Saturday, January 2, 2010

Well, some other ideas.

I've been thinking up some concepts now, inspired by Mirror's Edge and Assassin's Creed II; as I've been playing them quite often lately. I was wondering, "What if Sonic had some parkour mixed into his games? Would it benefit the series?". I don't know for sure if it does, but I'm going back over it with several ideas.

Here is the control set I've thought up:

Left Stick - Run
Steer the L Stick to run, and gain momentum as you keep moving in one direction. Sonic is incredibly fast, so his top speed is rather speedy and can lead to stiff movement at high speed. Pressing the L Stick in the opposite direction of movement brings Sonic to a halt.

Right Stick - Camera
Use the R Stick to manage the camera. Turning it while moving Sonic forward can help Sonic make sharper turns while at speed. Pressing in on the R Stick centers the camera directly behind Sonic.

A Button, Left Bumper - Jump Attack , Wall Latch
Press the A Button to jump upward in midair a spiky blue ball, which also serves as an attack. Jumping is context-sensitive; to where it could be used for many different purposes. It's abilities may vary from being a vault to dodge small obstructions to a giant leap that aids you with moving over large gaps in your path. When Sonic comes near a wall while airborne, Sonic can latch onto it if you press the A Button, but will only last there temporarily until he slides off. Using this, Sonic can wall-jump and/or do a small wall-run upwards.

X Button, Left Trigger - Crouch, Roll
Pressing the X Button while stationary makes Sonic crouch down, allowing him to dodge enemy projectiles or attacks that may come by. While in motion, this movement brings rolling in a ball. This ability makes as both as an attack, a move to compact yourself through tight crevices, and as an aid to transportation, by dramatically gaining speed through it via inclines. The move also functions as a pinball when put against bumpers, springs, and different objects.

B Button, Right Trigger - Standard Attack, Slide, Thrust / Home
This allows Sonic to make a simple punch-kick-sweep kick combo, which is good for when there isn't much place to move and attack. When mobile this equals a powerslide, which is a weaker, less speedier version of the roll. When airborne, a green reticle is put over enemies and the like, allowing Sonic to automatically move towards it in midair, allowing midair aiming to be easier. However, this move is rather short-range and doesn't give you instant speed towards the object, and instead makes you gain momentum as you come near it. When there is nothing to home in on, Sonic simply just thrusts forward, allowing him to make his jumps longer.

Y Button, Right Bumper - Reflex Mode
This pulls the camera closer to Sonic and warps the camera's shape to a fish-eye styled view from Sonic Xtreme. In the process, Sonic temporarily "speeds up" while everything else "slows down", releasing a feeling of extreme speed without relative playing of such (which would lead to uncontrollability). This move is only sparsely usable, in which where most of the time it's only used for whenever Sonic is in high-adrenaline moments, and in times otherwise of these situations, the ability only works for a good five or so seconds.

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I know this fits for a more parkour-type game (and sort of fits too close for comfort to the Mirror's Edge control setup), but it is just a small idea I had. Of course, this doesn't mean much as I'm probably just going to stick to the idea of an ordinary speedy platformer in vein of a faster Sonic World. But hey, who said these ideas were technically bad? Sonic is, after all, a fast-paced platformer that could use some fluidity added to him in the third dimension. However, it may not require such bumper/trigger setups like I put (that's kinda ripping off Mirror's Edge a little too far :P). And of course, it's not a good idea to make a game originally intended around just a D Pad and one button for jumping so complex. I'll think this through.

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