Nocturnowl
Member
And i've finished up both episode 2 and the deep mesmerizing plot component that is episode metal. Continuing on from where I left off...
*with incredible spoilers involving bosses, level designs and of course amazing plot developments!*
Oil Desert: Mostly inoffensive once again, i'm having trouble remembering much about it, Tails section was doable if clunky. I may as well just speed onto the boss and say screw him, died right at the end with the very specific final hit condition making the very slow and easy boss battle to be done once again, the worst part is I perished with the right idea, just that his feet were the wrong way round.
Sky Fortress: Act 1 sucks, end of discussion for me, so very boring even if they did try to mix things up with the idea, when the gimmick stage with he not so fun idea lasts longer than the actual platforming stages i'm not that pleased, same for bosses now I think about it.
Act 2 was much better, pretty sure I spouted "spring fortress zone" at some point on this stage leading me to summarize that there were even more springs than usual here.
Act 3 was one of the weakest so far, at times too automatic, at other times just kind of iffy really with odd design decisions.
Then we have the boss, hey lets make a boss using the crummy plane that forces you to the back of the screen as much as possible while you need to progress forward through random ass laser patterns but if you go too fast (homing attack spam of course) you may miss your chance to strike, clearly the designers knew something was up here otherwise it wouldn't be a ring fiesta but hey why fix it when you can just add rings? The final part with the head on showdown consists of such hilarity as being hit after you successfully strike the boss because the knockback whizzed you off into a sudden bird robot arrival or lazer beam, but it's okay because RINGS EVERYWHERE!
Death Egg mk2: Act 1 was challenging white park act 2 for hold right to win status, just with more screen flipping trickery. Metal Sonic was hilarious because I just pressed the win button of Tails assistance and rolled swiftly to the finish.
The final boss can suck it, it's just a mess for many reasons, Tails flight outright breaks it, you could go make a sandwich after each successful attack in the time it takes to regain control, the fact it takes so long, how about how much of a shambles it becomes for the final hit. A good concept made needlessly irritating.
Episode Metal: died once in splash hill of all places, where the hell did the bridge at the start go?!
Oh as for the rest of it it's like ep1, yup! and they don't even choose the acts with the slightly more tolerable music, boo!
For fun lets go back to my doubts about this game that left some folks here a bit bothered...
- We have a winner, bosses are poor, metal sonic isn't so bad but the rest I have zero desire to replay ever, drawn out indeed.
- Yes they do still suck, maybe not as bad as I thought they would but I almost feel like avoiding the special ring when it looms over me.
- there's numerous Crushing potential but not in the sense that they are everywhere and as cheap a trick as I feared, well except mad gear with metal sonic which is like crush central.
- Music is both better and worse at times, samples may be a bit better but still pretty poor. Spindashing and curling on slopes is still oddly detrimental to speed and the homing attack speed boost thing still messes with the flow a bit. But there are some improvements on the whole, problem is both Generations already tried their hand at this 2D stuff and in my opinion did it better so yeah no reward for trying ep2.
To wrap this up i'm going to say it's passable, stage design is still very much the land of springs and boosts, the main gripes from ep 1 are still present, bosses are a disaster but it might be a bit better than episode 1 on the whole. But after Colours and Generations I expect better.
So an Episode 3? i'd sooner they just wrap up sonic 4 here and move onto a clean slate with Sonic 5 and make that more like classic generations in gameplay.
Ep 2 is at its best for the first 3 zones and the main problems pop up in what follows them and the bosses, odds are if you've played episode 1 you know what to expect.
(yes this is a messy post, sorry)
*with incredible spoilers involving bosses, level designs and of course amazing plot developments!*
Oil Desert: Mostly inoffensive once again, i'm having trouble remembering much about it, Tails section was doable if clunky. I may as well just speed onto the boss and say screw him, died right at the end with the very specific final hit condition making the very slow and easy boss battle to be done once again, the worst part is I perished with the right idea, just that his feet were the wrong way round.
Sky Fortress: Act 1 sucks, end of discussion for me, so very boring even if they did try to mix things up with the idea, when the gimmick stage with he not so fun idea lasts longer than the actual platforming stages i'm not that pleased, same for bosses now I think about it.
Act 2 was much better, pretty sure I spouted "spring fortress zone" at some point on this stage leading me to summarize that there were even more springs than usual here.
Act 3 was one of the weakest so far, at times too automatic, at other times just kind of iffy really with odd design decisions.
Then we have the boss, hey lets make a boss using the crummy plane that forces you to the back of the screen as much as possible while you need to progress forward through random ass laser patterns but if you go too fast (homing attack spam of course) you may miss your chance to strike, clearly the designers knew something was up here otherwise it wouldn't be a ring fiesta but hey why fix it when you can just add rings? The final part with the head on showdown consists of such hilarity as being hit after you successfully strike the boss because the knockback whizzed you off into a sudden bird robot arrival or lazer beam, but it's okay because RINGS EVERYWHERE!
Death Egg mk2: Act 1 was challenging white park act 2 for hold right to win status, just with more screen flipping trickery. Metal Sonic was hilarious because I just pressed the win button of Tails assistance and rolled swiftly to the finish.
The final boss can suck it, it's just a mess for many reasons, Tails flight outright breaks it, you could go make a sandwich after each successful attack in the time it takes to regain control, the fact it takes so long, how about how much of a shambles it becomes for the final hit. A good concept made needlessly irritating.
Episode Metal: died once in splash hill of all places, where the hell did the bridge at the start go?!
Oh as for the rest of it it's like ep1, yup! and they don't even choose the acts with the slightly more tolerable music, boo!
For fun lets go back to my doubts about this game that left some folks here a bit bothered...
- Well they don't gobble lives that much, a higher chance of death, they are forced and there's nothing much to say about them, variety I guess but not of the good kind, Tails adds to the game in a way but what he adds isn't great.- Horrible forced Tails flying segments that will potentially gobble up your lives
- Drawn out boss battles that aren't fun
- Special stages that still suck (note: I've never really enjoyed any special stage in any sonic)
- Plenty of the worst kind of deaths, the dreaded Crush deaths.
- Most of the flaws from episode 1 still intact including the cat chorus of meowing music
- We have a winner, bosses are poor, metal sonic isn't so bad but the rest I have zero desire to replay ever, drawn out indeed.
- Yes they do still suck, maybe not as bad as I thought they would but I almost feel like avoiding the special ring when it looms over me.
- there's numerous Crushing potential but not in the sense that they are everywhere and as cheap a trick as I feared, well except mad gear with metal sonic which is like crush central.
- Music is both better and worse at times, samples may be a bit better but still pretty poor. Spindashing and curling on slopes is still oddly detrimental to speed and the homing attack speed boost thing still messes with the flow a bit. But there are some improvements on the whole, problem is both Generations already tried their hand at this 2D stuff and in my opinion did it better so yeah no reward for trying ep2.
To wrap this up i'm going to say it's passable, stage design is still very much the land of springs and boosts, the main gripes from ep 1 are still present, bosses are a disaster but it might be a bit better than episode 1 on the whole. But after Colours and Generations I expect better.
So an Episode 3? i'd sooner they just wrap up sonic 4 here and move onto a clean slate with Sonic 5 and make that more like classic generations in gameplay.
Ep 2 is at its best for the first 3 zones and the main problems pop up in what follows them and the bosses, odds are if you've played episode 1 you know what to expect.
(yes this is a messy post, sorry)