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#tssz news
blazehedgehog · 3 months
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Do you agree with Gaming Journalists and what do you think of gaming journalism in general?
What does this even mean, dude.
"Do you agree with gaming journalists"? On what?
Do I agree with Shacknews that Super Mario Bros. Wonder is a 10/10, and with Digital Spy that it's also a 7/10? Do I agree with Let's Clear Up Those Halo Battle Royale Rumors?
Like, I've gotten some bait on this blog before, but this is 2/10 stuff, man. This is some hot 2014 garbage. Like no matter what I say, you're gonna go all
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"Very interesting. Then do you care to explain why..." No thanks.
My real answer: Something I learned during my time at TSSZ and being around a few people who were deeper into "the biz" than I is that everybody needs journalism more than they realize. Corporations are pushing for consumers to become their personal cheerleaders more than ever before, which makes criticism and the journalistic exposing of information seem villainous.
After all: Xbox is my friend now, so how dare you attack the Xbox. Behavior that used to be reserved for the most dedicated fanboys is now the expected room temperature. I've talked about "The Cult of Naughty Dog" before, and that's the same thing. If a corporation can get you to be parasocial with them, then they have won, and being parasocial with a corporation means shunning real investigative journalism that would otherwise undo them. Journalists and critics used to be marketing tools, but by undoing the press pipeline and talking directly to fans, journalists and critics are painted as untrustworthy for being wildcards that don't always toe the company line.
And there has been more than a decade of people with a "I choose to be stupid and ignorant on purpose" outlook, which just makes that more frustrating. We've all seen screencaps where some brainless rando tries to explain something to a person who is an expert in that field. The rando thinks they're flexing their brain, but in some cases they are arguing with the person who literally wrote the book on their topic of conversation. Some people don't want to know anything but still pretend like they know everything, when there are real people out there doing real work to uncover real truths.
Misinformation is the real problem. It should not surprise anyone that there are people out there deliberately eroding the foundation of journalistic integrity, because the less people trust journalism, the easier it is to get away with lying. The easier it is to lie, the easier it is to control the mainstream, the easier it is to scam people out of their money, so on and so forth.
And misinformation is more than just "this one news article is fake." There are long running campaigns to install people into news organizations themselves to publish false information for all manner of different goals, but it's all the same: nobody trusts anyone and it's making everyone dumber.
That's when we get crypto currency. And NFTs. And now people claiming that generative AI will save humanity. Grift after grift after grift where the people at the top of the snake oil food chain make off with billions of dollars while the rest of the world is left scratching their heads.
The law isn't going to catch them. If they do, it'll take years. Look at how long it took for Sam Bankman-Fried to get caught -- he operated for almost half an entire decade. The amount of damage somebody can get away with in five years is significant.
We need journalism. Real journalism. Good journalism. Watchdogs that keep an eye on things and blow the whistle when it goes bad. Somebody to enforce accountability that isn't a cop.
Where do you find that? That's the hardest question. I'm lucky enough that I know people I trust because they are long time friends, or friends of friends, and thus they've been properly vetted in my circle as The Real Deal. But there are a lot of outlets out there who claim to champion "truth" and "intelligence" in a way to prey upon insecurity. I mean, c'mon, Trump's social media platform is called "Truth Social" and is basically the furthest thing from the truth you will ever get from anyone, ever.
The more obsessively they try to convince you they're telling the truth, the less likely it is they actually are. Which in itself could be an attack meant to undo the foundations of trust in people who actually know what they're talking about. By casting doubt on the very concept of truth itself, they can lie with increasingly greater efficiency.
Any advice I give feels like it is incredibly circumstantial. Which is the point, and is why we're in the state we're in.
Here's a good pdf by The News Literacy Project that's probably a good place to start. The general gist is "you'll have to do a lot of fact checking for yourself" but that's unfortunately where we're at these days.
But by and large I would say life is a lot harder for real journalists right now than I think some of their critics have ever thought about. There are people out there trying to do actual good work and being a bubble-brained moron about it just makes everything harder for everyone.
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aawesomepenguin · 4 years
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New Sonic Movie video! Once more from Paramount Australia!
Sonic is now running across Egypt!
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bltngames · 4 years
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Review: Super Mario Sunshine
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Super Mario Sunshine is a weird game for a lot of different reasons. It was among some of the first game reviews I ever wrote for the internet, for one, all the way back in 2005. I was proud enough of that review that when it came time to relaunch TSSZ News in 2008, it was one of five archived reviews I transplanted on to the site. It was also a strange case where I became convinced it was a game I’d never play, originally. I was 23 years old, with no job, no money, and no prospects. I was desperate to play the game that was being sold as the sequel to Super Mario 64, but I could not envision a future where that would ever be possible.
