I was highly dissapointed by Sonic Heroes, everything about it was a clear downgrade from SA2, from the graphics, to the story, and the gameplay engine itself. Whoever decided that you should spam the B-button to grind was stupid.
I actually thought that the Speed formation had far worse controls than both Sonic Adventures, especially Sonic Adventure 2.
I would like Sonic Heroes a lot more if it simply had better controls. That's the game's fatal flaw, in my eyes.
I actually thought that the Speed formation had far worse controls than both Sonic Adventures, especially Sonic Adventure 2.
I would like Sonic Heroes a lot more if it simply had better controls. That's the game's fatal flaw, in my eyes.
Why can't Sonic Team just reuse and improve upon their past engines, and instead waste time and money making new ones that end up inferior to their past games?
Sonic 2006 would have been a heck of a lot better if they had just ported over the Sonic Adventure 2 gameplay engine; it was boggling seeing the snowboarding section of Sonic 2006 and how it was in every way worse than the excellent one from SA2. It didn't even work right!
Why can't Sonic Team just reuse and improve upon their past engines, and instead waste time and money making new ones that end up inferior to their past games?
Sonic 2006 would have been a heck of a lot better if they had just ported over the Sonic Adventure 2 gameplay engine; it was boggling seeing the snowboarding section of Sonic 2006 and how it was in every way worse than the excellent one from SA2. It didn't even work right!
Wow, I forgot about the snowboarding in 2006, that was awful.
I also liked the SA2 engine, but I was under the impression everyone hated it.
Honestly tapping B to grind is kind of silly, not sure why they decided to do that.
Really? I got stuck on walls and doors a lot in SA1 and there was some dodgy collision detection. SA2 cleaned that up quite a bit and I find Heroes to be about on the same level, just a tiny bit more precise. There also seem to be a lot fewer tiny platforms and narrow hallways, so you have a larger margin for error. I have only played part of Chaotix's story though.
Sa2 was the last 3d thing they got right until unleashed daytime.
Its like they completely forgot how weight worked for several games.
That said it kind of makes me not want to even bother buying certain games that I think are likely to reach the service at some point.
But man, it feels so sweet when stuff pops up that you barely managed to avoid buying before. I remember people predicting the 3 new games would be Sly 4, PS All-Stars and Twisted Metal, 2 of which I already own, thankfully Sony KNEW that I'd be disappointed and gave me stuff I haven't played.
lolBut enough about the Wii U version let's dig into the 3DS edition of Sonic Lost World for a bit. As we revealed last time, the approach for this game is to not just push Sonic's latest adventure into 2D form, but to fully embrace 3D levels as appropriate. As in the past, Sonic Team is turning to DIMPS for development of the title. Iizuka stressed to us that the 3DS version is "not a port from the Wii U version" but features "totally new level design to match the screen size and hardware so players can enjoy both versions with a fresh feeling."
Yeah. -_-
Music is great, though, although I'm still wondering whyis the Speed Up theme.Sonic Heroes
Wow, the level layout/fixed camera in Windy Hill is hella disorienting. Music is great, though, although I'm still wondering whyis the Speed Up theme.Sonic Heroes
The honeycomb level thing reminded me of Terminal Velocity and I smiled a lot to myself.
Yeah. -_-
Yeah... I wonder how that version's going to feel.
Well, there's certainly a difference between look and feel, and I kinda hope we get a demo for around E3/Sonic's birthday (lol no, probably not). That is wishful thinking on my part.Wierd, since I honestly think the 3DS version looks much better than the WiiU version.
I will say that hidden cannon with the fake bottomless pit is just bullshit. At least use a ring to indicate that there's a secret down here and not falling to your death like all the other bottomless pits. Play DKC2, you fucks!
When he ran up the tree, I got a little hype
I knew that I would not be alone with this thought, it's in this post somewhere.I will say that hidden cannon with the fake bottomless pit is just bullshit. At least use a ring to indicate that there's a secret down here and not falling to your death like all the other bottomless pits. Play DKC2, you fucks!
The flickies part in both versions worries me because I was never a fan of that in Sonic 3D Blast. It broke up the pacing entirely, sometimes making levels longer than they should be.Some thoughts on the various footage...
