Charles Foster Kane
Rosebud
Are platformer boss fights all that important anyways? I know they're one of the things I care about the least in a Mario game (for example).
In terms of final battles, Sonic game final bosses have a tendency to be more about style over substance at times. Typically, the atmosphere, music, and general mood add to it despite the fact that they may not be incredibly involving in terms of mechanics like other platformer final bosses.Are platformer boss fights all that important anyways? I know they're one of the things I care about the least in a Mario game (for example).
Seriously.Please, just hire Ian to do the writing.
I refuse to believe they spent all that time marketing the Zeti as the villains only to write them off one at a time in the final level. This ain't over.
Bosses are basically one of my favorite things about games, specially in the side scroller ones, so yes, at least to me they are important. That being said, boss fights in Sonic games sucks since forever, with very few exceptions, so I didn't have any hopes for the bosses in Lost World to be different.Are platformer boss fights all that important anyways? I know they're one of the things I care about the least in a Mario game (for example).
Oh, jeez."Just" 1,500 animals to farm until the streamer can see...the next hidden stage
Oh, jeez.
That has to be the most disappointing ending I've ever seen in a sonic game. A boss fight that's just a pallet swap from a previous game. Come on sega.
[Endgame Spoiler]Pac-Man is the true final boss.
5 hour game confirmed.
[final boss spoilers]I'm really disappointed with that. I anticipated that they would've done something better given the mess that was Generations HD's final boss, but I guess I was wrong?
Please, just hire Ian to do the writing.
I refuse to believe they spent all that time marketing the Zeti as the villains only to write them off one at a time in the final level. This ain't over.
edit: didn't see that music coming.
[final boss spoilers]I'm really disappointed with that. I anticipated that they would've done something better given the mess that was Generations HD's final boss, but I guess I was wrong?
I don't think I can blame them for that, I would figure the fault would lie in what Sonic Team had in mind. Final (non-hidden) portion aside, the game looks solid, though I really wish they didn't reskin the final colors boss or at least throw in another boss after that one.
Oh, I'm not directly blaming them for the ending (yet). I just think the dialogue's mostly terrible. Ken's got Eggman and the bots down fine, but he can't handle anyone else at all.
I....I don't understand this game.
I just don't. The game is scarce on actual Sonic content as 1 or 2 actual acts that have some semblance of level design. The new movement system is cool and someone will put that to good use in speedruns, but the game barely pushes or expects you to use them beyond the designated wallrunning section. You have the option and freedom to explore but are never given the chance to actually do anything with it. Instead have this floating minigame boss thing. It's barely a Sonic game yet it reeks of all its elements. It's a minigame collection for variety's sake blatantly trying to be Mario but not nearly as good and not nearly as clever. It's a polished mess. Going by the actual level design, many parts are built to be counterproductive, cheap, and frustrating. If you move the screen upwards by ascending and then fall down, everything below is now an instant killzone as if it were a pit despite you being there not two seconds ago. More instant deaths exist outside of crushing and pits and many go through invulnerability frames. Enemies are finally dangerous which is great, but the game never tells you what is effective and what isn't. It would have been as simple as a crosshair icon changing, but instead you have to try things until it works. It's unintuitive and doesn't communicate with the player well. Some areas you can die after beating a boss if you end in the wrong place and the game stops taking input. At one point a miniboss shows up and it's unclear what you are supposed to do since its shooting things at you, which you assume will hurt, and the timer is running down. The wisps are awful or one off gimmicks. Beat is total shit.
They had something and they dropped the ball for Mario and minigames.
Are platformer boss fights all that important anyways? I know they're one of the things I care about the least in a Mario game (for example).
Sounds like they just got lucky with Colors and Generations before slipping again. Disappointing, but not particularly surprising really.Post from Retro:
God, this is depressing. I really hate the fact that they had what could be a sure thing, and then they went and turned it into mini games. It never fails, they just can't focus their gameplay.
I want to love Sonic, Sega, but you make it so very hard.
I am having a hard time believing these impressions. I told myself I wasn't going to play any more sonic games after secret rings, Unleashed, then generations, but bought into the hype for lost world. Pre-ordered both versions too.
I need a demo.
On the other hand... 5 hours? It's not like I need to be paying $5 or something for those, but I'm certainly not eager to pay $60 or something. I'll see if I can Gamefly it though.As clarification for those wondering on the negativity: People in the stream chat were all thinking it looked terrific until a disappointing final boss and ending, so I think the depression is coming from climax let-down.