Install Opera GX Today: mtchm.de/6mqt7 Today I am talking about Gimmicks in the Sonic The Hedgehog Franchise Twitter - / _splashdash Co-Written By Sonny, additional editing by the Mouse
I'd argue that sonic always had gimmicks; the series had strong gameplay since the start, but much of the advertising always focused on these gimmicks. Things like the blast processing special stages or the time mechanic in CD show that these gimmicks have been a core point of the series from the get-go.
Considering that your point is factually true it makes you wonder why people always complain without giving said gimmick a shot, sure you may not like it but repetition doesn't sell you need to make gambles to succeed in business, The problem is just implementing in a way that it doesn't ruin the experience for players who want sonic. (Hence why generations is an amazing game if short as it uses said gimmicks in the stages and it feels more of an extension till arguably planet wisp)
@@bebopknux5857 Exactly, gimmicks keep things fresh. Granted they don't always work cause they're implemented like crap (ex. the Wisps in Lost World) but that doesn't mean that if you see a gimmick you go "ugh!" Play the game, try the gimmick and determine then if it's good or bad to you. Personally I like when different gimmicks are implemented within different levels (ex. Super Mario 3D World) more than adding to a characters moveset but I don't completely right the new move terrible from the word "go" cause it's a gimmick.
Damn, not even a direct mention of Lost World's parkour system. If the game was better built around it, it would probably be one of the best Sonic gimmicks imo
I think in this case it's that parkour isn't so much as a gimmick as it is meant to be an extension to Sonic's moveset, and a nice one at that. Problem is how the level design barely takes advantage of it.
@@spartanq7781 Agreed! When Lost World came out I was like "Uhh, I can run on walls in SA1 and '06..." It felt like if the new Mario game said "Introducing the brand new long jump" despite it being in Mario 64.
@@spartanq7781 Not every wall, just the ones that explicitly had floor curving up to them. LW made it universal, but screwed it up with the run button thing because that's how Mini Mario did it in the New SMB games and we gotta REALLY be like Mario to appeal to Nintendo fans duh huh, plus they don't really design the levels well around the move.
Silver was done so dirty, I know that he’ll never get the representation and fleshing out he deserves but damn it I love him. He was a gimmick that people in the fandom actually really like thanks to the comics, I really do hope he gets another shot at being either playable or being a more dynamic character.
I don't think SEGA will ever give him a more dynamic role. Not because I hate him, I love the guy. But because if SEGA has learned one thing, it's that "06 bad". They wouldn't give Silver a prominent role in a game if their life depended on it.
The problem is that they made him wrong the Rivals series made him a lot better, they should made him fast but with the telekinesis powers to kill enemies or harzads in the way
@@kauanjos3199 No, as shown by P-06, Silver's gameplay is perfectly tailored for him given his background. Unfortunately, I'm talking about P-06 and not '06 itself.
Man, having the gimmicks attached to the stages and not sonic? No no no, that would mean actually trying to think about the level design duh who would want to do that in the first place duh
I remember asking what would’ve happened if the Werehog’s gameplay was positively received. One replied that maybe if the werehog impressed critics, they would’ve said that it was better being expanded in its own game
agree, all it needed in my eyes was more creative platforming to keep a good pace and better flow in combat (outside the bosses, those were just awesome)
Not a horrible idea, actually, i feel like there are a lot of characters in the Sonic Universe that could use a spin-off, as theur characters and ability sets don't really match with the high-speed platforming from where they come
@@baneofthebread Yeah, Knuckles for example would be pretty much unplayable in a boost sort of game since unlike the hedgehogs boosting isn’t really part of his skillset, but would be right at home in a fighting and platforming sort of game.
You said what i've been thinking this entire time. The wisps were only good in Colors. They didn't stop gameplay completely, except ■, and they were used in their own way without being all over the place.
I'm really surprised you didn't talk about Sonic CD. Its time travel gimmick is what caused the level design philosophy to be completely different, and it's what makes the game so unbelievably divisive amongst the fanbase.
@@BitchChill I think that to fix the time travel mechanic to make it more tolerable, they just needed to do two things: 1: Don't make it so that you lose your time travel potential when you lose your speed midway. 2: Have an indication for where the machine generator is, like a radar of some sorts.
I really like the time travel mechanic, even though I admit it’s execution could be VASTLY improved. Then again CD is my favorite game in the series in spite of its flaws
Demetrius Kafkoulas I don’t think a radar for the generators is necessary. The point of the game is to explore the levels and find them yourself, and they’re generally not very difficult to find (except for Wacky Workbench Act 1, I have no idea what they were thinking with that one)
@@LongSinceDead1 Oh hey! I actually remember you from one of Sonic Central's videos on Sonic CD where I made another comment about the game's time travel gimmick. That was a pretty long time ago though. But yeah, I still wouldn't say Sonic CD's time travel gimmick is downright bad (I actually like playing the game that way), it just could've been better and that's it.
