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Review: Chaos! Chaos! And More Chaos!
Sonic Chaos Quest Review
Sonic Chaos Quest Review
Play Sonic Chaos Quest Online
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BlueBlur93
07-27-15 07:42 PM
07-27-15 07:42 PM
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janus
07-31-15 04:43 PM
07-31-15 04:43 PM
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Chaos! Chaos! And More Chaos!
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07-27-15 07:42 PM
BlueBlur93 is Offline
| ID: 1190559 | 1296 Words
| ID: 1190559 | 1296 Words
BlueBlur93
Level: 18
POSTS: 21/53
POST EXP: 11463
LVL EXP: 27378
CP: 3742.5
VIZ: 23933
POSTS: 21/53
POST EXP: 11463
LVL EXP: 27378
CP: 3742.5
VIZ: 23933
Likes: 0 Dislikes: 0
Chaos! Chaos! And More Chaos! Sonic Chaos Quest Review Hi there, it is I BlueBlur93 and I shall be reviewing "Sonic Chaos Quest". "Sonic Chaos Quest" is a fairly recent Sonic 1 hack developed by Narcologer, which features many new additions from the original game, such as a complete graphic overhaul, re-invented bosses, new music (some of which (I THINK) is original), modified badniks in terms of mechanics and tons of custom sprites. GRAPHICS Overall the graphics look really nice, however it feels like there's something missing, and that something is shading/shadowing. If you look at the first zone "Aberdeen Land Zone", as I said, the scenery looks really nice, but it lacks at least shadowing, which makes it look so 2D, and that's not said in a positive manner. However, that said, I really do like the background, it looks so original and refined. The palette for that zone hasn't changed all that much, I think the sky is a lighter shade of blue compared to the blue, but the palette fits in with the tile art. The next zone "Dangerous Pit Zone" is a overhaul of the original "Labyrinth Zone". The tile art in this has shadowing. YAAAAAY! But it looks quite basic, yet fitting. What gets me about the zone's art, is the background. I really don't know what it supposed to be or represent, but all I can presume is that it's a machine of sorts with flashing lights, of which can be quite distracting when underwater. However, I must admit it does look cool, but I don't personally think it fits in with this zone, unless it is supposed to be an underwater machine zone like... thing. Zone 3 is "Border Fort Zone" which Next up is Zone 4 which is "Speed Row Zone", replacing "Star Light Zone". Out of all of the zones, this particular zone seems to have the most complete looking graphics, in terms of the palette and shadowing. Some of the tiles though looks quite basic, kind of similar to the tiles from Zone 2, however again it looks quite fitting. Zone 5 is "Mechanograd Zone" (weird name but okay), which Here we are Zone 6, "Hydrostation Zone". Now before I dig into this zone I am going to say that I do like the concept of this zone overall I just don't think it suits being a final zone for a big finale to the hack. I mean what is Eggman (Robotnik) doing with a hydro-station, and looking at the scenery it doesn't look like it's a bad place either, so I'm a bit confused about that. But not thinking about it as a final zone, the graphics look nice, the palette suits the atmosphere. It's just a shame that the atmosphere looks too "happy" for a final zone. So all in all, it's clear that a lot of thought and detail has been put into the graphics, but it just lacks shadowing, which is a major part if the hack isn't supposed to have purposely a cartoon art style. SOUND The Difficulty and Depth This time I'm merging "Difficulty and Depth" as one section because they are both relevant to each other. In terms of difficulty overall it is a very difficult game play, which leads on to the depth, because it's so difficult you keep on getting hurt, which really slows you down. But back to the difficulty side, one of the reasons why it's difficult is because of all of the bad placements of objects and badniks. They have been placed at the most awkward places allowing you to get hurt almost all the time, unless you have ninja reflexes. Also there are way too many badniks clustered together, and too many clusters of them. Lastly, as you've read from the intro, Narco has modified the badniks, but the modifications of what has been done to badniks have vastly incremented the speed of them, so for instance in zone 1, the motobugs are now really fast, however they are too fast and you barely have a split second to react, so I think maybe reducing the speed of all modified enemies might be a good idea. Narco doesn't need to reduce it all the way to defaults, just need to reduce it so people can have better chance of dodging the enemies, and allowing people keep their rings so they can enter special stages, presuming that there's still a big ring at the end of an act that is. ADDICTIVENESS This sadly isn't a hack that I would want to play again, at least not for a while. Sorry One last thing I would like to point out as well is the level isn't the best when it comes to the more battle-like stages (i.e Marble and Labyrinth Zone), because there are blocks of the level layout have just pointless dead ends, and pointless spike positions (i.e Labytinth Zone). Be a bit more creative with the layout, and try not to keep on re-using the same sequence of level editing blocks because it does get rather repetitive, which I know is hard but just think about the level design. Overall, I like the detail that has been put into this hack and the concept of the zones. This hack just lacks a few things like SHADOWING!! ahem... solid level design, well-blended palettes (mainly Spring Yard), repetitive levels, and poorly