Sonic Lost World Launches on Steam November 2nd.

The game isn't bad / terrible. It's just not as good as colors / generations.

This pretty much.

Lost World biggest problems is that it had potential to be a good Sonic but fails to hit the mark and instead opted to create a Mario/Donkey Kong like gameplay starring Sonic in a tublar level with parkour mechaic starring the Wisp.

It just didn't gel well and the wisp felt more of an afterthought since none of the level were designed around them.

Personally the game felt like a tech demo that somehow got bumped up to a full retail release.

Also giving Sonic a run button was just dumb and completely misses the mark of Sonic's Speed.
 
Also giving Sonic a run button was just dumb and completely misses the mark of Sonic's Speed.

The dilemma of 3D Sonic is one that is very much fundamental.

- The faster you go, the more tiny differences angles will have a significant effect
- At gotta-go-fast speeds, this means you pretty much have a complete loss of control
- In Unleashed/Generations the partial solutions were to have a lot of automation, reduce thumbstick sensitivity proportional to velocity, and have a lot of areas where Sonic, completely uninfluneced by input would run along splines (see any of the sidestepping/Chaser sections)

This goes completely at odds with precision platforming

On paper, a button that separates precision platforming from fastfastfast is a great concept. In execution, it felt, as many have pointed out regarding other facets of the game, pretty much in the conceptual phase without the iteration of execution that could have made it feel really good to play.
 
Game runs in windowed fullscreen, I can't find exclusive fullscreen mode. Downsampling resolutions don't work as intended because the game fits the higher resolution with nearest filter.

1080p supersampling

slw2015-11-0301-26-56iaq58.png


slw2015-11-0301-27-203hpjx.png


slw2015-11-0301-27-27kirae.png


slw2015-11-0301-29-24g2r9i.png

This looks really great.

Btw, if the game is DX9, GeDoSaTo has a force exclusive fullscreen option that may work on this.
 
The dilemma of 3D Sonic is one that is very much fundamental.

- The faster you go, the more tiny differences angles will have a significant effect
- At gotta-go-fast speeds, this means you pretty much have a complete loss of control
- In Unleashed/Generations the partial solutions were to have a lot of automation, reduce thumbstick sensitivity proportional to velocity, and have a lot of areas where Sonic, completely uninfluneced by input would run along splines (see any of the sidestepping/Chaser sections)

This goes completely at odds with precision platforming

On paper, a button that separates precision platforming from fastfastfast is a great concept. In execution, it felt, as many have pointed out regarding other facets of the game, pretty much in the conceptual phase without the iteration of execution that could have made it feel really good to play.
I absolutely love the idea of have the capability to make sonic come to a complete stop at a moments notice. It solves a ton of problems 3D sonics have had. The problem is sonics default state is walking and that there's no build up of speed.
I'd love to see them do it kind of in reverse where sonic default mode without a button press is a gradual build up of speed, but if you held the R Trigger he'd slow to a walk.
 
I absolutely love the idea of have the capability to make sonic come to a complete stop at a moments notice. It solves a ton of problems 3D sonics have had. The problem is sonics default state is walking and that there's no build up of speed.
I'd love to see them do it kind of in reverse where sonic default mode without a button press is a gradual build up of speed, but if you held the R Trigger he'd slow to a walk.

Yes, that would have worked much better. Momentum is key in making speed feel rewarding.
 
A build up of speed but coming to a complete stop sounds like they'd be completely at odds. It also goes against precision platforming.

The acceleration coefficients have to be a lot less unwieldy in 3D than it is in 2D. In 2D, you only have to worry about distance. In 3D, 9 times out of 10 you're not facing a platforming section completely head on or perpendicular to the camera angle, and you'd need to worry not just about distance but angle as well. A sluggish acceleration (e.g. momentum) makes it extremely hard to correct trajectory issues to land where you want. In other words, momentum is almost as much of an opposite goal to precision platforming as speed is, although it can be done right with a lot of iteration.

I think Generations at low velocities felt pretty alright. Separate that out from typically Sonic speeds with a button, have the momentum come into play from platforming speed onwards as opposed to omg boost (instead of from zero to platforming speed) and I think that might be the basis of something that works out.
 
There's a balance between speeds, acceleration, and platform sizes that should be considered. It can be done, but something silly always gets in the way when Sega tries to make something like this.

With Lost World, there's a lack of consistency on how Sonic controls. Sometimes he retains momentum, and sometimes he just stops. You can learn how to play the game either one of those extremes, but not being able to tell if turning or jumping is going to mess up your speed is what makes this bad. The physics should be consistent and predictable first and foremost, then build levels around that.