@@thefantasylife I think the video itself pretty much nailed the issue, it's not so much that it was bad (in fact it's very solid for a first attempt at a beat 'em up) that it doesn't mesh well with the day stages. Honestly the Werehog might have fared better in a spin-off title.
Now I wonder how the Jade Ghost Wisp will be incorporated into Sonic Colors Ultimate, since it appears in the trailer for both the game and Rise of the Wisps. Maybe you can walk through enemies and hazards without getting hurt, or pass through certain walls and floors?
with sonic colors ultimate and rise of the wisps doesnt look like theyre going away anytime soon, which sucks. they were cool at first but fuuuuuck im tired of them.
I disagree. Kind of. The wisps belong in Colours, so obviously they're in the game and the animation. They should be exclusive to Colours though, it makes no sense that they would be in games such as Forces and Lost World.
@@ToraVanguard2004 Well the story reason is that they liked Sonic's world and some decided to stick around. This explanation was never given in a main game mind you. Just a mobile game and the comics.
But its just gonna be colours again so they will still work well maybe even better the worst thing I can see is the sonic movie boost for the digital like extreme version and the new wisp since it doesn’t seem very speed based
A lot of these mechanics I don’t mind, I kinda like the werehog in short bursts, the wisps are a mixed bag and for forth, the only mechanics I truly despise is that god awful fishing mini game. A lot of gimmicks from adventure should be revisited imo, everything from the chao garden to the tails mech stages could easily be redone and expanded on but dear god, if there’s one thing I won’t miss from that game is that infernal frog.
I dare say that I could accept fishing returning but only if it's 100% optional. And a hell lot better. The problem with fishing in SA1 isn't just how it doesn't mesh with everything else and rather that it's not even good for a fishing game's standards.
"Gimmicks" is a word that always has a negative connotation not only with Sonic but gaming as a whole which I disagree with. Gimmicks CAN damper an experience if handled poorly but just because something is a gimmick doesn't mean it's inherently bad. It all depends on it's implementation and usage. I think the Wisps were implemented pretty well in what little story Colours had and were used well.....in exclusively Colours. Another gimmick, the parkour system from Lost World was pretty cool all around even with how little it was used.
I honestly don’t see the problem that everyone else seems to have with the Wisps. They’ve honestly just become another type of power-up within the games that you can use to get to alternate pathways. Yes, they were implemented well in Colors but there were also sections in Colors where using a certain type of Wisp was necessary for progressing forward. After Colors, the Wisps are basically just power-ups that can help you branch off onto a different path and you normally aren’t forced to use them in order to beat a level. It seriously just seems everyone else is more annoyed with the fact that they’re simply still here rather than how they’ve used in games after Colors, which honestly just makes the “complains” sound more like personal nitpicks than anything else. Besides, from the Wispon mechanic in Forces, we ended up getting a new favorite character in the comics; Whisper the Wolf. Part of her whole thing is using her own team of Wisps along with her Wispon as a way of attacking and traveling around and despite using them as ammo fuel, Whisper genuinely and deeply cares for her Wisps and they feel the same way right back. Whisper is to Wisps as Tikal is to Chao; they helped in building upon who she is as a character.
The issue is that these alternate pathways in Lost World are either insignificant (any instance of the Eagle wisp) or just used to skip hard sections (Hover being shoved in the penultimate stage so you can skip the wall running segment), and some of the mandatory uses are plain boring (Rhythm, what in the world were they thinking with that ones). The level designs no longer reward you for using them, rather they just feel like they're there because people liked them in Colors. Forces also suffers a similar fate, in part because of the concept of only bringing a single wispon to a stage, meaning that no wisp can be mandatory to progress since you could get stuck if you had the wrong one, and yet they also barely give any interesting areas to explore. No point in them being there if all they do is make you skip level segments (even more so when there's barely any level segments as it is), Imperial Tower is an absolute joke with the Hover wispon for example. And sure, most people loves Whisper, but here's the thing: they actually made something interesting out of her and the wisps. The same can't be said for Lost World and Forces.
holy shit, I've thought the same thing about the wisps in sonic colors for a while yet everyone I talk to just says that they're bad. the only legitimate argument I've heard from them was that a couple of the wisps did what sonic could already do in past games.
I'm so glad I'm not the only one who feels that way about the OG Wisps. They add so much flow and variety to the stages when used correctly and I think that's why the 2D sections are relatively simplistic platforming wise. It encourages you to experiment with the Wisps, but also gives newcomers a slower but somewhat more manageable way through. That said, I notice that most people I've seen who slag off the Wisps in Colours straight up don't use them properly. It's clear they don't even try to experiment with them and just write them off entirely
Imo Sonic gimmicks are typically better when they bring a new, at least somewhat fleshed out gameplay style to the series, not something rushed or a minor gimmick to pad out stages. I'll take werehogs or mech stages over shit like wisps any day.