Eventually, I reached my breaking point. Earlier that same year, somebody had linked me to something called “Quake Done Quick.” It was attached to a relatively new site, called the “Speed Demos Archive”, a hub for videos of people finishing games as fast as possible. The site was small, updated manually, and featured a list of roughly 100 games -- maybe less. This was before Youtube, so these were downloadable video files, usually in AVI or MPG format. And it was here that they had a Super Mario Sunshine speedrun. Even on my fledgling broadband internet, it took a considerable amount of time to download. But, with nothing more than two hours of raw, unedited, uncommentated gameplay footage, I watched a user named “Dragorn” play through the entire game (his old run is still viewable on the Internet Archive). Watching a speedrunner flip, spin, and trick his way across levels, I became convinced that Sunshine was incredible.
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A few months later, I was surprised by my brother with $200 for Christmas, stuffed inside a greeting card. He said it was for “all the Christmases he missed” since moving out, years ago. Combined with other money I’d received in gifts, I headed to a Gamestop and purchased a Gamecube with my own (used) copy of Super Mario Sunshine. In my mind, it did not matter that I had spoiled the entire game for myself only three months earlier with the speedrun video. Watching someone else play is no substitute for a controller in your own hands. I needed to play it for myself.
In the modern context, Super Mario Sunshine is one of the games attached to the recently released Super Mario 3D All-Stars collection. Full disclosure: I will not be buying this collection, and I have not played the version of Super Mario Sunshine it includes. It’s not that these games are bad, but even from the outside looking in, the collection looks underwhelming. It’s full of basic, bare-bones ports of games that deserve more. But it does mean that these games have been on my mind, particularly Super Mario Sunshine, which I finished replaying, separately, a little more than one year ago. It was the first time I’d finished the game since that fateful Christmas of 2004, and it provided a refresh in perspective.
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The truth of the matter is, brushing aside everything else about it, Super Mario Sunshine is an easy game to hate. Nintendo was trying a lot of new things with the Gamecube, struggling to figure out what could be done with the leap in horsepower over the Nintendo 64. Their pitch was a Mario that was subtly more serious and realistic. Sunshine is a game with a surprisingly large number of cinematics, and a considerable amount of narrative setup. It sounds like a joke, but it’s true: the game opens with Mario taking a long-deserved vacation on a tropical island, only to be arrested and wrongfully accused of crimes he did not commit. He is sentenced to community service, forced to clean the island of a paint-like substance its residents claim he has used to vandalize their resort town. This is accomplished with the F.L.U.D.D., a backpack-mounted squirt gun perfect for washing down walls and floors. It was the first manual labor he’d been shown doing since the NES version of Wrecking Crew in 1985.
It’s odd territory for Mario, but it leads to the game’s first real problem: Plot. Sunshine is not a game that’s packed with story -- there aren’t a lot of named characters, and there aren’t a lot of genuine story arcs to get hooked in to, but it’s way more than you got in most Mario games. Regardless, the influence of a narrative structure is definitely felt within its levels. One of the benefits of Super Mario 64 is that there was no set order to anything; you might drop in to a level with a specific goal in mind, only to accidentally stumble on to something else. You were encouraged to follow your curiosity, collecting stars more through natural exploration. Even though it’s not always obvious on the surface, the objectives in Super Mario Sunshine are following a specific plotline, which means flat, rigid linearity.
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So you might reach an amusement park area, but you can’t go inside until you finish the mission where you open the front gates. Even once you re-enter the level for the next mission inside the amusement park, exploring its various rides will be a moot point, as the game will want you to focus on a specific goal instead. Want to ride the rollercoaster? Too bad, the story dictates it’s not available yet. Though you still have that go-anywhere, do-anything world design from Super Mario 64, the current mission is the only thing that’s ever active. Another example: at the beginning of the game, you open up the first stage -- Bianco Hills. Even though you have a whole village and a sizable lake area to explore, there’s little to do out there, because your mission is about reaching the bottom of the windmill. The second mission, again, doesn’t involve the village or the lake, but now asks you to reach the top of the same windmill in order to fight the game’s first boss, Petey Piranha. And so it goes: big zones to explore, but most of it useless as Sunshine slowly trickles out objectives one at a time, following a barely-visible narrative that drags everything down.
Nintendo had other intentions for the game, too. The company was known for taking its time with game releases -- Super Mario World released in 1990, and it took six years for Super Mario 64 to follow it up. Even once a game was announced, there were often months or even years of delays as the game got pushed back, and back, and back, as with Ocarina of Time. Similarly long waits happened for many of Nintendo’s other flagship franchises (Super Mario Kart, Super Metroid, etc.), and the peanut gallery was getting restless. With the release of the Gamecube, Nintendo made a vow to explore other avenues to release more games, more quickly.
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The problem was, all of those delays are exactly what lead to Nintendo’s extremely high bar of quality. Rushing these games out the door meant cutting corners and finding easy ways to tack on extra play time, skipping necessary fine tuning. In The Wind Waker, this notoriously led to the last fourth of the game, wherein you must find and decode maps to dredge up half a dozen pieces of the magical Triforce. For most, this meant hours of sailing out to random, completely featureless areas in the middle of the open ocean hoping to find a single golden tortilla chip. “Tedious” is putting it kindly, but it saved Nintendo from having to delay the game too many times in order to add more in-depth content.
