Sooooo shleepy.
qq more, are you still planning on getting a RetroN thingy at this point? I'm still curious about it, and I'll trust your judgement with respect to the accuracy of the console's sound and graphical prowess. I'm pretty excited for it. That controller looks like poop, though.
What do everything here think of Sonic: Lost World given the impressions and footage so far?
I already posted a few pages back with respect to what I think of it (ie: not much), and I have to agree with Blaze/Sega1991 and Pietepiet: it's underwhelming and slightly disappointing. I don't really like what I see with respect to control because Sonic just doesn't seem like he stops/turns well (sharp turns look awkward), some of the controls look awkward (especially the Wisp implementation on the gamepad since you have to use the touchscreen to select it; and for some reason it reminds me of Sonic Heroes at times), and the pacing of the platforming is rather slow... which could work, but it's not generally what I completely desire.
Given the staff in charge of this game (the Colours Directors), I'm not very surprised at all with the direction of the game, to be honest. I'll still play it because dang, I can't comment on something adequately without playing it. The short version is that I'm still interested, but I'm feeling cautious about it. Essentially, most of what I've thought, Blaze has said
here and the links contained within that post.
With that said, since AniHawk said he liked it a lot, I'll give a shot (uh, it's Sonic; of course I'll give it a shot). He's one of the people whose opinions I put some weight on with respect to platformers on GAF.
Oh man I had some good lines that day. I don't feel half so clever playing the PSX FFs because I haven't played them enough times to have every moment memorized the way I do the SNES ones.
But seriously, Krile is my least favorite character in the series. And that's including Snow, Genesis and Team NORA.
Why did you have to remind me that Genesis and Team NORA exist. Killing me here, Corvo.
Anyway, speaking of FF, Noi and I watched that Lightning Returns demo footage last night and it was... I don't even know what in the world that was. That area was essentially a one-way street. Lightning attacking on the field with R1 or whatever makes little sense to me since you have one of the face buttons available on the field and out of the menu to do it, and it just strikes me as a non-ergonomical way of control (because L/R controls are usually reserved for other things). There is absolutely
nothing that indicates that positional damage matters. All the player is doing is making pretty cuts here and there (no comboing it looks like), putting little magic effects onscreen when it's impractical to do so (and lordy they seem time consuming), and the darn thing looks like it's essentially Tales semi-auto battling but slow.
The flow of combat is just terrible now because there's only one character doing the work, and you're not consistently getting work done because you're waiting on ATB cools to adequately attack. You're not really chaining attacks well in terms of a better-flowing system anymore because it seems as though there's a small lag in terms of attack input. And even then you don't have a lot of things to work with because you have 12 commands at your disposal, four of which are currently available to you until you swap forms. So instead of having 6 roles available to you in combat, you have three theoretically customizable roles. The six roles supplied to you in FF13 allowed for more permutations and combinations teams than this because you were then supplied with three other people and more skills to go around (which allowed you to double-up on support or offensive skills). The three roles supplied to you here with only four skills to your disposal at a time just seems like a complete
waste.
It's a one-party member Final Fantasy XIII and it looks remarkably
boring. When the previous systems were built around synergy, that's what made the games' battle systems kind of "fun" to dissect. You had to plan your command selection around character animation times and recovery times (and even then you had to plan your selection around enemy animation times as well). Here, it doesn't even seem like you have to plan your attacks around enemy animation times/recovery. You can just say, "OK I'll slash at you" and you're not really cancelling coming blows or chaining anything well. Where's the strategy? What I see here is a streamlined version of FF13's combat which was
already a streamlined version of general ATB combat, and you lack 2+ members in combat who balance each other out and synergize well to deal enough damage and cancel opponents' attacks when they're in mid-animation while chaining attacks to stagger. And staggering seems like it's even less important here than it was in FF13-2 where you
barely had to stagger the opponent at all. Look at it! The player barely had to make an effort to stagger the enemy because in the end it seemed pointless...
and they still somehow got a 5-star ranking even though the other two games would've given you a 1-2-star rank for playing like garbage and not being efficient enough in defeating the enemy. What is this
nonsense?
OH, and that UI looks hideous. I know I said it looked awful in the initial trailer thread where we got to see the HUD. But that HUD looks
awful. Why is it taking up 25% of the screen? Why is it on
field? Why is on-field chat obscuring it when it's on the field? Why isn't on-field chat on the left-hand side of the screen while you're at it, HUD designers? It looks like a complete
mess. And the camera's wonky when she climbs and jumps. And it looks so devoid of colour it blows my mind with how gritty it wants to be.
It's like...
no. Don't settle for lower standards. It's absolutely silly that you're directing money to such a product as a consumer and the package just looks completely half-baked. Why are you allowing yourself to settle for less? All I see is an even more barebones version of FF13, and no sir, I do not like it.
*continues to rant and rave about how silly that dang game looks and how boring it looks*
I had to play with the Wiimote instead of the UPad, but on the plus side, I got Luigi. Came in second (how fitting <_<), bested by Toad, who was a real demon with the 3-block-wide 10-coin blocks (30-coin blocks?). Felt kinda unresponsive, though; that HDTV must've had epic amounts of input lag, because really early on it felt like Luigi was responding to somebody else's input instead of my own, making me double-guess whether or not I'd selected him like I'd thought I had. Still playable, of course, but felt kinda weird.
Huh. That's unexpected. Hope it was the TV because I'm not used to Mario games feeling like that at all.
Thanks for your detailed impressions, btw. Sounds like you had a good time outside of the shitty traffic.
Good point, pretending we could run entire companies from our living rooms is more of the scene as of late.
Hence why I haven't been posting in Gaming Side much; even in threads relevant to my interests. I'm just kinda tired of the atmosphere, and people have already posted stuff in certain threads that I probably would have said in a tome, so why bother. Like that FF15 gameplay analysis thread, for example. Most of the stuff in the OP are things I've already noted elsewhere, so it's a bit moot to post in the thread.
Only thread I've really posted in is the Giant Bomb thread and that's about it.