Funnily enough, the "gimmick" of Forces is atleast somewhat decently executed, but ONLY ON THE NON GAMEPLAY PARTS LOL (you know, the custom OCs, specifically the Wispons)
level gimmicks is definitely the way to go. I dont mind the different characters for gameplay styles as much as most and sometimes prefer them to sonics normal gameplay. As for the wisps I've never liked them. Would rather bring back monitors with power ups than weird pixar aliens.
Forces does have good gimmicks being classic sonic and the avatar with wispons also it has good stage gimmicks like the pink water in Chemical Plant Network Terminal and the casino gimmicks in Mystic Jungle Casino Forest or the water slide gimmick in Mystic Jungle Aqua Road
@@Yoshinator even if he didn't control how YOU or other people wanted that doesn't mean he is just terrible. His controls work with the levels all people do to show he has bad controls is show that one part in chemical plant which in a standard playthrough you would just spindash not a really good complaint
I think that one of the worst aspects of the Dimps games (especially the later ones) was that every level felt the same. The lack of level-specific gimmicks may be a major culprit.
I have a perfect "gimmick" for sonic. What about a parkour gimmick? Not like Sonic Lost World, but something that enhances his speed naturally. Like wall running, If you have enough speed you can run up buildings. Just a parkour/speed gimmick that enhances the gameplay in a natural way?
I'm surprised you didn't mention other gimmicks that the games have like Heroes's Speed, Power, Flight mechanics and Shadow's guns, vehicles, and chaos powers. Those are examples of gimmicks done well.
Honestly Sonic Unleashed overall felt better paced, mostly with how the story is done. And all the boost games show how the boost formula can't be enough for one game and needs something else.
Honestly I've always liked how in the classic Sonic games as well as Sonic mania and yes in some of the 3D games the gimmicks were stage based and not like something that was something you would have to deal with throughout the whole game.
I would argue that Colors combines a regular gameplay gimmick with the kind of stage gimmicks you’re talking about. Starlight Carnival has the hardlight platforms and giant crushing corridors, Asteroid Coaster has the coasters and gravity mechanics, Aquarium Park has the water you can infinitely jump in or run on. And then the wisps have specific gimmicks in each zone too, like the focus on the Drill in Sweet Mountain or how Planet Wisp focuses a lot on climbing with the pink spikes
Honestly the moral of the story is if you're going to add a gimmick, make it fun, and make it make sense. Wisps are cool in Sonic Colors but make absolutely no sense in any of the other games.
I still think the wispons was an interesting way to give power to the custom character despite the mediocre gameplay, it was really just lost world that made no sense for such a different location.
I guess my favorite gimmick would be Sonic Heroes. I actually wasn't crazy about the game on release. I slept on it. Gave it another chance years later and man its so fun. Not a perfect game by any means but the concept of playing as three characters and switching to traverse different obstacles was satisfying for me. My only real negative is rather than four teams I would have just loved to see a Heroes like game with just Sonic, Tails and Knuckles for more levels. Heroes aged like a fine wine for me.
I had a lot of fun with Sonic And The Black Knight sure the controls were a bit wonky but most the time it never dampened my experience with it! (Besides the second stupid King Arthur Fight) And honestly the story and the music are some of the best in any Sonic game.
I think gimmicks are completely subjective when it comes to people. Some liked some gimmicks while other didn't. I for one found the wisps quite uninteresting.
I think the problem with Gimmicks in most games from the problem that they got rid of Sonic's "Too many friends" and the gameplay gimmicks and changes can't be put across different characters. Wouldn't the Werehog Gameplay have worked better with someone like Knuckles? Letting different characters shine as opposed to kneecapping Sonic to make the new abilities more viable.
I’m sensing a pattern with your videos splash dash. A lot of them seem to just be an excuse to crap on forces. Could this be leading up to something? Maybe a giant forces review/rant in the future? Ala clement building up to a giant review/rant on sonic 06 in his sonic marathon?
its funny to me that everyone in the sonic community, unleashed fans, colored fans, and even the 06 apologists, are all united in disliking 06. It says something about the game I think
In hindsight, I'm really curious as to what gimmicks the open zone formula will have, if at all. It seems like Sonic Team is focused on expanding and improving the formula rn, but I wonder what they're gonna do with the open zone gameplay afterwards.
I agree with the general point but sorta disagree with the Forces point. Network terminal you obviously have the pipes and the ability to slide under most platforms in unique ways, Egg Gate has those crushing ceilings and long rail sections, Metropolis has those neat super fast platforms that move when you land on them (some of them used as traps onto spikes or for better paths) etc. Then each stage also has some form of level design on a non-mechanical level that is unique to them, eg. Luminous forest has the halfpipes, and Mortar Canyon has that whole gigantic downwards hill thing going on. Interestingly, while I agree the core mechanics of Fire and Ice was cool, I thought each level didn't stand out a lot, in that game it truly felt like you could change the assets and almost nothing would change. Still a pretty fun game though, since the core level design and gameplay are competent.
here me out. a Sonic Adventure type game with segments where you can use the boost format. the gimmick could be when you are in the "boost segment" you can go into higher mach speeds. the adventure type sections with platforming you can parkour as the gimmick.