In Super Mario Sunshine, this manifested in a degree of repetition that is difficult to ignore. In both Super Mario 64 and Super Mario Galaxy, most mission objectives are unique. There are occasional repeated missions, like finding 8 red coins, but by and large it's things like rescuing a baby penguin, opening a pyramid, assaulting an airship, or finding your way through a gravity-bending maze. There's enough variety that you don't notice as much when you're asked to do yet another one of Galaxy's purple coin comets.
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Sunshine still has unique goals like that, but they are much fewer and farther between. Instead, the bulk of the game is filled with doing the same four or five missions over, and over, and over again. Finding fruit to hatch Yoshi or hunting red coins can be fun occasionally, but Sunshine often makes you do this stuff multiple times per level. Most bosses also must be faced at least twice, sometimes up to three times, and very little changes from fight to fight. And then there are the races -- a man named Piantissimo is waiting for you in most stages, looking to race you to an arbitrary landmark, and every single level has one penultimate mission where you must chase down the hero's evil doppelganger, Shadow Mario. It’s padding, basically, and thanks to a tenuous grip on narrative, there’s few ways to skip the things you don’t want to do.
This isn't even touching on the game's blue coins. They're one of Sunshine's rarer collectibles, and ten blue coins can be traded at the shop for a single Shine Sprite (the main item central to the story). The majority of blue coins can be found by hosing down graffiti found around the island. Spray a circle-shaped pattern on one wall, and a blue coin pops out of another circle-shaped pattern on the opposite side of the level, which you must run to and collect before it disappears. Then, the opposite: spray down the second pattern, and another blue coin will appear back where the first graffiti used to be. In a game full of rerun objectives, this is the worst offender. Rarely are these blue coin graffiti spots interesting or challenging; they primarily exist to fill space and fluff up the Shine counter.
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The level concepts themselves also suffer from this repetition. In any other Mario game, “tropical island” would be one theme among many other level types, like deserts, volcanoes and frozen lakes. Sunshine tries to stretch its one theme out to last an entire game, and in practical terms, this means that even after 18 years and two complete playthroughs (three, if you count the speedrun video), I still can’t remember most areas in any kind of specific detail. I remember a couple stage names, maybe a few environmental traits (like the hotel at sunset or the amusement park), but anything beyond that and it all starts blurring into homogeneous beaches, docks, and villages. Even the music -- beyond the iconic acoustic guitar of the Delfino Plaza hub world song, absolutely nothing about Super Mario Sunshine’s soundtrack stands out as memorable in the slightest. Every part of this game plays, looks and sounds like every other part in the worst way possible.
And yet, through some miracle, Super Mario Sunshine does not come out the other end being a bad game. It’s not necessarily good, either, mind you. But when I finally managed to get my hands on this game back in 2004, it made me angry. Super Mario 64 was a tough act to follow, and rather than build on those concepts, Sunshine felt like a massive regression. Nowadays, it’s easier to see the bigger picture. Super Mario Sunshine was a stop-gap as Nintendo slowly pushed Mario back to a more linear, level-based structure. Super Mario Galaxy was another step in this direction, doing away with the open worlds in favor of traditional, straight-forward level design, something that would later be perfected in Super Mario 3D Land and Super Mario 3D World.
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That makes Sunshine more of a curious black sheep than anything else. It’s definitely not a game worth hating -- its biggest offense is simply being dull, and there are worse fates. For my replay, it became the sort of game I chipped away at, bit by bit, over the course of nearly three years. As it turns out, the best cure for repetition is to forget everything you were doing the last time you played. It’s even fitting on some level that a game about Mario taking a vacation is best served in lazy, slow, indifferent chunks. Make no mistake -- there are better, more polished, and more engaging platformers out there for you to play. It is in no way a stretch to call Super Mario Sunshine the worst 3D Mario game, but it speaks to the franchise’s high bar of quality that even the worst 3D Mario game really isn’t so bad.
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As someone who doesn't follow the drama on Twitter, what happened with tssz?
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TSSZ is Sonic news Twitter account much like Tails Channel. 
The owner of TSSZ, Tristan (Infamous for getting into petty fights with Tyson Hesse and showing his negative bias towards the Sonic movie before release every chance he could) decided to use the account to share tweets and info about the current events in America.
Some people were against him using the account for politics as if it was his personal, but I respect what he wanted to do. What I do not respect is the tweet he made to justify it
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Needless to say, no one was happy with Tristan comparing an important real life event that led to the death of many with Sonic the freaking hedgehog. It’s wrong on so many levels.
It was so incredibly distasteful, one of the bigger journalists of TSSZ quit, refusing to let Tristan speak on everyone’s behalf.
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thankskenpenders · 5 years
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So there seems to be a mini-controversy as I speak regarding an Ian Flynn quote that's been taken out of context. Found out about it via TSSZ news' Twitter. Any thoughts on it? Would send links for context but I'm not sure if I'm allowed to do that in the ask.
