i just beat every level and i think that's about it for me. final time is 8:48.
the good parts: first, for me, were the controls. a lot of the times i fucked up was due to me thinking sonic wouldn't go exactly where i wanted him to, so i gave him a little extra push or something. instead he just did what i wanted him to. so that was nice, and it took a little bit to accept that there wasn't any twitchy nonsense going on.
next, there were some good, creative ideas present. i like the concept of the twisty turny world in 3d offering a new type of exploration in a 3d platformer. people say this copied super mario galaxy, but super mario galaxy 1 or 2 never attempted what sonic lost world was able to pull off in some of its levels. i also liked the twisty turny stuff in 2d altering more skill-based platforming. to go back to the controls, i found myself not holding down the run button and just letting normal walking sonic handle a lot of those segments, especially later in the game. i think the parkour stuff was a nice addition too. i think it could be expanded upon, but it worked well in 2d and 3d. the kick took a few tries to get used to, but i don't mind that either.
and for the more negative stuff... well there's nothing i'd say is outright bad, just underwhelming. but the thing i felt this game lacked the most was an identity. secret rings was that game with the running forward with the wii remote. sonic unleashed was the game that had the werehog and the better daytime stages. sonic colors centered around the wisp transformations and exploration. sonic generations was about the best of 2d and 3d sonic. sonic lost world seems that it's going to take the gravity or at least the pipe idea and make a game out of it, but there's probably less than a third of the game devoted to that style of gameplay. then you have the inside pipe levels, which are more skill based. then there are the 2d levels which sort of resemble the pipe levels, but are more methodical and less about twitch reactions than the 3d inside-pipe levels. in addition to those are just weird ideas like sonic flying up towards the sky and half of the shit in the eighth world.
it's overall just very disjointed. it's like a third the people making the game wanted an exploration-based sonic platformer in 3d space. another third wanted to use the same idea to make a 2d skill-based platformer. and the final third really wanted a true sequel to sonic colors. none of these ideas are bad, but they aren't given a lot of room to grow. the least necessary are the wisp powers. an entire game built around twisty 3d tubes would have been pretty great. somewhere it loses the plot. however, the third zone of the eighth world is pretty fantastic- i'll give it that. it's a shame that a level that good wasn't the sort of thing we saw in the rest of the game.
another thing that adds to the haphazard feeling is the length of each level. this is especially annoying near the end of the game where each level can take over twenty minutes, including deaths. it turns each one into a gauntlet of challenges that have no relation to one another. the transition from 3d to 2d gameplay is jarring, and the game would have done better with more zones and shorter levels, similar to colors. it would have also benefited from a lack of predictability. the level -> boss -> level -> boss structure got old fast, especially when the boss fights weren't especially difficult.
i think i liked enough of it that it was an overall enjoyable experience, but it isn't even like secret rings, a game with flaws i find sort of endearing. lost world just feels like sonic generations for the 3ds. it's almost indifference.
the good parts: first, for me, were the controls. a lot of the times i fucked up was due to me thinking sonic wouldn't go exactly where i wanted him to, so i gave him a little extra push or something. instead he just did what i wanted him to. so that was nice, and it took a little bit to accept that there wasn't any twitchy nonsense going on.
next, there were some good, creative ideas present. i like the concept of the twisty turny world in 3d offering a new type of exploration in a 3d platformer. people say this copied super mario galaxy, but super mario galaxy 1 or 2 never attempted what sonic lost world was able to pull off in some of its levels. i also liked the twisty turny stuff in 2d altering more skill-based platforming. to go back to the controls, i found myself not holding down the run button and just letting normal walking sonic handle a lot of those segments, especially later in the game. i think the parkour stuff was a nice addition too. i think it could be expanded upon, but it worked well in 2d and 3d. the kick took a few tries to get used to, but i don't mind that either.
and for the more negative stuff... well there's nothing i'd say is outright bad, just underwhelming. but the thing i felt this game lacked the most was an identity. secret rings was that game with the running forward with the wii remote. sonic unleashed was the game that had the werehog and the better daytime stages. sonic colors centered around the wisp transformations and exploration. sonic generations was about the best of 2d and 3d sonic. sonic lost world seems that it's going to take the gravity or at least the pipe idea and make a game out of it, but there's probably less than a third of the game devoted to that style of gameplay. then you have the inside pipe levels, which are more skill based. then there are the 2d levels which sort of resemble the pipe levels, but are more methodical and less about twitch reactions than the 3d inside-pipe levels. in addition to those are just weird ideas like sonic flying up towards the sky and half of the shit in the eighth world.
it's overall just very disjointed. it's like a third the people making the game wanted an exploration-based sonic platformer in 3d space. another third wanted to use the same idea to make a 2d skill-based platformer. and the final third really wanted a true sequel to sonic colors. none of these ideas are bad, but they aren't given a lot of room to grow. the least necessary are the wisp powers. an entire game built around twisty 3d tubes would have been pretty great. somewhere it loses the plot. however, the third zone of the eighth world is pretty fantastic- i'll give it that. it's a shame that a level that good wasn't the sort of thing we saw in the rest of the game.
another thing that adds to the haphazard feeling is the length of each level. this is especially annoying near the end of the game where each level can take over twenty minutes, including deaths. it turns each one into a gauntlet of challenges that have no relation to one another. the transition from 3d to 2d gameplay is jarring, and the game would have done better with more zones and shorter levels, similar to colors. it would have also benefited from a lack of predictability. the level -> boss -> level -> boss structure got old fast, especially when the boss fights weren't especially difficult.
i think i liked enough of it that it was an overall enjoyable experience, but it isn't even like secret rings, a game with flaws i find sort of endearing. lost world just feels like sonic generations for the 3ds. it's almost indifference.