Having Sonic slow down when turning on a pipe is one of the strangest design decisions I've ever seen in a game like this. I feel like they wanted to make sure you wouldn't just run wildly towards the side of the screen and off the side of the level, but there's obviously a ton of other drawbacks to doing this.
 
Yeah, pretty much nail on head. Great concepts, but could have spent quite a bit in the oven, especially in terms of general feel.

I still wonder how an iteration of Lost World would have turned out. Unleashed->Generations made Sonic control so much better in so many small ways it's painful going back and playing Unleashed, and I don't just mean console framerates.
 
The dilemma of 3D Sonic is one that is very much fundamental.

- The faster you go, the more tiny differences angles will have a significant effect
- At gotta-go-fast speeds, this means you pretty much have a complete loss of control
- In Unleashed/Generations the partial solutions were to have a lot of automation, reduce thumbstick sensitivity proportional to velocity, and have a lot of areas where Sonic, completely uninfluneced by input would run along splines (see any of the sidestepping/Chaser sections)

This goes completely at odds with precision platforming

On paper, a button that separates precision platforming from fastfastfast is a great concept. In execution, it felt, as many have pointed out regarding other facets of the game, pretty much in the conceptual phase without the iteration of execution that could have made it feel really good to play.

Take a look at Cloudbuilt. I feel like in an alternate universe, that's what 3D Sonic could have ended up looking like. In a good way.

In other words, it can work, and without sacrificing actual control.
 
Take a look at Cloudbuilt. I feel like in an alternate universe, that's what 3D Sonic could have ended up looking like. In a good way.

In other words, it can work, and without sacrificing actual control.

Well, yeah, if in an alternate universe Sonic was a PC franchise and was built with M&KB precision in mind.

...

......

be back later

gsf8zIJl.jpg


AxpJbeNl.jpg
 
I absolutely love the idea of have the capability to make sonic come to a complete stop at a moments notice. It solves a ton of problems 3D sonics have had.
For me, coming to a complete stop just makes it much harder when it comes to precision, it just feels unnatural...
 
Whoever said that the controls were much improved in this version must have been crazy because Sonic still controls like ass.

I don't get it, man. Sonic Adventure 1 and 2 did a pretty good job at giving you fine control of Sonic at high speeds and they didn't need to give you a freaking run button. Sonic Team really didn't need to reinvent the wheel here.
 
I'm not far into the game - Desert Ruins 2 - but I'm really having a lot of fun with this. Visually it's so striking and colourful!
 
Whoever said that the controls were much improved in this version must have been crazy because Sonic still controls like ass.

I don't get it, man. Sonic Adventure 1 and 2 did a pretty good job at giving you fine control of Sonic at high speeds and they didn't need to give you a freaking run button. Sonic Team really didn't need to reinvent the wheel here.

I think the game poorly explaining the parkour doesnt help either. It just expects you to know how to handle the controls and mechanics. The 3DS version has far better hint prompts.
 
Whoever said that the controls were much improved in this version must have been crazy because Sonic still controls like ass.

I don't get it, man. Sonic Adventure 1 and 2 did a pretty good job at giving you fine control of Sonic at high speeds and they didn't need to give you a freaking run button. Sonic Team really didn't need to reinvent the wheel here.
Adventure 1 and 2 did no such thing. It's easy to forget that because the control quirks are burned into your memory as they are mine.
 
I think the game poorly explaining the parkour doesnt help either. It just expects you to know how to handle the controls and mechanics. The 3DS version has far better hint prompts.

Yeah, I'm making it a habit to stop and read all the hint prompts and I'm learning a lot from them, but even after knowing all the mechanics Sonic still feels awkward to control.

Adventure 1 and 2 did no such thing. It's easy to forget that because the control quirks are burned into your memory as they are mine.

The Adventure games' controls may have had their quirks but they still facilitated 3D platforming better than any of the later games. Every Sonic game since Unleashed barely even have 3D sections that aren't just straight paths.
 
The Adventure games' controls may have had their quirks but they still facilitated 3D platforming better than any of the later games. Every Sonic game since Unleashed barely even have 3D sections that aren't just straight paths.

Good to hear I'm not alone here.
 
The Adventure games' controls may have had their quirks but they still facilitated 3D platforming better than any of the later games. Every Sonic game since Unleashed barely even have 3D sections that aren't just straight paths.

