I didn't have a problem with game overs until the second-to-last world, and by that time I unlocked a stage that just gives you a shit ton of lives each time you run through it. Stop all the dying, guys.
It's weird that most of the bad design choices are not in the levels themselves (I haven't come across one I hate yet outside of some of the 3DS ones), but in the implementation of lives, the stupid Circus Atari game to get more critters and shoving Wisps in the game when they are not really needed. I feels like too many fingers in the pie. Too many people sitting down and saying what needs to be added here and here instead of a better focus. A stronger focus could have made this game spectacular instead of just "pretty good".
I think Jim Sterling is right. They need to go down this path again only focus on what works and eliminate what doesn't.
The fact you felt the need to mention a stage you can replay to farm for lives just proves the point that the lives system in this game is flawed.
I dont get the critique about lives.
Its the first game in awhile where lives mean something. In many mario games you have so many of them that its not really a nig deal if you die much.( Even with nslu)
Man, I'd be having a lot more fun in Frozen factory Zone 4 if my lives weren't so limited.
Nothing personal, but it's this kind of talk that is ruining gaming.The fact you felt the need to mention a stage you can replay to farm for lives just proves the point that the lives system in this game is flawed.
Even something as basic as giving you a life for every 100 rings you collect would have done the game wonders.
I can help with that!
I found a fantastic trick to earning loads of lives early on, I might even make a thread if warranted.
These levels are super long, dying is a pain. This game has some of the best use of lives in a non-Indy game in years. Nothing personal, but it seems one of your screws is on backwards--how can deaths not mean much if you're bothered by dying?It's just that they still don't mean much. It makes you restart a level instead of from a checkpoint. You might lose 5 minutes of progress oh no.
Either offer rewards for no Game Overs or make the player restart from the beginning of the game. Game overs equaling restarting a level means nothing.
If the devs can't think of anything interesting to do with lives, they should just get rid of them modern Rayman style.
These levels are super long, dying is a pain. This game has some of the best use of lives in a non-Indy game in years. Nothing personal, but it seems one of your screws is on backwards--how can deaths not mean much if you're bothered by dying?
*Throttles Hero of Legend*
Tell us! Tell us now!!
Man, you're breaking Miyamoto's heart. This is the same mechanic every Mario game uses: hard mode is dying and starting over, easy mode is collecting lives at a secret location while loosing time and skill generation and appreciation for level design. It's up to you how you want to approach it, but adult players usually choose the hard path because they understand the implications.But I'm not bothered by dying in this game?
It's a minor annoyance at most. And not a "Man, I gotta try harder" motivator like in an actual old-school game. But more like a, "Welp, I'll just go run through that level that hands out lives again."
This doesn't warrant a thread given that it's game-specific. If you'd like to write about (and I know about the bit you're talking about -- ie: accumulate lives, then quit), then I'll put it in the OP if people require it.I found a fantastic trick to earning loads of lives early on, I might even make a thread if warranted.
I picked this up today, so far I'm enjoying it. I actually like that it has a story, which could hardly be said about Generations, overall it's fun.
That fucking snowball level though!
I loved that level, but that's just me.
Almost through the 5th world, so I thought I'd drop some impressions. The game does so much right but it isn't without problems.
The wisps stink, especially the ones with forced touch/motion control.
Boss fights are all over the place in difficulty. That and the encounters throughout a stage feel out of order, namely the boss fights with an environmental gimmick.
The bonus stages are pretty bad. I really think they'd be helped with traditional input but my problem tends to be that I can't see my character, so I just end up constantly failing.
I want to play with my Pro controller.
Otherwise, I'm really enjoying it. Love the music, stage layouts, alternate paths and once you realize that you're supposed to just jog around and not blast everywhere (unless you're going for a fast completion time), it controls well.
Also, I found a great section for extra lives.2-2 right before the boss. There's one of those honeycomb pathways that has 4 lives in a row.
Time to get back to it and kick some dudes.
I dont get the critique about lives.
Its the first game in awhile where lives mean something. In many mario games you have so many of them that its not really a nig deal if you die much.( Even with nslu)
I loved that level, but that's just me.
So where does this Game stand in terms of 3D Sonic games?
Oh my fucking god.
I never noticed that you can actually rev the Spin Dash. I just used it once and assumed it just brought you up to top running speed while damaging foes but I didn't know you could actually go beyond that.
I am actually legitimately upset for not knowing this. This move is so much more fun to use now. Like, holy shit.
Are there any other than laser that trys to make you use the touchscreen? Because even with that, you can press R to activate, analog to direct, and A to confirm.
Are you fucking kidding me here?! Who on this planet thought playing as a snowball the entire level was a fun thing to do in a video game? Frozen Factory all around is just sad.