People love to take the “the Freedom Fighters are outdated” quote from years ago out of context just to give Ian shit and it’s honestly pathetic. Ian was right. The Freedom Fighters needed updating for them to fit in the modern Sonic world... which is why they all got updated with the reboot. Like, hello, if you can look at Antoine as he appeared in SatAM and think “oh yeah, this would fit perfectly in the modern Sonic mythos” you’re out of your mind. Sega has absolutely no love for the SatAM cast in 2019, and the Archie crew (especially Ian) fighting tooth and nail in their favor was the only reason why they stuck around in the comics for over 20 years
I think the most annoying part is TSSZ digging up this ancient quote for no reason and then playing the victim when corrected by Ian. Like come on, if you’re gonna be treated as one of the premiere sources for Sonic news then maybe at least pretend to be a professional journalist
At least Ian did use this as an opportunity to clarify that IDW knows people want the Freedom Fighters and that he’s pushing to bring them back behind the scenes. The people who wanna stir up shit will continue to ignore this, but it’s nice to get a little update from him on it, even if the update is “still no news, but I’m trying”
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tailschannel · 4 years
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Drop Dash in #Sonic the Hedgehog 3? - 1993 Prototype Uncovered! | TSSZ News
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Ah yes...TSSZ news back on their bullshit
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metaknight · 7 years
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This is ironic because TSSZ tweeted only a couple days ago about how everyone’s suddenly complaining about fake news, and how they’ve “dealt with it” for years. But they’re ALWAYS, without fail, the ones to source rumors to absolutely nothing and make big sensationalist claims with nothing to back them up.
90% of the time their articles are good and they certainly bring Sonic news to us fairly quickly, but the other 10% is just unacceptable sourceless claims.
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spiritsonic · 7 years
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Hi there! So I was wondering if you had any tips on advertising/getting the word about your creation like a comic or ask page? I wanted to try to make an Sonic Au page but I have no idea how to start ^^;
I’m afraid I’m not really great at self-promotion stuff… when I got started with Sonic fancomic stuff in 2006-7 the scene was different; things were much more centralized around a handful of fansites (Sonic Verse Team, the MFZ, Fireball20XL, The Middle Ground, etc.) instead of the diaspora we have now on all-purpose sites like Tumblr, Youtube, Twitter, and DeviantART. I started uploading on DA, got onto the Middle Ground staff, and the rest mostly happened on its own. When I started on DA there were very few Sonic fancomics there, and it was easier to get noticed fast. I have seen some trends over the years though, and I can share my observations on that.
I subscribe to the “if you build it, they will come” strategy, where consistency and quality do most of the work. It’s slow, but builds a loyal readership. That being said, a strong start can do a lot for you. Open up with a good chunk of content posted, with a buffer built up so you can post steadily right out of the gate. This will make it so anybody wandering by will actually have something to dig their teeth into, and give them the sense that they can expect more if they subscribe. Also, images are your friend. If your content is mostly text-based, commission someone to make some art for your page, as it’s SO MUCH EASIER to attract attention with pretty pictures than fancy words. Especially since you’re doing an AU, make sure you have very solid “about” and “archive” sections, so people know what they’re getting into right off the bat. Nothing is more annoying than a cool fan project with a flashy site… that you can’t navigate well. Also, don’t be afraid to link and tag your stuff! I’m terrible at this myself, but especially starting out, effective tagging of your work maybe the only way people can find you. Fan work benefits enormously from this, as the characters’ names are constantly being searched by fans. 
For direct self-promotion, if the page doesn’t get off the ground on its own, you could try submitting to fan spotlight sections at community news outlets like TSSZ and The Sonic Stadium, as well as some Youtube channels (Tails Channel is all I got off the top of my head, I’m bad a youtube sorry). If there’s any forums you’re active/trusted in, hop on there and make a thread. Lots of forums often have open threads for newcomers, too. God, are fan-forums still a thing really? Is it all Discord groups now?? When did I get so old??? 
Once you get going, you can also politely ask community members you like if they’d be willing to reblog or plug some of your content, or if they’d be interested in doing a collaboration with you. I recommend collaboration over just asking for reblogs. If you’ve got money to burn, commissioning artists to draw your AU character versions is also a great way to get some attention, and also build professional rapport. 
On a less-fun note, also think about the actual theme of your project. If it’s focused on a niche element of the canon or is primarily focused around original characters, it’s going to be harder to attract readers. I’m not necessarily saying you should change what you’re doing, just to be aware of it when you’re going in so it’s not an unpleasant surprise later (I lucked out with GOTF because even though it’s got a strange premise it’s still got Sonic front and center for most of the story… I didn’t realize how much this helped until years after I started).
Of course, after all this, I’ll heartily warn you that starting a fan-project with attention as your main priority is a recipe for pain. I’m pretty chill about pageviews and subscriber counts, and I still end up hating myself sometimes because I’m not the Cool New Thing and I never will be. Make sure you’re doing it for the love of the idea and the process, because that’s what’ll keep you going in the long run!