You know, I actually agree with this. I wouldn't call the Sonic Adventure games perfect in terms of control by any means but I would say the feedback in the first game was pretty rock solid. The acceleration and top speed was handled responsibly so that more precision areas were easier to control and the homing attack / spindash allowed you to easily increase the momentum whenever you felt comfortable in picking up the pace. Not to mention, stages like Emerald Coast and Twinkle Park had several wide enough level designs that permitted going fast as fairly risk free, plus Radical Highway had mostly controlled environments for the really fast set pieces to work. That was kind of how it felt like the classics operated in a sense since the segments where you'd go really fast were only so on account of design, yet everything outside of that was solely dependent on how well you could utilize Sonic's moves in conjunction with the level design as it's presented.

In terms of formula I honestly believe that Adventure was really close at capturing a well done balance. It's just a shame that subsequent Adventure-style games were bogged down in mundane minutia, worse design, poor alternate play styles and in the case of 06, god awful bugs. I guess you could argue that Adventure was buggy and had alternate play styles as well but in terms of the latter I think most of them emphasized having to finish levels at a fast pace, as well as having better treasure hunting / mech levels than it's sequel, while the finicky parts of Adventure should have realistically been refined with the successors, since for it's time it was pretty ahead of the game.
 
Lost World sure is pretty low on Steam's bestsellers list. I remember Valkyria Chronicles sticking around in the top 10 for a long time, against some stiff competition.


I know a game releasing can sometimes knock it down on the list, but was Lost World ever anywhere near the top 10?

Also, after playing the demo on Wii U I've decided that I like this game. But I'm worried the level design takes a nosedive beyond the first act of Windy Hill. Is that a reasonable fear to have?
 
You know, I actually agree with this. I wouldn't call the Sonic Adventure games perfect in terms of control by any means but I would say the feedback in the first game was pretty rock solid. The acceleration and top speed was handled responsibly so that more precision areas were easier to control and the homing attack / spindash allowed you to easily increase the momentum whenever you felt comfortable in picking up the pace. Not to mention, stages like Emerald Coast and Twinkle Park had several wide enough level designs that permitted going fast as fairly risk free, plus Radical Highway had mostly controlled environments for the really fast set pieces to work. That was kind of how it felt like the classics operated in a sense since the segments where you'd go really fast were only so on account of design, yet everything outside of that was solely dependent on how well you could utilize Sonic's moves in conjunction with the level design as it's presented.

In terms of formula I honestly believe that Adventure was really close at capturing a well done balance. It's just a shame that subsequent Adventure-style games were bogged down in mundane minutia, worse design, poor alternate play styles and in the case of 06, god awful bugs. I guess you could argue that Adventure was buggy and had alternate play styles as well but in terms of the latter I think most of them emphasized having to finish levels at a fast pace, as well as having better treasure hunting / mech levels than it's sequel, while the finicky parts of Adventure should have realistically been refined with the successors, since for it's time it was pretty ahead of the game.

We could be good friends too.

I think the Adventure formula got instant hate for Sonic 2k6 disaster, but it was pretty good at the time it came out. Improving Adventure formula could be a lot more worth than improving Unleashed's.
 
Also, after playing the demo on Wii U I've decided that I like this game. But I'm worried the level design takes a nosedive beyond the first act of Windy Hill. Is that a reasonable fear to have?

The game falls apart the more you play, especially the random gimmicks they throw at you like rolling around as a slow snowball. Wisps are shoehorned in, the bosses are awful, and the mechanics are questionable. One good example is how you make the homing attack more powerful.
 
The game falls apart the more you play, especially the random gimmicks they throw at you like rolling around as a slow snowball. Wisps are shoehorned in, the bosses are awful, and the mechanics are questionable. One good example is how you make the homing attack more powerful.

Yikes. That's quite disappointing to hear. I really enjoyed the level showcased in the demo. And the wisp present seemed pretty optional.

And yeah, the one thing I was having trouble with was attacking enemies. Though I suppose I could try and read some of the tutorials that pop up and see if it's explained properly in there.
 
Lost World sure is pretty low on Steam's bestsellers list. I remember Valkyria Chronicles sticking around in the top 10 for a long time, against some stiff competition.

I know a game releasing can sometimes knock it down on the list, but was Lost World ever anywhere near the top 10?

Also, after playing the demo on Wii U I've decided that I like this game. But I'm worried the level design takes a nosedive beyond the first act of Windy Hill. Is that a reasonable fear to have?
At most it may have been around the top 10 when it first appeared for pre-order.
Most likely being released around the time the halloween sale ended really hurt its sales.
 
The Adventure games' controls may have had their quirks but they still facilitated 3D platforming better than any of the later games. Every Sonic game since Unleashed barely even have 3D sections that aren't just straight paths.

Definitely. I've been going back to SA2 a lot these days, and the better parts of that game have actually held up quite well. If the controls were tightened up and the direction had a better focus, I really think a new game in that style could be what the series needs.
 