Wii U version
- Parkour system looks swell, pinging off walls, running up trees, hopefully this can be used creatively to create more elaborate shortcuts and such outside of the whole alternative route approach..
- Doube Jump sighted, alongside the wisps and the slower speed compared to say Generations this comes across more like a Colours follow up.
- All 3 stages shown are quite a bit different in execution, hopefully the lack of a singular focus doesn't mean that some types will be noticeably less fun to play than others.
- That shortcut in the sweet stage wasn't even hinted at by like one ring down the pit to indicate that throwing yourself down might herald a reward, this is some DKC1 shit and not superior secret placing DKC2, bad move.
- Not sure I like the idea of nabbing flickies from defeated enemies and such as they may be a bit of a pace breaker, red rings i'm always good for though.
- It looks fun but I can't help but feel like it's lacking that little extra something at the moment, still it's early stages being seen here, odds are Generations elaborate set pieces have spoilt me a bit. The actual Platforming should be up to snuff though and there's numerous alt routes shown and that matters more than the flash, I just hope they pull out some crazy platforming pieces later on.
3DS Version
- Flickies used to open certain pods in the stages.
There's, like, 1-2 good special stages in the entire series. D:They just need to bring back Special Stages now.
They just need to bring back Special Stages now.
IGN said:Despite the fact that development of Lost World began before Sonic Team even knew about Wii U, support for the system's more unique features doesn't just end with GamePad support. SEGA also has plans for Miiverse, which extend beyond the obvious, standard peer-to-peer discussion and game help.
They just need to bring back Special Stages now.
Phantom's right, we need to earn the fucking emeralds again. No more bullshit with Tails showing with them all shoved up his arse.
Also, Sonic CD and Sonic 3&Knuckles both have great special stages.
Sonic CD? But it makes me feel all dizzy.Also, Sonic CD and Sonic 3&Knuckles both have great special stages.
Yeah, looking at it now, there's finally some sense that you have some control over it vs feeling kinda... off.The double jump seems fine. There seems be more...forward momentum and air control when you do it. In Colors, half the time I can't even tell if I DID a double jump at all.
Sonic CD? But it makes me feel all dizzy.
You meant Sonic Triple Trouble, yeah?
Maybe 3D will give them a kick up the arse, maybe they can have redemption.Also, I'm always wary of a Dimps game. It's in my nature to be wary of a Dimps game. You guys know how much I loooooooooooove Dimps. -_-
Well we all know how I feel about 3D blast and its flickie collecting, keeping a wary eye on this whole addition.The flickie part in both versions worries me because I was never a fan of that in Sonic 3D Blast. It broke up the pacing entirely, sometimes making levels longer than they should be.
The double jump doesn't seem as momentum shifting as the Colours one but that might just be wishful thinking on my part.Double-jump... ehhhh... I hope it feels better than Colours'. Well, I hope they fixed that in general. Since they're using a parkour system, I hope that the mechanics are fixed with respect to double-jumping, and expanding upon moving in the environment with shortcuts in mind.
Regardless, even with the Honeycomb stage, it seems as though the game overall is slower-paced, and I get where Blaze, Arc Christelle, Village, and POTK are coming from since I feel a little wary too. I know Speed isn't completely Sonic's game, but I got a lot of thrill out of seeing that honeycomb stage more than anything else, myself. I like having a balanced between the two.
Stage variety seems to be high, but let's see where that'll take us.
See i've been saying this for ages.There's, like, 1-2 good special stages in the entire series. D:
Triple Trouble is a legit Sonic game, Coldman. >:|Sorry, I only play legit Sonic games
3DS footage, you say? Sonic not being able to stop on a dime because he lacks weight and momentum? Dimps? Hehe. I wonder how that one's going to feel, at least. It's one thing to looks really pretty and nice, but it's another to play through the darn thing. But hey, the level design seems a little better for Dimps, at least.The Wind Hill 3DS footage has me a bit concerned. I mean, look at this. He has trouble landing on a platform because Sonic keeps changing directions on a dime. It looks like friggin' Sonic 2K6!
Fortunately, the 3DS version actually looks fun, unlike 2K6, but what happened to Sonic's sense of weight and momentum?
Maybe 3D will give them a kick up the arse, maybe they can have redemption.