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ishinokabe · 4 years
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Hey y'all
on may 25, 2020 46 year old George floyd was killed in 8 minutes 46 secs this event has triggered alot of outrage I completely understand the way the police handle the situation is disgusting and irresponsible I want to just say that the way some of the people that have handled it on Twitter is really gross a sonic news Twitter named "tssz" for some reason was posting videos and tweeting about the BLM protest when questioned they try to reason it by saying that SONIC was taken in by police and in the game sonic forces sonic and his friends fighting against eggmans oppressed astomostphere now of course these also caused outrage instead of apologizing they acted unprofessional and SHUT down the there website and now the only way to access it is though the way back machine and fellow content creator named "snap cube" said that the sonic movie supported police brutality by featuring a police and making a joke that he has power despite the movie coming out months prior to the event she went on a rampage tweeting about this and another youtuber I can't seem remember the name made a George floyd 3am video of course this also sparked outrage and the video and most likely the Youtuber was removed of course all condolences go to the floyd family but this just wrong the way tssz acted like a child and instead of apologizing there ego was so big they just removed there own website this just stupid and they couldn't get there head out of there ass and snap cube was obliviously just being blind and taking the movie way too seriously and ignoring the fact that the movie couldn't predict this event and making a 3am on situation like this?! Come man were better than and the fact that has become nomarzied like what? And has fellow youtuber pyrocynical put it "you can't even die right" if you want to see a more audible version of this I would recommend watching a another youtuber named "dumbsville" made a amazing video about this lm sorry that this post had to be so serious but I felt I like this needed to spreaded.
That's it for today y'all
R.I.P George floyd
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blazehedgehog · 9 months
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You need to reread Archie Sonic. I can assure you, it was not as nearly as good as you thought it was, and the IDW comic is not as nearly as bad as you think it is. Slow arcs doesn't mean bad arcs, and there's more character development than just "Surge attacks Sonic." And this arc clearly had an ending. Stop letting the metal plague arc overright your critical thinking skills. It was *years ago.*
My question to you is this: are you involved with the production of IDW Sonic? Because if you aren't, it sounds like you're taking something personally that was not directed at you and have saddled yourself with the responsibility of teaching me a lesson.
I'd like to point you to this post from six months ago, where I had nothing but nice things to say about IDW Sonic. I ran across it recently while digging through my blog for a different post (which I could not find, thanks Tumblr Search). Contrast that with the post where I say "the last six months have been kind of boring in retrospect."
I think I'm allowed to say that. I'm allowed to be bored. A story arc that amounts to "Eggman built a really big and scary city" feels weirdly low key and kind of bland (he's built a lot of cities), and none of the other story arcs feel like they've been paying off.
Coming at me from the angle of "WELL ARCHIE SUCKS TOO YOU JUST DON'T REMEMBER IT" is very strange to me, because that's just, like, your opinion, man. You even suggest the concept of opinion itself is fallible.
And maybe mine is. I dunno. Who I was yesterday is not who I will be tomorrow. But who I was when Archie was good thought it was great. I was practically counting the days for new issues. I was about to start a monthly comic review column for TSSZ just to have an excuse to get a subscription.
I was a different person back then. But also I was feelin' pretty high on IDW Sonic just six months ago and now it feels like they're stalling.
Yes, I said it's felt like something has been missing for a long time, and to some degree it has. The world of IDW Sonic revolves around six characters and four or five locations, and some of those locations don't have very strong identities outside of "it's like the place from the video games." The depth and the breadth of Archie isn't there.
But you at least had intent. Surge was interesting, Starline was interesting, Belle was interesting, Sonic jabbing Eggman about Mr. Tinker was interesting, everyone jabbing Sonic about letting villains go all the time was interesting, Tails was desperately trying to use the non-violent approach with Kitsunami. There was strong characterization for miles.
What have we had over the last six months?
Surge came back, and she repeated a longer, slower version of the same interaction she had with Sonic in issue #50.
It was revealed that Surge is having PTSD hallucinations of Dr. Starline.
Eggman built another city, but this builds and repairs itself, which doesn't actually mean anything given we've never drawn attention to how Eggman builds or repairs his cities before. The dude has a robot army, it's reasonable to assume he's always had cleanup and repair crews. Telling me it's "special" now isn't really exciting.
Tangle said the wrong thing, upset Whisper and they had a girlfriends moment about it. But given Tangle was just being the way Tangle always has been, this isn't exactly a major event.
We were introduced to Lanolin, who so far has very little backstory and barely established a personality besides "does not want to put up with Tangle's shenanigans." So like half the cast, then.
Team Dark was retconned back into existence, so Shadow gets to be part of stories again.
It doesn't feel like this is going anywhere right now, and the world around it isn't robust enough to pick up the slack and keep it interesting.
And you don't have to take it personally. You don't have to hit back. It isn't about you.
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aawesomepenguin · 4 years
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Um… Have you heard the news of SSF1991 leaving TSSZ?
Yeah, and I’ll be blunt about this one: he did great on leaving. TSSZ is a really toxic place, and the tweet trying to compare a real life tragedy to a video game series about a talking giant blue hedgehog... now that’s really uncalled for.
