March of the Crabs
Member
That animation of Sonic running into a wall is just glorious.
The gif where he slams into the wall for example, changing direction while on those cilinders is pretty fucking shitty, you either lose a lot of speed or can't control it well and in no other place in the game do you die by running into the wall.
i dont get the complaint about the game being stingy with lives. In previous games and mario games lives are rendered useless by they number of ways there are to gain more. and even if you oose them all in sonic, its not like you are set back that far, its just to the beginning of the level.
The game looks pretty bad regardless.
vYou kind of ignored the part where's a fan mod where you can play Unleashed's daytime levels in Generations and it plays a million times better. Shouldn't that imply there's a big problem with how Unleashed controls if porting the levels over to a different game improves them so drastically?
Also I'd argue the opposite in terms of controlling Sonic; if he's more slippery in Unleashed (which he absolutely is, I don't even feel this is a subjectivity thing) than Generations, than I can't see how it's more about controlling Sonic. Especially when the former constantly resorted to being stuck straight hallways with side-stepping sessions for periods at a time, QTE's jumps and other constant pre-scripted moments like grinding down the clock tower that restrict your control far more than Generations usually does.
Unleashed focused more on controlling Sonic, than navigating throughout the stage.
Generations is the opposite. When you pick up on that, I think you can actually appreciate it more.
I'm not so much implying you're "dissing" Lost World as much as I'm saying it's an issue people are having with the game and could be excused by the same line of reasoning you used. I've already gotten used to the controls and it plays like butter to me, but I can see why people would have trouble with it and I'm not going to assume those people are merely terrible because they can't come to terms with some questionable design.
Hey Boat, I'm curious to hear your thoughts on the boost games. I know you're down on this game, but I think it'd be interesting to hear.
Does this game have that feature in Sonic Generations where the L & R buttons allow you to shift places without losing speed? The part before he had Sonic splat on the wall (lol) seems like he quick-shifted to that tunnel.
If it does, the game doesn't talk about it, which wouldn't surprise me. But no, I don't think so.
I didn't fully played them actually. Didn't even get to play Generations once.
Unleashed I can barely remember to be honest, so I can't form an opinion right now, I remember hating the Werewolf sections and that the other ones had unremarkable or bad level design. There were some cool parts though. Like I said, I barely remember anything.
Colours disappointed me, because I loved the E3 demo and it had plenty of really good levels. The problem was that half the game was good and the other half was pretty bad. It quickly fell prey to Sonic Team's terrible level design where they created huge levels through alternate paths, all of them unremarkable to the point where learning the levels and replaying them was an ingrate task. The Wisps also made this matter worse, these two things completely broke the flow of the levels and momentum. This is something Lost World mostly fixes. The physics could be a little crappy at times too. Loved the art style and music though.
I remember 3DS Colors not being bad, but kind of unmemorable, nothing worthy of note ever happened.
I don't mean to constantly bash this game, Sonic 1 was my first game, I loved Sonic (still do, the old games at least) and I was very hopeful for this one, although very, very cautious about it. I gave it many chances, I always tried stepping back, learning the controls better, but I just think the game does many, many core things wrong. Things that I believe the Sonic Team has the obligation of doing right.
Considering that I just got the game a few days ago and that I had a terrible time with it and anticipating (correctly so) completely different opinions, I decided not to publish my review yet in order to avoid jumping the shark. I'm giving my brain time to process things and Monday I'll get back to it, replay it again and try to get a more final opinion. The fact that I'm thinking about it is why I've posting in these threads, not to try shitting things up or anything, it's just hard to recommend or not warn people of my experience when I had a bad time.
Thanks for asking though, I'm sorry I can't provide a better reply, but it's been a while and sometimes these things slip my brain.
EDIT:
If it does, the game doesn't talk about it, which wouldn't surprise me. But no, I don't think so.
I seriously don't get where you're going with this reply, since I've already responded to this idea. If you mean Unleashed is focused more on how you speedrun similarly-designed stages with Sonic's arsenal than generations, than I've already pointed out how the game repeatedly removes or restricts control from you and makes levels an incredibly linear experience, most issues which are removed when played with the Generations engine due to no QTE's, a higher and hence more responsive framerate, tighter controls and no dumb button inputs like having boost/homing attack be the same button.
Sonic cycle again lol
That would be useful because switching rails isn't very easy either. I mean, I can always do it, but it always feels like I barely manage it. You jump and have to land on the rail, iirc it was a more automatic process in the older games, you just pressed left or right no?Pretty sure it's in in some form. One of the (literal) on rail stages looked like it had it.