In sonic colors DS, I think the best wisp that is not in both versions is the red wisp, which gives the power red burst, also colors DS does have some specific features for levels, such as: tropical resort has the Ferris wheel that you need to run from and the launcher things, sweet mountain has the hot air balloons and jelly bean rockets, starlight carnival has the arrows you jump on and the whale, planet wisp has the plants and drilling machines, aquarium park has the water slides and the water bubbles, asteroid coaster has the T-Rex skulls and the wind things, terminal velocity has the top down perspective and the chase sequence, and finally, (no spoilers) has super sonic and (not gonna spoil it)
You know another 2D platformer that does gimmicks right? The Donkey Kong Country series, including Returns. Every new level in those games have new mechanics, new obstacles and the gameplay and moveset never stray too much from the default. And can I just say the Returns games had MASTERFUL level design?
8 have never understood why people hate the mech gameplay The issue for me isnt the speed, its the jump and turning Play cosmic wall and you see just how godlike the mech can be if they allow floatier jumps
That's the most accurate description of it. If you head straight in one direction without turning you go suprisingly fast, but the only stage you can somewhat do that on is Weapons Bed.
Install Opera GX Today: mtchm.de/6mqt7
I'll do it tomorrow
Opera GX has been the only sponsor I've ever seen on RUclips that I actually downloaded and use
Ugh, I did before this vid.
It absolutely demolishes my pc's ram
gamejolt.com/games/gamrtim/620058 lil game i made
Not that good but its a start
Also ive never made a game ever
“Why are you watching this video on that awful non-specific web browser?”
Jokes on you, I’m watching this on a phone
jokes on you he already pointed that out
@@turboshell Yup, I was just a little too F A S T
@@SoshiTheYoshi You know what they say, "Gotta go fast"
I'd argue that sonic always had gimmicks; the series had strong gameplay since the start, but much of the advertising always focused on these gimmicks. Things like the blast processing special stages or the time mechanic in CD show that these gimmicks have been a core point of the series from the get-go.
facts
Hey Mark's friend
@@SplashDash_ hi mark
Considering that your point is factually true it makes you wonder why people always complain without giving said gimmick a shot, sure you may not like it but repetition doesn't sell you need to make gambles to succeed in business, The problem is just implementing in a way that it doesn't ruin the experience for players who want sonic. (Hence why generations is an amazing game if short as it uses said gimmicks in the stages and it feels more of an extension till arguably planet wisp)
@@bebopknux5857 Exactly, gimmicks keep things fresh. Granted they don't always work cause they're implemented like crap (ex. the Wisps in Lost World) but that doesn't mean that if you see a gimmick you go "ugh!" Play the game, try the gimmick and determine then if it's good or bad to you. Personally I like when different gimmicks are implemented within different levels (ex. Super Mario 3D World) more than adding to a characters moveset but I don't completely right the new move terrible from the word "go" cause it's a gimmick.
Imagine if the new boost effect in the new trailer is a gimmick lol
That’s the entire gimmick, it’s just a cosmetic change
Probably is 🤣
So you guys think its time travel or multiverse?
i think that silver has something to do with it because of sonic's glow, the symbol at the end, and the overall feel of the trailer
@@ericf.a8623 personality I think I'd be cool if he could create solid ground as he runs
I didn't forget to put music during the outro it was a stylstic choice
WHAT IS NAME OF CARTOON YOUR FRIEND LS MARK IS MAKING
OK, thanks for letting Me know i guess
lol xd fortnite toilet
epic games store
Your ether a smart fella or fart smella
Damn, not even a direct mention of Lost World's parkour system. If the game was better built around it, it would probably be one of the best Sonic gimmicks imo
I think in this case it's that parkour isn't so much as a gimmick as it is meant to be an extension to Sonic's moveset, and a nice one at that. Problem is how the level design barely takes advantage of it.
Things is Sonic could run up on walls in past games. All just by running fast toward them. Lost World complicated it.
@@spartanq7781 Agreed! When Lost World came out I was like "Uhh, I can run on walls in SA1 and '06..."
It felt like if the new Mario game said "Introducing the brand new long jump" despite it being in Mario 64.
The thing is, the sonic adventure game a-already had that
@@spartanq7781 Not every wall, just the ones that explicitly had floor curving up to them. LW made it universal, but screwed it up with the run button thing because that's how Mini Mario did it in the New SMB games and we gotta REALLY be like Mario to appeal to Nintendo fans duh huh, plus they don't really design the levels well around the move.
Silver was done so dirty, I know that he’ll never get the representation and fleshing out he deserves but damn it I love him. He was a gimmick that people in the fandom actually really like thanks to the comics, I really do hope he gets another shot at being either playable or being a more dynamic character.
At least his boss fight in generations was great
I don't think SEGA will ever give him a more dynamic role. Not because I hate him, I love the guy. But because if SEGA has learned one thing, it's that "06 bad". They wouldn't give Silver a prominent role in a game if their life depended on it.