placed objects and badniks. This hack does have potential, so please do more on it! RANK C Chaos! Chaos! And More Chaos! Sonic Chaos Quest Review Hi there, it is I BlueBlur93 and I shall be reviewing "Sonic Chaos Quest". "Sonic Chaos Quest" is a fairly recent Sonic 1 hack developed by Narcologer, which features many new additions from the original game, such as a complete graphic overhaul, re-invented bosses, new music (some of which (I THINK) is original), modified badniks in terms of mechanics and tons of custom sprites. GRAPHICS Overall the graphics look really nice, however it feels like there's something missing, and that something is shading/shadowing. If you look at the first zone "Aberdeen Land Zone", as I said, the scenery looks really nice, but it lacks at least shadowing, which makes it look so 2D, and that's not said in a positive manner. However, that said, I really do like the background, it looks so original and refined. The palette for that zone hasn't changed all that much, I think the sky is a lighter shade of blue compared to the blue, but the palette fits in with the tile art. The next zone "Dangerous Pit Zone" is a overhaul of the original "Labyrinth Zone". The tile art in this has shadowing. YAAAAAY! But it looks quite basic, yet fitting. What gets me about the zone's art, is the background. I really don't know what it supposed to be or represent, but all I can presume is that it's a machine of sorts with flashing lights, of which can be quite distracting when underwater. However, I must admit it does look cool, but I don't personally think it fits in with this zone, unless it is supposed to be an underwater machine zone like... thing. Zone 3 is "Border Fort Zone" which Next up is Zone 4 which is "Speed Row Zone", replacing "Star Light Zone". Out of all of the zones, this particular zone seems to have the most complete looking graphics, in terms of the palette and shadowing. Some of the tiles though looks quite basic, kind of similar to the tiles from Zone 2, however again it looks quite fitting. Zone 5 is "Mechanograd Zone" (weird name but okay), which Here we are Zone 6, "Hydrostation Zone". Now before I dig into this zone I am going to say that I do like the concept of this zone overall I just don't think it suits being a final zone for a big finale to the hack. I mean what is Eggman (Robotnik) doing with a hydro-station, and looking at the scenery it doesn't look like it's a bad place either, so I'm a bit confused about that. But not thinking about it as a final zone, the graphics look nice, the palette suits the atmosphere. It's just a shame that the atmosphere looks too "happy" for a final zone. So all in all, it's clear that a lot of thought and detail has been put into the graphics, but it just lacks shadowing, which is a major part if the hack isn't supposed to have purposely a cartoon art style. SOUND The Difficulty and Depth This time I'm merging "Difficulty and Depth" as one section because they are both relevant to each other. In terms of difficulty overall it is a very difficult game play, which leads on to the depth, because it's so difficult you keep on getting hurt, which really slows you down. But back to the difficulty side, one of the reasons why it's difficult is because of all of the bad placements of objects and badniks. They have been placed at the most awkward places allowing you to get hurt almost all the time, unless you have ninja reflexes. Also there are way too many badniks clustered together, and too many clusters of them. Lastly, as you've read from the intro, Narco has modified the badniks, but the modifications of what has been done to badniks have vastly incremented the speed of them, so for instance in zone 1, the motobugs are now really fast, however they are too fast and you barely have a split second to react, so I think maybe reducing the speed of all modified enemies might be a good idea. Narco doesn't need to reduce it all the way to defaults, just need to reduce it so people can have better chance of dodging the enemies, and allowing people keep their rings so they can enter special stages, presuming that there's still a big ring at the end of an act that is. ADDICTIVENESS This sadly isn't a hack that I would want to play again, at least not for a while. Sorry One last thing I would like to point out as well is the level isn't the best when it comes to the more battle-like stages (i.e Marble and Labyrinth Zone), because there are blocks of the level layout have just pointless dead ends, and pointless spike positions (i.e Labytinth Zone). Be a bit more creative with the layout, and try not to keep on re-using the same sequence of level editing blocks because it does get rather repetitive, which I know is hard but just think about the level design. Overall, I like the detail that has been put into this hack and the concept of the zones. This hack just lacks a few things like SHADOWING!! ahem... solid level design, well-blended palettes (mainly Spring Yard), repetitive levels, and poorly placed objects and badniks. This hack does have potential, so please do more on it! RANK C |
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(edited by BlueBlur93 on 07-28-15 06:21 AM)
07-31-15 04:43 PM
janus is Offline
| ID: 1192087 | 74 Words
| ID: 1192087 | 74 Words
janus
SecureYourCodeDavid
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Level: 124
POSTS: 1752/4808
POST EXP: 565097
LVL EXP: 21511323
CP: 62686.8
VIZ: 465533
POSTS: 1752/4808
POST EXP: 565097
LVL EXP: 21511323
CP: 62686.8
VIZ: 465533
Likes: 0 Dislikes: 0
Your review was good, with a solid structure and lots of details. Unfortunately, your descr |
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