Thanks, I'm glad to hear itI'm interested to hear your thoughts on Lost Worlds Wii U once you replay it. But hey, you gave the game a fair shake and your opinions were rather very reasonable. So it's all cool, The Boat! Like reading your impressions even though you weren't satisfied with the game.
That would be useful because switching rails isn't very easy either. I mean, I can always do it, but it always feels like I barely manage it. You jump and have to land on the rail, iirc it was a more automatic process in the older games, you just pressed left or right no?
Thanks, I'm glad to hear it
I seriously don't get where you're going with this reply, since I've already responded to this idea. If you mean Unleashed is focused more on how you speedrun similarly-designed stages with Sonic's arsenal than generations, than I've already pointed out how the game repeatedly removes or restricts control from you and makes levels an incredibly linear experience, most issues which are removed when played with the Generations engine due to no QTE's, a higher and hence more responsive framerate, tighter controls and no dumb button inputs like having boost/homing attack be the same button.
If you mean you're wrestling the control over Sonic more in Unleashed than Generations due to how slippery everything is, than while I agree I'm also flabbergasted that you'd list that as a positive.
Don't just copy and paste that response for a third time.
iirc it was a more automatic process in the older games, you just pressed left or right no?
Sonic cycle again lol
Your welcome! What site do you work for out of curiosity?
This is the kind of post that's unnecessary in this thread, or any other thread, for that matter.Sonic cycle again lol
Nope.I hope this isn't considered advertising lol
The later stages of Unleashed are most definitely huger than Generations', they're just not as multi-branched. The longest Generations ever gets is with Planet Wisp (roughly 8 minutes? Unleashed's longest stage is over an hour the first time through by comparison), and that's due to the Generations team not really getting how to properly implement wisp powers so the stage dissolves into crappy segments where you just keep blasting upwards. I also don't feel the game ever punished you for going too fast, just some areas are flat out poorly designed. That C-curve part in Empire City you listed earlier where you'll fall off if you're boosting through for instance is just as awkward when you're not boosting since Sonic's drift mechanic in Unleashed is far more slippery than how it works in Generations. Stuff like that you seem to think is an intentional part of managing the game's speed I think is Sonic Team just not fully ironing out the kinks of the game's controls until later games.Nah man but honestly I should.
I'm saying that Unleashed had stages built for controlling Sonic because that was the focus. The stages weren't huge like generations, and some stages punished you depending how you handled your speed.
Generations focused on Level navigation and mastery. Sonic is easier to control but harder to navigate due to the huge expansive levels that didn't exactly punish you for going fast, they also slowed him down just a little. I would comment on that weak ass scoring system, but you get the gist.
I'm gonna go out on a limb and assume most people who don't like the boost games have played the boost games. Their game design is really not for everybody, and neither is this game. The Sonic franchise has spun off in so many different directions, and there are so many different people who beat their chests, scream really loud, and stomp out anybody who doesn't go with "their" REAL Sonic opinion. "Sonics should be like the classics, Sonic should be like the boost games, Sonic should have a more serious story like 2006, Sonic should be light-hearted, why is it only Sonic where are the other guys, eww gross Sonic's shitty friends Sonic only pls, he should be this he should be that".
Sega doesn't really help either. When it looks like they were refining things with Generations from Unleashed, they throw that all out the window for something new. Something that's bound to connect with some fans and piss off others. They just can't stay consistent with this shit.
I really thought the statements were simple.The later stages of Unleashed are most definitely huger than Generations', they're just not as multi-branched. The longest Generations ever gets is with Planet Wisp (roughly 8 minutes? Unleashed's longest stage is over an hour the first time through by comparison), and that's due to the Generations team not really getting how to properly implement wisp powers so the stage dissolves into crappy segments where you just keep blasting upwards. I also don't feel the game ever punished you for going too fast, just some areas are flat out poorly designed. That C-curve part in Empire City you listed earlier where you'll fall off if you're boosting through for instance is just as awkward when you're not boosting since Sonic's drift mechanic in Unleashed is far more slippery than how it works in Generations. Stuff like that you seem to think is an intentional part of managing the game's speed I think is Sonic Team just not fully ironing out the kinks of the game's controls until later games.
I also don't get your 'easier to control but harder to navigate' comment. Are you saying the levels were too confusing? Because Green Hill/Chemical Plant/Sky Sanctuary/Speed Highway all manage to maintain the same speed Unleashed does without any of the issues that came along with that game. I agree the game's scoring system is completely busted, but that shouldn't be your sole incentive to replay a game if you like it either.
Without accurate #'s, I've noticed the diversity of the reviews for LW is like the diversity of people's opinions of Sonic games in-general. "This Genesis Zone sucked. "No it didn't, it fit and was awesome." "Sonic is only about speed." "Sonic would be better slowed down."