The problem is that they made him wrong the Rivals series made him a lot better, they should made him fast but with the telekinesis powers to kill enemies or harzads in the way
@@kauanjos3199
No, as shown by P-06, Silver's gameplay is perfectly tailored for him given his background.
Unfortunately, I'm talking about P-06 and not '06 itself.
@@SteveCrafts2k yeah in p-06 they gave him a speed boost move
Good news: in the newest game, *Sonic can run.*
Incredible
What a relief
**Sonic Labyrinth flashbacks**
Well, that's good news.
@@jennifernelson7413 Absolutely phenomenal
Sonic can run? That is magnificient
What fun timing, I was just thinking about Sonic
Completely by chance, totally not based any sort of event or anything like that
Same. Idk, guess it just felt like a Sonic day.
Yeah, so weird am I right???
ikr
we are so weird and quirky 😜🤪😜 LOL!!! so random XD
@@bendito247 it is sonic colours ultimate just came out
Man, having the gimmicks attached to the stages and not sonic? No no no, that would mean actually trying to think about the level design duh who would want to do that in the first place duh
Consisting Sonic Central ended minutes ago I gotta say this is perfect timing
Coincidence
You mean it ended hours ago
and this is a reupload so it makes it better
I remember asking what would’ve happened if the Werehog’s gameplay was positively received. One replied that maybe if the werehog impressed critics, they would’ve said that it was better being expanded in its own game
Ah, so I'm not the only one that thinks that there should be a "Sonic the Werehog" spin-off.
@@thefollower2933 Not a bad idea actually, kinda wish there was one
agree, all it needed in my eyes was more creative platforming to keep a good pace and better flow in combat (outside the bosses, those were just awesome)
Not a horrible idea, actually, i feel like there are a lot of characters in the Sonic Universe that could use a spin-off, as theur characters and ability sets don't really match with the high-speed platforming from where they come
@@baneofthebread
Yeah, Knuckles for example would be pretty much unplayable in a boost sort of game since unlike the hedgehogs boosting isn’t really part of his skillset, but would be right at home in a fighting and platforming sort of game.
You said what i've been thinking this entire time. The wisps were only good in Colors. They didn't stop gameplay completely, except ■, and they were used in their own way without being all over the place.
Sonic with a sword is cool and nobody can tell me otherwise
the reason no one talks about fire and ice is because there isn't much to diss.
That also hate Boom designs and characters as much as the bad movie Sonic design.
I'm really surprised you didn't talk about Sonic CD. Its time travel gimmick is what caused the level design philosophy to be completely different, and it's what makes the game so unbelievably divisive amongst the fanbase.
Cool idea, poorly executed
@@BitchChill I think that to fix the time travel mechanic to make it more tolerable, they just needed to do two things:
1: Don't make it so that you lose your time travel potential when you lose your speed midway.
2: Have an indication for where the machine generator is, like a radar of some sorts.
I really like the time travel mechanic, even though I admit it’s execution could be VASTLY improved. Then again CD is my favorite game in the series in spite of its flaws
Demetrius Kafkoulas I don’t think a radar for the generators is necessary. The point of the game is to explore the levels and find them yourself, and they’re generally not very difficult to find (except for Wacky Workbench Act 1, I have no idea what they were thinking with that one)
@@LongSinceDead1 Oh hey! I actually remember you from one of Sonic Central's videos on Sonic CD where I made another comment about the game's time travel gimmick. That was a pretty long time ago though.
But yeah, I still wouldn't say Sonic CD's time travel gimmick is downright bad (I actually like playing the game that way), it just could've been better and that's it.
I honestly really enjoy the werehog “gimmick”
Yeah I like playing those levels lol, it feels less frustrating compared to me playing the day levels and not having the fastest reaction times
@@thefantasylife I think the video itself pretty much nailed the issue, it's not so much that it was bad (in fact it's very solid for a first attempt at a beat 'em up) that it doesn't mesh well with the day stages. Honestly the Werehog might have fared better in a spin-off title.
Same
I wouldn't call Chao a gimmick. They're way too fleshed out for that. I'd call them a full on side mode.
I like to believe the chao was the main game, and sega were just worried it wasn’t going to sell, and asked them to make Sa1 and sa2.
Woooooow, Splashdash went out of his way to shit on Forces again?
Excellent
At some points it does it too itself.
@@narxmagee727 if we harp on why Forces was bad for long enough then maybe Sonic Team will hear it and not make the same mistake again
Now I wonder how the Jade Ghost Wisp will be incorporated into Sonic Colors Ultimate, since it appears in the trailer for both the game and Rise of the Wisps. Maybe you can walk through enemies and hazards without getting hurt, or pass through certain walls and floors?
with sonic colors ultimate and rise of the wisps doesnt look like theyre going away anytime soon, which sucks. they were cool at first but fuuuuuck im tired of them.
I don't think so, they will probably only stay because of the remaster
I disagree. Kind of. The wisps belong in Colours, so obviously they're in the game and the animation. They should be exclusive to Colours though, it makes no sense that they would be in games such as Forces and Lost World.