But Tristan has been pulling this kind of stuff for a long time, picking a fight for no reason with Tyson Hesse, trying to undermine people liking the Sonic Movie, etc.
But this new one, is on a whole another level. I couldn’t believe my eyes when I saw it.
I’m really glad for Donnie, he’s a really good guy. I hope he finds more opportunities in other places that’ll actually give him the value that he deserves.
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bltngames · 4 years
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SAGE 2020: The Usual Suspects
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Hi, folks! Back when I used to work at TSSZ a lot of people really enjoyed reading my articles where I’d talk about various games at the Sonic Amateur Games Expo (SAGE), and I’ve gotten more requests in the last month and a half to continue doing those types of articles than I think I’ve ever gotten about anything else I’ve ever done before. So, here we are!
But I also need to be real with you: there are a lot of games at SAGE. It was exhausting enough when there were 70, 80, or even 90 games. Heck, the one year I wrote about 85-something games by myself, I sort of felt like I was going to die. This year, there are over 220 games at SAGE. It is physically and emotionally impossible for me to talk about everything, and it may even be impossible for me to play everything. Things will fall through the cracks. Most things, probably. Though I am responsible for basically inventing SAGE 20 years ago, I am also a human. I have my limits, and I am sorry it has to be this way.
Structurally, we’re going to be doing things a little bit differently, and you should expect this to be a little fast and loose. Since I’m not talking about every single game on the show floor, articles are going to be broken up into types:
“Usual Suspects” will be for games that either appeared at previous SAGEs or that I’m at least aware of.
“Fan Games” should be obvious, and it’s whatever doesn’t fall under Usual Suspects.
“Indies” is the same deal, but for original games.
And finally, there will be a “Honorable Mentions” article for whatever random leftovers I don’t cover in the first three articles. Looking forward to me talking about your game, but I don’t mention it? Tell me about it and maybe it’ll end up here.
Without any more delay, let’s talk about those Usual Suspects...
Sonic GT
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Sonic GT has always been kind of a difficult game to control, but usually it just took a little bit of getting used to. There was always a period of adjustment, where you had to learn the game’s quirks. But, over time, I feel like the game is also just getting… quirkier. Every time I come back to this, I slam head first into the Sonic GT’s learning curve, and it always feels just a little bit steeper. This is one of those games that tries to fit a lot of abilities into a tiny amount of buttons. It works, but it feels like you have to memorize an operator’s manual. It’s all about figuring out which button to hold when to get what state. But, man… when it clicks into place, it’s still kind of magic. And, at the very least, the levels have all been reworked to take better advantage of Sonic’s high-flying, death-defying acrobatics. You’ve just got to be willing to learn. The real downside of this new version is the inclusion of a proper story mode -- I don’t have anything against having cutscenes in your game or whatever, but for the purposes of reviewing these games, some ability to fast forward through the talking heads so I could get back to the gameplay would’ve been nice. You can skip ahead in cutscenes you’ve already watched, but that doesn’t help when it’s your first time through. Oh well. So it goes. (Update: in the process of getting this article posted, Sonic GT has been patched to make cutscenes always skippable.)
Project SXU (Sonic X-treme Unity)
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Another year, another Sonic X-treme recreation. This one’s interesting because it seems to be the most “complete” yet, offering the four most famous levels: Jade Gully, Crystal Frost, Red Sands and Death Egg. Intentionally or unintentionally, this also seems to replicate quite a few quirks we’ve seen in Sonic X-treme’s controls in the videos that have been released of the in-development build. Which means that it, uh, kind of sucks to play. I realize that’s kind of rude, but I’m sort of allowed to say that. 15 years ago, I was basically the only person on the internet that cared what happened to Sonic X-treme, so... I started contacting developers, starting with the game's producer, Mike Wallis. He lead us to Chris Senn, and that broke the dam on information about this game. Now, I don’t claim ownership over everything that came out of this, I’m simply saying I was the one who got the ball rolling. I watched the mystery of Sonic X-treme slowly get uncovered with as much intent as one could possibly have. It is a fascinating piece of lost media, but as a game… well, I think it got canceled for a reason. SXU shows us a clear vision of that, with a game that’s disorienting to look at and hard to control. Heck, if you’re using a controller, you can’t even use the analog stick -- you have to use a d-pad, leading to controls that feel frustratingly twitchy. But that's true to the experience. I probably spent almost as long in this demo accidentally slipping into bottomless pits as I did exploring its levels. Again, this more or less feels accurate to what we’ve seen in videos, though I do think Sonic probably feels a little too sensitive, here. Regardless, it’s still absolutely fascinating.
“Sonic Infinity Engine” Games
I’m cheating a little bit, here. This is technically three entries, but it’s in “Usual Suspects” because there’s been Infinity Engine games at SAGE for a few years now. Listen, it’s my site, my rules, and we’re playing fast and loose, baby!