At least with Lost World, we were told upfront things would be different; it sort of feels like some might have been glad LW got polarizing or lower scores to confirm their standars for Sonic (if they considered boost gameplay the best), or if they wanted the Sonic cycle to return. I wonder what kind of Sonic fan I am to love most of the approaches the series has taken. Slow, boost, more platforming emphasis, more speed trials; damn near all of it equated to fun for me. Compared to Mario, I've had a chance to try more things with Sonic, which is the primary draw for LW for me.
As a Nintendo exclusive working off WiiU/3DS control schemes, and considering the reception the boost trilogy got, I somehow doubt their planning to drop that completely. I consider LW a spin-off at this point. I know part of the panning is for it's own individual difficulty, but it's also sad how Sonic may have to be a certain style of play to have the chance to score high in publications now.
Polygon gave it a 10 outta 10! ...kinda!
Wow.
These people fucking suck at playing games. And this coming from me, a self-professed not-very-good gamer.
I agree. I can play a lot better than those guys could. They need professional gamers.
... How exactly? Unleashed has incredibly poor controls and it's highlighted just by how much smoother and easier the Unleashed levels are to play in that one Generations mod. Almost identical level design, speed and move-set, but far more responsive controls and 60fps made a world of difference.
There absolutely is an issue of a lack of proper consideration back in Unleashed when it comes to how Sonic controls in regards to the level design. Even basic stuff like the homing attack and boost being mapped to the same button was ass-backwards and strikes me more as Sonic Team being Sonic Team and not some sort of intentional design decision.
I can understand liking them for the good game that lies underneath, but you're delusional if you think it's solely on the player and not the game's own fault as to why why it isn't that well liked.
And, for the record, I seriously would like to find someone who can prove that they didn't fuck up during any QTE segments or precision moments in Unleashed's later stages without memorizing it through a number of first runs. This person clearly deserves a medal because Crimson Carnival is one of the worst, most bullshit things put into a Sonic game, period.
This is a good post that puts it in perspective in ways I feel I didn't think about when concerning Sonic overall and their various attempts.
Don't even get me started on whatever the fuck Sonic CD was
this one's great. why go back for the rings?
That animation of Sonic running into a wall is just glorious.
NWR puts out higher quality reviews than most sites with a paid staff. They're as objective as they come and are pretty damn well-respected.Because the higher scores are mostly from Nintendo fan sites and less reputable places like Famitsu.
i dont get the complaint about the game being stingy with lives. In previous games and mario games lives are rendered useless by they number of ways there are to gain more. and even if you oose them all in sonic, its not like you are set back that far, its just to the beginning of the level.
Man the past couple of pages is arguing what would be best for sonic..
Face it, the best 3d platformer by sonic team in the modern era is billy hatcher and the giant egg which is legitimately a good game i dont know why there isn't a sequel. Chao Garden takes second place.
Haven't played colors yet though.
Rayman Origins and Legends handles this perfectly by simply not having them. The punishment is beings sent back to the checkpoint without anything you collected beyond that point, and nothing more.Lives are an archaic holdover from the arcade day. They really don't add difficulty. What matters is the gameplay, level design, and the frequency of checkpoints. Nintendo doesn't get rid of lives because they're so ingrained into Mario and 1ups make an easy cheap thing to collect.
What happens if you run out of lives in a game? You have to go back to the start of the level instead of the last checkpoint. Not really additional challenge, just annoyance.
With modern Sonic games, however, the level design tends to be pretty poor and cheap deaths very common. Some of the levels I've seen look pretty long and tedious, so I can see that getting more frustrating if the game is stingy with the lives.
Rayman Origins and Legends handles this perfectly by simply not having them. The punishment is beings sent back to the checkpoint without anything you collected beyond that point, and nothing more.
What happens if you run out of lives in a game? You have to go back to the start of the level instead of the last checkpoint. Not really additional challenge, just annoyance.
Still getting it!
I see this as the music industry.
I love listening to music and myself being a musician, I see the music biz going downhill. The artists that chart high and are popular are not by any means the best, at least not in my opinion and taste.
You gotta look for the game, try it yourself, and if you like it, support it. Just like you would support good music acts. You will find those little details that make it fun for you. And of course, there are games that are bad for real. But I would never base my gaming only on press reviews.
I find myself never playing the best selling games nowadays, except a very, very few exceptions.
I hope someone gets this analogy.
I don't understand why the team can't get this right, I'm fucking tired of these hit and miss Sonic games.
I don't understand why the team can't get this right, I'm fucking tired of these hit and miss Sonic games.
Why can't we just scrap modern Sonic and just use Generation classic Sonic and do 2.5D downloadable games... Wait Sonic is all Sega has I guess.