@@ToraVanguard2004 Well the story reason is that they liked Sonic's world and some decided to stick around. This explanation was never given in a main game mind you. Just a mobile game and the comics.
But its just gonna be colours again so they will still work well maybe even better the worst thing I can see is the sonic movie boost for the digital like extreme version and the new wisp since it doesn’t seem very speed based
I cannot stress how stupid it is they're doing a animated short for a ten year old game's remaster.
A lot of these mechanics I don’t mind, I kinda like the werehog in short bursts, the wisps are a mixed bag and for forth, the only mechanics I truly despise is that god awful fishing mini game.
A lot of gimmicks from adventure should be revisited imo, everything from the chao garden to the tails mech stages could easily be redone and expanded on but dear god, if there’s one thing I won’t miss from that game is that infernal frog.
I dare say that I could accept fishing returning but only if it's 100% optional. And a hell lot better. The problem with fishing in SA1 isn't just how it doesn't mesh with everything else and rather that it's not even good for a fishing game's standards.
I like Gimmicks in Sonic Games, yes it’s very risky, but this kinda thing has made sonic games unique and different for better or worse
Why is it so weird to hear Mar... I mean Splash Dash say Mario (probably because of his Sonic obsession)?
Yeah it would be kinda weird hearing Mario say his own name for no apparent reason
"Gimmicks" is a word that always has a negative connotation not only with Sonic but gaming as a whole which I disagree with. Gimmicks CAN damper an experience if handled poorly but just because something is a gimmick doesn't mean it's inherently bad. It all depends on it's implementation and usage. I think the Wisps were implemented pretty well in what little story Colours had and were used well.....in exclusively Colours. Another gimmick, the parkour system from Lost World was pretty cool all around even with how little it was used.
Same, it annoys me when people ride off things like motion controls as mere gimmicks when they can help the experience if done well.
@@lukebytes5366 Which they weren't in Lost World
I honestly don’t see the problem that everyone else seems to have with the Wisps.
They’ve honestly just become another type of power-up within the games that you can use to get to alternate pathways.
Yes, they were implemented well in Colors but there were also sections in Colors where using a certain type of Wisp was necessary for progressing forward. After Colors, the Wisps are basically just power-ups that can help you branch off onto a different path and you normally aren’t forced to use them in order to beat a level.
It seriously just seems everyone else is more annoyed with the fact that they’re simply still here rather than how they’ve used in games after Colors, which honestly just makes the “complains” sound more like personal nitpicks than anything else.
Besides, from the Wispon mechanic in Forces, we ended up getting a new favorite character in the comics; Whisper the Wolf.
Part of her whole thing is using her own team of Wisps along with her Wispon as a way of attacking and traveling around and despite using them as ammo fuel, Whisper genuinely and deeply cares for her Wisps and they feel the same way right back.
Whisper is to Wisps as Tikal is to Chao; they helped in building upon who she is as a character.
The issue is that these alternate pathways in Lost World are either insignificant (any instance of the Eagle wisp) or just used to skip hard sections (Hover being shoved in the penultimate stage so you can skip the wall running segment), and some of the mandatory uses are plain boring (Rhythm, what in the world were they thinking with that ones). The level designs no longer reward you for using them, rather they just feel like they're there because people liked them in Colors.
Forces also suffers a similar fate, in part because of the concept of only bringing a single wispon to a stage, meaning that no wisp can be mandatory to progress since you could get stuck if you had the wrong one, and yet they also barely give any interesting areas to explore. No point in them being there if all they do is make you skip level segments (even more so when there's barely any level segments as it is), Imperial Tower is an absolute joke with the Hover wispon for example.
And sure, most people loves Whisper, but here's the thing: they actually made something interesting out of her and the wisps. The same can't be said for Lost World and Forces.
Ok you actually got me excited about Sonic Colors Ultimate, great job if that was the point.
I thought that SA2's Mech/Treasure Hunting levels were way better than SA1's side characters
And I strongly disagree with that
@TheJR
Your disagreement is what happens when you don't know how to design a video game.
Sonic problems in a nutshell
“It’s the Execution not the idea itself”
holy shit, I've thought the same thing about the wisps in sonic colors for a while yet everyone I talk to just says that they're bad. the only legitimate argument I've heard from them was that a couple of the wisps did what sonic could already do in past games.
Splash's best video in a while. I 100% agree with this take on the gimmicks.
I love both your channels I really hope you keep making videos here so good
Nice idea of putting this video out after Sonic Central. It really gets the point of Gimmicks across.
I'm so glad I'm not the only one who feels that way about the OG Wisps. They add so much flow and variety to the stages when used correctly and I think that's why the 2D sections are relatively simplistic platforming wise. It encourages you to experiment with the Wisps, but also gives newcomers a slower but somewhat more manageable way through. That said, I notice that most people I've seen who slag off the Wisps in Colours straight up don't use them properly. It's clear they don't even try to experiment with them and just write them off entirely
Imo Sonic gimmicks are typically better when they bring a new, at least somewhat fleshed out gameplay style to the series, not something rushed or a minor gimmick to pad out stages. I'll take werehogs or mech stages over shit like wisps any day.