YOU LOSE the entire level if you cannot pass the pinball sections. Really? Especially with the broken extra life system. I love Sonic games but, WTF man?! I seriously can't believe Sonic Team. The music is the best part of that world.
There are some fun levels but, man Frozen Factory. Ice worlds are usually my favorites too.
Always listen to the Honey Nut Cheerios Bee.
Because if you go into the the Honeycomb stage (2nd zone in the 2nd world IIRC), you can find a spot with three lives, only a moment from the checkpoint, if you die afterward, you can repeat over and over again profiting by two lives a piece.
I can make a vid or a screenshot tutorial.
YOU LOSE the entire level if you cannot pass the pinball sections. Really?
The music note wisp is full touch screen
Dramatic much? I understand the frustration because it's pretty challenging. But it's just like any other level, with checkpoints, lives, etc.
I thought it was pretty fun anyway. But there's only one level like that. Not a fan of Super Monkey Ball, I guess?
Dude trust me I am the last person to complain about Sonic games, The thing is playing the entire zone as a snowball? Really? I loved the world in Mario Galaxy where you were on top of the rolling ball but, this just doesn't work. The pinball thing is stupid. If anything if you fall out they should make you go back into it not kill you.
I don't think this is challenging for the right reasons at all. Most of the time speed is discouraged because of some gimmick. Even if you turn ever slightly you lose speed. I don't need 100mph at all times but, let me go fast at times. This is mostly an issue in later worlds.
Nice little secret: Music note wisp is the only only-touch-wisp AND you never need to use it in the whole game.
Pretty sure you need it in the side scrolling Silent Forest level. I actually died a few times because I didn't time it right, and I was like wtf? But I figured it out. You have to hit the notes otherwise it will fall almost immediately.
i was fine with the snowball (i kinda liked it). the game didn't start killing me with more frequency until the fifth world in general. i think i beat that level in under five tries.
for me the biggest problem with the game is that each level is fucking lengthy. instead of giving us one short level with a well-realized idea, it's a long one with halfbaked design a lot of the time. and there's no rhyme or reason between switching to 2d and 3d a lot of the time- something sonic colors did well, and something sonic generations explained away pretty good.
You definitely do not need it there. It's probably completely impossible to get an S-Rank if you use it more than once.
ugh really sucks to hear the levels are lengthy
sonic levels should never be lengthy unless if its like the last stretch of the game or if it's a single act stage (but those should always last at most 6 minutes)
I feels like too many fingers in the pie. Too many people sitting down and saying what needs to be added here and here instead of a better focus. A stronger focus could have made this game spectacular instead of just "pretty good".
I think Jim Sterling is right. They need to go down this path again only focus on what works and eliminate what doesn't.
Honestly I really don't feel they are that lengthy. The length comes from the more platform intensive parts, which tend to be in the 2D levels, also at parts when you are trying to figure out the next part. there were a few that I felt were pretty long, but a lot of them are pretty short too.
Honestly, I feel like people have all these expectations about what a Sonic game 'should be,' and focus on that and get disappointed instead of playing each game for it's own strengths. Just play the game and see how it feels for yourself. I've been having a blast with it despite any minor nitpicks (and challenge).
i will eventually play the game, but i am not a fan of any sonic levels lasting very long. they tend to overstay their welcome and drags things out, this was my biggest complaint about 3D sonics such as Sonic Heroes
levels should generally be short and sweet (2-4 minutes, depending where you are in the game)
Exactly what I've been saying, and have said since before the game came out.
Take this game, and cut the fat, then refine. Tada, an amazing Sonic game.
Well yeah, levels get quite a bit longer than 2-4 minutes. I haven't really been keeping count, but I would assume that dying is what makes the levels last a long time.
Either way, they will be a bit longer than the quick levels. There definitely are some quick levels though.
I like them, but I've been looking for a platformer like this that has different elements like speed. May not be to your taste though. But I say it's still worth giving it a shot.
I don't necessarily agree entirely, as I haven't come across anything that hasn't been fun for me. However, I do agree that the game could use a sequel to 'tighten it up' the experience. I think the 3D tube stages are where the game is the best, even though I've been thoroughly enjoying the 2D levels as well. Also I seriously hope that even if this game doesn't get a sequel, that Sega keeps the parkour system and wall hanging. That has seriously eliminated a lot of the frustration in previous Sonics. I feel like in terms of the way Sonic controls, Sega is definitely on the right path.
Oh, this is actually not counting deaths by the way, I just meant the actual length of the stages. Levels taking longer to beat due to player error is acceptable (as long as it's the player's fault and not poor game design that cause deaths, looking at you Dimps!). I actually study a lot of game design so I'm pretty well versed in platforming game design
And yeah don't worry, I will give Sonic Lost World a shot. The game looks fun, but it's a shame to hear that it's really apparently flawed. I'll see it for myself though.