Adventure Pack 2
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This claims to be a “pack” of multiple levels, but the one level I played went on for over 25 minutes without showing any signs of ending. The level is… well, it’s the kind of stuff we’ve seen at SAGE for years and years and years, a space previously occupied by SonicGDK and BlitzSonic before it, where somebody is clearly starting out learning 3D level design, has some prefab assets, and goes to town creating a huge, intricate environment… that doesn’t fit a Sonic game at all. Too many tight spaces, too much enemy spam, and too much labyrinthine pacing. This is “Sonic Visits Anor Londo,” and while it looks interesting visually, it’s easy to get lost, or worse, killed because something isn’t functioning right. Like a lot of Infinity Engine stuff, it’s a bit hit or miss.... And now, also cramped.
Infinity+ Colorful Combat
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The primary goal of this seems to be to update the Infinity Engine with extra features, something that I think is pretty welcome. The Infinity Engine is okay, but it’s missing a little bit of polish that the original developer neglected to give it before abandoning the project. This helps tighten some of that stuff up, while also introducing Wisp powers and more playable characters. Some of the new characters could still use some work, yet, but given the project is still in active development, that’s pretty much a guarantee. This could end up being the defacto version of the Sonic Infinity Engine.
Sonic Reforge: Red Ridge (Blockout)
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This is what’s called a “Grey Box.” Rather than build out a fully-detailed level, you get a rough estimate on how the stage will flow before you put all the graphics in. What’s here is okay, I guess, but the level loops back on itself in ways that can be kind of confusing. There are a few places where it’s not really clear where you’re supposed to go next, and I spent several minutes running in circles. I’m also not a huge fan of the changes to Infinity’s physics; jumping off of ramps is a key part of the Sonic experience, but there are several places here where that doesn’t work -- to get the height needed to progress, you just need to roll really fast. It works, but it doesn’t feel like the Sonic I’m familiar with.
Sonic World DX
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I have a bit of history with this game. Or, well, with a different version of this game. I wasn’t kind to some of the original entries at SAGE many years ago, but over time, they’ve cleaned the game up and streamlined it a fair amount. Now we have the “DX” release, a further cleanup effort splintered off from the main project, but to be honest, I’m not entirely sure what’s different from the previous release. The main version of Sonic World supports an absolutely gargantuan amount of content, with 50 playable characters and at least that many levels. It was big, and weird, and impressive. This demo ships with three or four playable characters and eight stages. Beyond that, there’s not much else to say -- it’s still Sonic World, though this release doesn’t work right with my controller. It picks up the controller binds from the main version of Sonic World, correctly assuming I’m using a DualShock 4, but none of the buttons are correct. When it asks me to press the X button, I have to press Circle for it to properly register. Not only that, but the right stick camera control is completely broken. Switching to an Xbox controller fixes the camera issues, but now the face buttons have the opposite problem: when it asks me to press A to jump, I have to press X. Throws my whole vibe off, like wearing your shoes on the wrong feet. The menus are bizarre, too -- while adjusting the volume, you can’t push left or right to adjust the levels, you have to use controller face buttons for some reason. This whole thing feels like I stepped back in time to 2013 in a bad way.
Sonic Freedom
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I feel like I’ve been waiting to see a major development from Sonic Freedom for half a decade at this point. The art considerations for this game are no joke, and I do not envy anyone trying to make a proper high-def 2D Sonic game that looks this good. But, well… it’s another year, and there’s not a lot here. It plays fine, I guess -- the controls are decent, at least. The problem is the level design. Does this level even end? I’m not sure. I know previous demos for Sonic Freedom have had more than one level, but the stage you start out in here is a confusing, empty labyrinth with respawning enemies and a finite number of rings. You climb up and up and up, but eventually I reached what felt like a dead end. Visually it will always look incredible, but I’m wondering if it’ll ever actually become a game at any point in the future.
BraSonic 20XX
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Here’s a strange blast from the past I wasn’t expecting. BraSonic is an old fangame from probably more than a decade and a half ago. It was so long ago that I can’t even actually remember if I played the old version of the game or not, but I definitely remember the name. What really throws me for a loop playing the 20XX version now is how much it feels like a game from back in the early 2000’s. The artwork, the sound effects, the locations, all of it makes me feel like I’m 19 again. Thankfully, this doesn’t play like a fangame from 2004; physics seem pretty solid, level design flows pretty well, and it generally seems to be fun, weird, and most importantly, unique. There aren’t many fan games here at SAGE that open with their first boss fight being against Sonic the Hedgehog. If you find yourself getting burnt out from so many Sonic fan games feeling same-y, this could be a good change of pace.
Sonic Frenzy Adventure
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Maybe it’s the fact that this is the 20th Anniversary of the Sonic Amateur Games Expo, but here’s another very old fangame coming back out of the woodwork for an enhanced modern re-release. This game was a mainstay of the mid-to-late 2000’s SAGE events, after which it disappeared before being finished. Well, maybe it was finished. Again, a lot of this stuff was so, so, so long ago that this poor old man’s memory just can’t recall it. Seeing Frenzy Adventure back warms my heart, though. It’s an old friend in what has proven to be a very challenging year. Admittedly, parts of it still feel a bit mid-2000’s, but I consider those charming quirks. Throwbacks to a simpler era. At the very least, controls have been improved, so it does play better than the old releases did. Good stuff. Glad to see you again, dude.