"fast if you know how to use them" is the same excuse you could make for knuckles chaotix but nobody ever talks about that
Would’ve been cool if the werehog was combat/speed based.
Sonic's main gimmick is running away fast like my dad who went to go get milk from the store
"Whether or not you like Mania.."
*Those kinds of people exist!?*
I hear a lot of people don't like Mania
Uh oh Mar- I mean Splash Dash criticized unleashed, Twitter gon be mad.
Funnily enough, the "gimmick" of Forces is atleast somewhat decently executed, but ONLY ON THE NON GAMEPLAY PARTS LOL (you know, the custom OCs, specifically the Wispons)
I kinda like the Werehog because the fighting mechanics are pretty solid unlike Sonic Boom
level gimmicks is definitely the way to go. I dont mind the different characters for gameplay styles as much as most and sometimes prefer them to sonics normal gameplay. As for the wisps I've never liked them. Would rather bring back monitors with power ups than weird pixar aliens.
i loved the wisps in colors but i wish more of them had been intergrated into the 3d sections
Forces does have good gimmicks being classic sonic and the avatar with wispons also it has good stage gimmicks like the pink water in Chemical Plant Network Terminal and the casino gimmicks in Mystic Jungle Casino Forest or the water slide gimmick in Mystic Jungle Aqua Road
No, classic Sonic controls like ass in forces, awful, awful gimmick.
@@Yoshinator even if he didn't control how YOU or other people wanted that doesn't mean he is just terrible. His controls work with the levels all people do to show he has bad controls is show that one part in chemical plant which in a standard playthrough you would just spindash not a really good complaint
About time king
I think that one of the worst aspects of the Dimps games (especially the later ones) was that every level felt the same. The lack of level-specific gimmicks may be a major culprit.
It's a officially summer because splash dash upload
I have a perfect "gimmick" for sonic. What about a parkour gimmick? Not like Sonic Lost World, but something that enhances his speed naturally. Like wall running, If you have enough speed you can run up buildings. Just a parkour/speed gimmick that enhances the gameplay in a natural way?
Actully that how Sonic Lost World's gimmick works...
Sonic lost world, but with actual momentum and physics
@@acousticslayer5883 Lost World 3DS
Wow sonic Central and splash dash video on the same day!!!
jokes on you, I'm watching this on opera rn 😎😎
oh god Mark's friend has been taken by opera GX... he will be missed.
Sonic and gimmicks are like peanut butter and jelly. You don’t wanna have one part overemphasize the other. Which happens more times than necessary.
I'm surprised you didn't mention other gimmicks that the games have like Heroes's Speed, Power, Flight mechanics and Shadow's guns, vehicles, and chaos powers. Those are examples of gimmicks done well.
I love you SplashDash!
Honestly Sonic Unleashed overall felt better paced, mostly with how the story is done. And all the boost games show how the boost formula can't be enough for one game and needs something else.
Literally every adventure games needs something to back it up or its a 30 min - 1 hour game. Sonic is just a harf character to make a solo 3D game for
As a sonic fan, I really like the gimmicks.
Honestly I've always liked how in the classic Sonic games as well as Sonic mania and yes in some of the 3D games the gimmicks were stage based and not like something that was something you would have to deal with throughout the whole game.
I would argue that Colors combines a regular gameplay gimmick with the kind of stage gimmicks you’re talking about. Starlight Carnival has the hardlight platforms and giant crushing corridors, Asteroid Coaster has the coasters and gravity mechanics, Aquarium Park has the water you can infinitely jump in or run on. And then the wisps have specific gimmicks in each zone too, like the focus on the Drill in Sweet Mountain or how Planet Wisp focuses a lot on climbing with the pink spikes
Honestly the moral of the story is if you're going to add a gimmick, make it fun, and make it make sense. Wisps are cool in Sonic Colors but make absolutely no sense in any of the other games.
Won't let it get to me, I'm just gonna creep!
I still think the wispons was an interesting way to give power to the custom character despite the mediocre gameplay, it was really just lost world that made no sense for such a different location.
I guess my favorite gimmick would be Sonic Heroes. I actually wasn't crazy about the game on release. I slept on it. Gave it another chance years later and man its so fun. Not a perfect game by any means but the concept of playing as three characters and switching to traverse different obstacles was satisfying for me. My only real negative is rather than four teams I would have just loved to see a Heroes like game with just Sonic, Tails and Knuckles for more levels. Heroes aged like a fine wine for me.
Same for me, I feel like Heroes mechanic is heavily slept upon and can easily be expanded upon imo.
