Every time I see one of these comparisons I'm just confused because wasn't the ENTIRE POINT of this to make the pacing better? It's always paced the exact same, the shots are just moved around or reanimated, how are they cutting so many episodes when it still looks like this???
I think the fan animation is honestly way better, mostly for pacing.
The Beerus remake spends 45 seconds communicating "Beerus is studying Goku and is dodging easily" with nothing interesting happening as it tells you those two pieces of information and absolutely nothing else.
sighh
sonic fans hating artists and all artistic analysis and discussion is truly a constant isn't it
it's always "we need a new game to shut them up"
how about "we need a new game to give us more stuff to analyze and talk about"
For as well known as the series is for its creative fanbase, I'm surprised they don't have some sort of fanart section or anything.
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The irony of this video is it actually shows how good and engaging Superstars' level design is through the amount of times the player has to find creative ways around this challenge by actively engaging with the level design and the gimmicks present. This is still engaging lmao
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Okay, the more I see it in game, the more I'm actually starting to get used to and feel fine with the overcomplicated tunic design. I'd still prefer something faithful or at least dialed back, but it looks way worse in the renders than in gameplay.
SONIC FANS, if you could go back in time and have full creative freedom to change the final result of ONE official Sonic project, finished or not, which would you choose and exactly what would you do?
Be specific and be creative, your changes may affect future releases as well.
Why are they so overdesigned? What made them look at the beautiful simplicity of the original designs and decide it needs to be covered in random, meaningless greebling? When everything in the design is fighting for attention, nothing stands out anymore.
Fox retweeted
Happy 1 Year Anniversary to the start of Project Silver! Since all the other fangames are doing it, we decided to show some improvements we've been making while using Windmill Isle! This stage is being used for tech demo purposes only, not the actual game.
#SilverTheHedgehog
I'm so confused by how CD and Superstars are lumped together like this. Their design isn't even remotely similar, and CD usually punishes the things Superstars more often rewards. If I like Superstars, I don't know WHY I would like CD.
I am LOVING the fact that this kind of nuanced, in-depth Sonic level design discussion and analysis is happening right now. More of this please, this is exactly the kind of talk that will lead to a better understanding of what makes these games great and even help fan game devs
Since I already had Classic Sonic Simulator open I figured might as well try putting @sqrthinkingdude's and @Thunder_S03's examples into practice
ok I hate his current design too but come the fuck on rn. This is a post about SAGE'S CONCEPT ART, we do NOT need to STILL be finding a way to make it about Sonic's design in concept art that is likely FROM BEFORE 2020. Even as a model critic I'm getting sick of you people.
Breaking: New SAGE concept art has been revealed within the October 2026 issue of Nintendo Dream, a Nintendo game magazine published in Japan.
The article provides an overview of the upcoming release for #SonicFrontiers Super Deluxe in Japan, providing insight on unreleased materials such as concept art, and insight on rendering techniques used in the final game.
#SonicNews
People are using these clips to dog on the game being op like this isn't the equivalent of porting SMB1 1-1 to Sonic 3
I'm just waiting for when they open source this so people can make custom levels built for the physics
...they're gonna open source it right





