Sonic Speed Course
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This was a game that turned up last year, but in the kerfuffle I didn’t get around to trying it, even though I really wanted to. This is clearly a game inspired by Kirby’s Dream Course, but instead of Nintendo’s pink puffball, we have Sonic and friends. Whereas Kirby gained abilities by bowling through enemies, this adapts a more traditional Sonic gameplay structure of item boxes filled with shields and other powerups. But here’s my deep dark secret: even though I love Kirby’s Dream Course in concept, there’s a part of me that feels an intense hatred for that game. I have distinct memories of renting Kirby’s Dream Course as a kid and getting really far into the game, but trying to play it as an adult I’m baffled at how difficult it is. The main problem I have is that every stroke you take subtracts from your health, meaning you can only hit the ball so many times before you just… die. This makes for a very, very steep learning curve that discourages play and experimentation. Every shot truly, deeply matters and eventually I find myself caught in a death spiral and staring at the game over screen. All of this is replicated in Sonic’s Speed Course, which, much like with Kirby, I find myself drawn to like a moth to the flame -- only to come away feeling dejected and like I’m just not good enough. For fans of Kirby’s Dream Course, this is undoubtedly good news, as this means Sonic Speed Course is faithful to the tone of that game. But I find myself wishing there was a practice mode or something that let me play these courses without the punitive health system, because I’m ready to love them.
Sonic: Triple Trouble 16-Bit
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When you write about so many games at SAGE every year, things start to blur together... a lot. I seem to recall that Triple Trouble 16-Bit last year was good, but had room for improvement. Well, this year, this demo feels… really quite good. I’ll admit, I was a little skeptical about remaking this game. Sonic: Triple Trouble was among the first batch of Game Gear games I ever owned as a kid, and while I liked the game, in my adulthood, I feel like I’ve come to appreciate Sonic Chaos more. But so much has been added to this game that it’s really come into its own. It uses Triple Trouble more as a jumping off point to become something fresh and interesting, and on top of that, this demo is pretty polished. This game was kind of always on my radar, but it’s really turning into something special.
Battle Cross Fever
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Every year, I download this game hoping for some kind of single player offering, and every year I’m let down. Battle Cross Fever is a fighting game that plays a lot like Smash Bros., but contains elements that pull it closer to traditional fighting games like Street Fighter. It’s the kind of game that can check with the server to make sure you’re playing the latest version, but doesn’t have true online multiplayer -- instead advertising that you should use a piece of screen sharing software like Parsec to accomplish online multiplayer. In their defense, the few times I’ve used Parsec, it’s basically been magic for how well it works. But I just want, like… anything that I can play by myself. Even if it’s just a super basic arcade mode with brain dead AI, anything is better than nothing. But, I suppose, I am an outlier. Judging by the horrific character select music I landed on, Battle Cross Fever has enough of a community that they could get fans to sing along to “Ghost Town” from Sonic Forces -- which is a fun idea, don’t get me wrong, but when you have loud voices over cheap microphones, well… I hope you aren’t wearing headphones like I was. Anyway, this game’s always seemed solid, but I’ve also never played it with another human being, so really, I’m speaking from the perspective of admiring the diverse roster and all of the fun arenas they’ve ported in. Maybe someday it’ll get some single player content.
I’ll be back with another article… uh, eventually. In truth, I was only going to feature five games here, but it ended up being ten, so we’ll see how many are in future articles when we get there!
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New information about the process of redesigning Sonic
An Argentinean Sonic fanblog has recently posted an interesting article where they share some information about the process behind Sonic's movie design and subsequent redesign from one of the animators themselves, Max Schneider.
Obviously the full article is in spanish, but I'll translate the most important parts.
"He told us personally that to change Sonic's model it took five months of work, which started tweaking the head. To make the redesign, they had the model from the first movie (seen in the old trailer) and a Modern Sonic model, so that way, they could compare both and find a balance between both designs. The last redesigned part were the shoes. Rodolfo (Max's friend who helped them get this interview) assured us that there was no explotation to the animators or rush and that the work could be done normally and that it didn't cost Paramount Pictures as much money as some sites claimed, the closest number was the one mentioned later in sites like TSSZ News..."
"...he mentioned that Paramount believed in the original design because it was realistic in a way that would make it fit in a live-action movie with actors in the real world..."
"To modify everything it took many months as a big part of the movie was already finished. And the process was basically redesigning, building a new rig and animating everything again with the new character. Some stuff was rescued from the old animations but some had to practically be animated all over again"
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sarahlouiseghost · 6 years
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Ooooh! Let’s hope the movie is dope... Pretty nervous about this. In my opinion I rather watch a movie of sonic in a CGI cutscene instead.... so beautiful! Like colours, Unleashed, lost worlds. You know what I mean. What do you guys think?
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