Splash Dash is the biggest sonic gimmick
In Forces’ defense it does have that pretty fun slide gimmick...that’s used twice throughout the whole game-
I had a lot of fun with Sonic And The Black Knight sure the controls were a bit wonky but most the time it never dampened my experience with it! (Besides the second stupid King Arthur Fight)
And honestly the story and the music are some of the best in any Sonic game.
i like the sonic gimmick where he promotes his own game as if it was his friends'
I like things that are cute, but also help and aren’t pointless (like the Wisps in Sonic Colors).
No one:
SplashDash: " *_geeam_* "
No matter the topic, Splashdash will always find a way to shit on Sonic Forces.
i actually downloaded opera gx and watched the rest of this video with it,thank you
Nice to hear someone else enjoys fire and ice
I think gimmicks are completely subjective when it comes to people. Some liked some gimmicks while other didn't. I for one found the wisps quite uninteresting.
1:13 The last time I installed an ad blocker it made my RUclips watch history stop updating
As much as I enjoy sonic, I wish sonic team would go back to making other IPs. I want a new Billy Hatcher dammit.
Yes! LS MARK IS BACK!
I think the problem with Gimmicks in most games from the problem that they got rid of Sonic's "Too many friends" and the gameplay gimmicks and changes can't be put across different characters. Wouldn't the Werehog Gameplay have worked better with someone like Knuckles? Letting different characters shine as opposed to kneecapping Sonic to make the new abilities more viable.
I genuinely love Sonic gimmicks
The best gimmick is a well tought out blend of gameplay and level design.
who'd've tought
“This ‘pictures’ of its competitor”
Perfect timing Ma- I mean Splash Dash
I’m sensing a pattern with your videos splash dash. A lot of them seem to just be an excuse to crap on forces. Could this be leading up to something? Maybe a giant forces review/rant in the future? Ala clement building up to a giant review/rant on sonic 06 in his sonic marathon?
its funny to me that everyone in the sonic community, unleashed fans, colored fans, and even the 06 apologists, are all united in disliking 06. It says something about the game I think
06 apologists dislike 06?
People were not burnt out when Mario World, one of the best side scrollers of all time came out.
In hindsight, I'm really curious as to what gimmicks the open zone formula will have, if at all. It seems like Sonic Team is focused on expanding and improving the formula rn, but I wonder what they're gonna do with the open zone gameplay afterwards.
As soon as he started talking about Sonic Colors I got an ad for Sonic Colors Ultimate.
Finally!! Someone else who understands how good the sword was in Black Knight
I agree with the general point but sorta disagree with the Forces point. Network terminal you obviously have the pipes and the ability to slide under most platforms in unique ways, Egg Gate has those crushing ceilings and long rail sections, Metropolis has those neat super fast platforms that move when you land on them (some of them used as traps onto spikes or for better paths) etc. Then each stage also has some form of level design on a non-mechanical level that is unique to them, eg. Luminous forest has the halfpipes, and Mortar Canyon has that whole gigantic downwards hill thing going on.
Interestingly, while I agree the core mechanics of Fire and Ice was cool, I thought each level didn't stand out a lot, in that game it truly felt like you could change the assets and almost nothing would change. Still a pretty fun game though, since the core level design and gameplay are competent.
Can't wait for the squares in the new trailer to be a gimmick
11:02
*Understandable. Have a nice day!*
There there, it's okay LS Mark, you don't have to keep suffering with your sub-channel
Sonic Rivals probably has my favorite gimmick
Sonic 3 & Knuckles was really good when it came to the level gimmicks. As much as people hate Sandopolis Act 2, it's a great example.
I mean, wasn’t the first sonic game built on a gimmick? “Look how fast you can go!” Is a gimmick compared to a Mario game or any other platformer.
here me out. a Sonic Adventure type game with segments where you can use the boost format. the gimmick could be when you are in the "boost segment" you can go into higher mach speeds. the adventure type sections with platforming you can parkour as the gimmick.
In sonic colors DS, I think the best wisp that is not in both versions is the red wisp, which gives the power red burst, also colors DS does have some specific features for levels, such as: tropical resort has the Ferris wheel that you need to run from and the launcher things, sweet mountain has the hot air balloons and jelly bean rockets, starlight carnival has the arrows you jump on and the whale, planet wisp has the plants and drilling machines, aquarium park has the water slides and the water bubbles, asteroid coaster has the T-Rex skulls and the wind things, terminal velocity has the top down perspective and the chase sequence, and finally, (no spoilers) has super sonic and (not gonna spoil it)
The best gimmick is the Sonic carrying Elise levels
Quality content
You know another 2D platformer that does gimmicks right? The Donkey Kong Country series, including Returns. Every new level in those games have new mechanics, new obstacles and the gameplay and moveset never stray too much from the default.
And can I just say the Returns games had MASTERFUL level design?
8 have never understood why people hate the mech gameplay
The issue for me isnt the speed, its the jump and turning
Play cosmic wall and you see just how godlike the mech can be if they allow floatier jumps
That's the most accurate description of it. If you head straight in one direction without turning you go suprisingly fast, but the only stage you can somewhat do that on is Weapons Bed.
2:25
I actually thought the WiiU was a handheld that connected to the Wii for the longest time.