Lost World sure is pretty low on Steam's bestsellers list. I remember Valkyria Chronicles sticking around in the top 10 for a long time, against some stiff competition.



I know a game releasing can sometimes knock it down on the list, but was Lost World ever anywhere near the top 10?

Also, after playing the demo on Wii U I've decided that I like this game. But I'm worried the level design takes a nosedive beyond the first act of Windy Hill. Is that a reasonable fear to have?
This is what happens when you release a third tier Sanic. Should've just gone with porting Colors (a good Sonic game) or just another Sega game in general, of which there are many.
 
As usually Sega is releasing a good game with no market awareness so naturally does 0 marketing. Ugh

I think this is for folks who want to mod it, and folks who were already interested. Who are you advertising this to?

" hey guys who like good sonic games.... this is sort of not that, and not the generations thing you want"

" Hey guys who like classic sonic, this is a poor attempt at trying to appeal to you and we probably should even have done it if weren't going to try"

" hey guys who like not classic games.... its....ok I got nothing "

" hey guys who like neat sonic situations. Its not that, everything is bland, the new enemies are bland, and there are no friends really. And those enemies probably could have been unlockable friends. And on a gameplay front would have retroactively justified sonic's weird movement stuff... because everyone else would have had that. And even then the level design isn't interesting enough to even give him that. "

" We don't know who this game was for... really. Its on PC now... I guess. Have fun with this D+ ~ C- game I guess. "
 
I think this is for folks who want to mod it, and folks who were already interested. Who are you advertising this to?
This was their attempt to mimic the success of Mario Galaxy...and failing... I guess...

Wait they removed the only efficient way to get animals to unlock levels?

Are they out of their mind?
From what I've heard, they lowered the amount of animals needed to unlock levels by alot.
 
Need to use a tool called Nvidia Inspector (have to download it separately), create a profile for Lost World (star marked in the icons at the top), add slw.exe to the profile (the other marked icon at the top), and change the settings marked as red in the picture.

So wait, does this work on Generations as well? The same way? Because I've been getting 1080/60 and my heart's all a flutter.
 
So, any fix for the slowdown?

EDIT: Ah, forget it. Now I see this game has the same problems Generations had with Mobile GPUs. Waiting for some kind of fix or workaround, then.
 
I think the game poorly explaining the parkour doesnt help either. It just expects you to know how to handle the controls and mechanics. The 3DS version has far better hint prompts.

Totally agree, the hints and tutorials of the 3DS and WiiU version should have been combined ..
 
So wait, does this work on Generations as well? The same way? Because I've been getting 1080/60 and my heart's all a flutter.
At the very least according to this list, the flag 0x084010C5 can be used for SGSSAA for Generations (doesn't work with the fxpipeline mod though).
https://docs.google.com/spreadsheets/d/1ekUZsK2YXgd5XjjH1M7QkHIQgKO_i4bHCUdPeAd6OCo/pub?output=html

Any way to force AA in this port?
http://forums.guru3d.com/showpost.php?p=5181835&postcount=3229
 
This pretty much.

Lost World biggest problems is that it had potential to be a good Sonic but fails to hit the mark and instead opted to create a Mario/Donkey Kong like gameplay starring Sonic in a tublar level with parkour mechaic starring the Wisp.

It just didn't gel well and the wisp felt more of an afterthought since none of the level were designed around them.

Personally the game felt like a tech demo that somehow got bumped up to a full retail release.

Also giving Sonic a run button was just dumb and completely misses the mark of Sonic's Speed.

Anytime we talk about LW's design, I feel strongly convinced to link back to some old posts I've made on the game:

After playing and watching my brother play this game out, I feel like the best way to sum it all up is that there's an excellent game somewhere in this design but Lost World is the awkward outer center of it. SEGA's on to another really interesting take in the Sonic style of gameplay and I hope they stick with it. Nothing would suck like them dropping everything done here because they were disheartened with its critical reception.

Also, this game would shoot up two tiers alone if it had quick step/quick "sharp turn" (Quick Step + Control Stick direction) and spin dashes at max speed worked like a halfway point between Genesis Sonic rolling and boosts did in the Unleashed-Colors-Generations line versus being all start and stop. I guess I could also mention that parkour abilities could feel more natural instead of feeling like a stiff "magenitization" was going on every time Sonic approached a wall.

The visual design is fucking FLAWLESS though. Please please please never stray too far from this look again Sonic Team. PLEASE.

All of this. As I said before, it's really like they ran the most beautiful near touchdown plays on every aspect of this game only to have multiple one yard line fumbles back to back.

