I've been thinking about this for a while, as I so often do. If Sonic were to get another fighting game (he can only do so much as a platformer), it would have to reflect the style of the series better than the previous ones. Sonic the Fighters was trying a wee too hard to be like Virtua Fighter (or, I think, not hard enough) and Battle, while fun, relied far too heavily on Emerl and the multiplayer to be enjoyable in the long term.
I think that a slightly more traditional fighting game would be best, but there are other options, which will be explored here. And what better place to share my concept that here at Capcom-Unity? This will probably be the first of many concepts I may share here, staff and community willing.
Now, bear in mind that I will not be alluding to any one series' way of doing things. I'll be using many examples from various fighting game series for this concept
Also, I know there are fans who throw fits if Sonic and 3D were ever in the same sentence, much less in a game (any game). However, fighting games don't always have to be limited to a 2D plane to be enjoyable or skillfully played (i.e. Power Stone). Nevertheless, I'll start with how a Sonic fighting game could be done in 2D.
2D
For a 2D game, the graphics would have to be done in the same vein as Guilty Gear/Blazbue, King of Fighters XII or, to a lesser extent, SF III. Detailed and fluid, yet flashy as hell (that's kinda been Sonic's M.O. since Sonic CD). However, it shouldn't be so distracting that you can't focus on the fight.
Ok, here's where I try to describe how the game mechanics could be. I'm not a tournament player or anything like that, so you'll have to forgive me if I get something wrong (unless you're one of those know-it-all arrogant pricks who obsess over winning and domination, in which case, you can piss off).
The mechanics could be loose and combo focused. Easy to get into, but with the skill, impressive combos could be made. The specials and super moves would be over the top, of course, but, unlike Marvel vs. Capcom, couldn't be spammable, or at the very least, there would be some kind of penalty for overdoing it.
The super meters would fill up traditionally by attacking and being attacked. Also, he/she would get quite the boost if the opponent's Super Attack or Hyper Attack (more on that later) is countered against (think the Finest KOs of Capcom vs. SNK 2). Once the Super meter is filled (and not a moment sooner. PERIOD), the Hyper meter can be charged up, bringing the character into a Full Power State and allowing the Hyper attack to be possible.
Speaking of which, these can range from spectacular finishes to summonings (Tails can call in the Cyclone mech), but the former have to connect, otherwise, the Full Power State can't be used for the rest of the round and Super attacks will have less punch.
3D
As for a 3D fighting game (GASP), I'm certain the mechanics could be done in the same way, but there would be a lot more freedom for the way the moves could be handled, as well as a few more options for offense and defense. I suppose the Hyper attacks could lose that penalty mentioned above, but a new one would have to replace it for this plane: self-stun. Missing a Hyper attack would leave the character open and vulnerable for a counter attack for a few seconds or so.
The arenas could either be wide or enclosed. Not sure yet.
That's all I got for the moment regarding the 2D/3D viewpoints. I'll discuss the characters and their attacks next.
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