling the line to brazenly capitalistic from the wrong side imho,
  • but the Ramen place decals are :zeldaheart: so how can i be angry at them
  • having a dedicated drift/handbrake button is the biggest difference to Transformed, and haven’t wrapped my head around when the brake would be useful instead of outright useless, so far lifting+coasting before handbrake-drifting through a corner seem to be enough for the first six tracks
  • Transformed’s tracks felt more SEGA’y than the first six tracks in ×world, even though it is cool to use Chaos and Sonics friends as an audience/crowd around the start/finish-line grandstands.
  • What’s up with the Sonic Colors wisps being mainstream canon now/when did these become lakitu-stand-ins since transformed? :thinking:

all in all tl;dr status today then:

not entirely sold yet, but slowly warming up to it

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