The parkour system is a seriously excellent idea, but why is everything about engaging "parkour mode" so stiff? Also, why does it never feel 100% organic when Sonic starts running up walls in 2D mode? It always feels like he's just magnetized to the walls and is semi-scripted in his ascent.

Double jump being a natural ability is great, but why does the actual double jump feel more like a "casual hop then someone turned on double gravity mode"?

Giving Sonic "gears" that he could shift into with the run button was a great way to put a check on wildly dashing about in every direction, but why did they cap the speed so "low"? We understand that you're going in a new direction with the design for Lost World, but why did you get rid of conventions that were legitimately excellent and wouldn't get in the way of the game as it stands? (Quick step is FAR too good to not be a staple Sonic mechanic.)

Spindash is back and better than ever, but why does it force me to a complete stop to rev instead of working like a halfway point between the classic Genesis roll (roll to continue with the current forward momentum and speed) and the boosts in Unleashed/Colors/Generations (maybe it could build up to max spindash speed over time)? This is of course in situations when you aren't at a full stop trying to spin dash your way out.

Wisps were awesome in Colors for giving verticality back to the series and multiple routes to the game both in 2D and 3D mode. Why then were they put in this game in more linear and uninspired manners?

Stage gimmicks aren't a bad idea by themselves, but what the flying fuck happened when designing the snowball level? Who thought that would be a satisfying level?

There is definitely something within Lost World at current that could really and truly be polished into a gem and it's because of that why I feel so strongly towards the game and hope that it is revisited and given more time to bake when the next Sonic title is being developed.
 
SEGA enabled a public test branch today. This includes a 30fps lock and a frame rate unlock (oh boy)

SEGA said:
Sonic Lost World Patch - Public test branch
We would like to ensure that all users experience the best possible performance whilst playing Sonic Lost World, in order to achieve this users MUST meet the suggested minimum specifications as stated on the product page. If you require any further support regarding specific performance of individual GPUs, we’d suggest contacting your graphics card manufacturer.

For any users that are unable to meet the recommended minimum specifications, below we have suggested some command line options that MAY provide better performance in certain scenarios.

It’s important to stress here however, that SEGA doesn’t make any guarantees that these solutions will solve all problems users are experiencing, they are provided to give users freedom to attempt to tailor game performance to individual hardware setups, so that they can enjoy playing Sonic Lost World without issue.

All command line options listed below are unsupported developer functions, users proceed at their sole discretion/risk:

Public Test Branch Access Steps

Click on Sonic Lost World in their steam library, select ‘Properties’.
From Properties select the BETAS tab, and select the publictest branch from the drop down list and close the properties window.
The game should patch (approx. 6mb)


Adding a Command line

https://support.steampowered.com/kb_article.php?ref=1040-JWMT-2947

New commandline options have been added to allow changes to the framerate throttle.

Users can start the game with the following commandline options:

--F30
This will change the expected throttle to 30fps and may help with machines around the minimum spec

--F
This will completely disable framerate locking and allow the machine to run as best as it can, this is the most unstable mode but can be tried as a last resort.

With all speed issues makes sure the game is running on a dedicated accelerated GPU (Check your Nvidia Control Panel or Catalyst Control Center), and try reducing resolution and gfx options to find the best performance.

http://steamcommunity.com/app/329440/discussions/0/490125103623278010/
 
So, any fix for the slowdown?

EDIT: Ah, forget it. Now I see this game has the same problems Generations had with Mobile GPUs. Waiting for some kind of fix or workaround, then.

Well, that killed Generation PC for me. I'm going to wait a proper fix for this issue
 
I don't get it, man. Sonic Adventure 1 and 2 did a pretty good job at giving you fine control of Sonic at high speeds and they didn't need to give you a freaking run button. Sonic Team really didn't need to reinvent the wheel here.
god, no. especially not with SA2. SA2 somehow manages to be both twitchy AND laggy. coupled with awful bottomless pit level design, that's a recipe for total trash.
 
Lost World sure is pretty low on Steam's bestsellers list. I remember Valkyria Chronicles sticking around in the top 10 for a long time, against some stiff competition.



I know a game releasing can sometimes knock it down on the list, but was Lost World ever anywhere near the top 10?

Also, after playing the demo on Wii U I've decided that I like this game. But I'm worried the level design takes a nosedive beyond the first act of Windy Hill. Is that a reasonable fear to have?



Easy to understand: No one asked for this. The game has been ruined by critics and wasn't really that appealing. When you compare to Valkyria Chronicles, which was highly acclaimed by the critics and the gamers...
Say they released Vanquished for exemple, this one would still be selling well.
 
Top Bottom