ViewtifulJC
Banned
I always feel bad for those Unleashed team who create all those great lookin' art assets, that players will speed by in a blur and the whole stage is over in less than five minutes.
S...so basically, what you're trying to tell us is that the Werehog stages takes up really 90% or more of the game?On top of that feat, that one stage was probably longer than all the daytime stages you'll play combined.
Get out Get out
S...so basically, what you're trying to tell us is that the Werehog stages takes up really 90% or more of the game?
All those people who said "half of the game is good" were lying. For every 5 minute Sonic stage there's a 25-30 minute Werehog stage. So like 15-20% of the game is good.
You guys are right though, the music is pretty nice. I wish I could hear it over the battle theme. Actually, no, I don't, because the stage music playing means I'm doing pointless platforming, box-pushing, switch-pressing and tightrope-walking instead of beating up stuff.
Halfway through the year and i've yet to come across a soundtrack I really rate from any game i've played so far, there's been some pretty good ones but nothing that has really grabbed me.
Then again the rest of the year still has Rayman, Ace Attorney and some guy called Dave Wise or something who I hear is supposed to be pretty good so maybe i'll get deluged by awesome music later on.
Oh yeah and Sonic, woah, almost forgot that one in the thread about the series no less.
Question is Meccanical is Suikoden 2 also darker and edgier?
What is up with video games and "darker, edgier" sequels?
Jak 2
Prince of Pesia Warrior Withing
Dragon Age 2
and so on.
Stop that shit video games.
Oh I played it, I liked its music, I just didn't love it. So in that sens perhaps you're right, maybe I didn't understand.Clearly you didn't play Metal Gear Rising and understand the Rules of Nature.
And Bioshock Infinite had some great music in there! Including some old-timey remixes of modern songs. A lot of them work best in the context of the game however, like that great Songbird escape song, that's straight up Johnny Greenwood with some Terminator mixed in.
I have a hunch this was probably the right way to go about things.So far it seems to be in the "bigger and better" category as opposed to "darker and edgier".
I'm looking forward to Ace Attorney 5's soundtrack myself. If it's anything like AA3's soundtrack (And well, considering the composer...), there's bound to be a variety of great stuff in there.
But it does. After playing it for a while, it's pretty easy to find routes for the time travel. Of course, I had to watch one of Bean's videos to learn how to do one stage's path, but in some cases, the levels do facilitate having you explore around and backtrack in order to find areas where it's perfectly fine to time travel into. Not to mention some of the stuff in the levels end up facilitating the player to explore more (ex: alternate exit in Collision Chaos, the Metal Sonic holograms, the time machines, etc). The design facilitates making the player themselves learn and understand how the levels work, and how the physics in a Sonic game is supposed to work. Do you have enough speed to travel through time? Will you be able to peel-out on top of a hill and then jump appropriately to reach something on a platform you couldnt get to before? Do you understand the momentum springs give you in order to facilitate time travel? I kinda like that design because it teaches the player to learn themselves rather than being completely straightforward. Honestly, when it comes to exploration, the title I can appropriately compare it to in that regard is Sonic Unleashed, and I feel like CD did it better (and I like Unleashed a lot, so that says something). I do wish that the game gave you apt reasons to travel forward in time vs. constantly going back to the past.So based off sonic cd vs. 3&K thread:
How would you guys envision Sonic CD's stages being like, to better accomidate for the exploration and time travel elements?
I'm sorry Fire Emblem, I'mma let you finish, but MARIO AND LUIGI DREAM TEAM HAD THE BEST 3DS RPG BATTLE THEME OF ALL TIME
OF ALL TIME
/YokoShimomuraDaBest
Because darker and edgier = instant improvement!!!!!!!!!!!! I hope Sonic Lost World will have a sequel where Sonic starts swearin' and avenges Tails who was brutally murdered by fox-eating Motobugs.
That is stupid and not humorous =/
And start the sidequest that Noi felt insulted by.
What is up with video games and "darker, edgier" sequels?
Jak 2
Prince of Pesia Warrior Withing
Dragon Age 2
and so on.
Stop that shit video games.
Also, I just finished Suikoden I on emulator and just started Suikoden II.
Wow look at all this animation. And the environments have depth now. It's so fancy.
I… kinda like that design because it teaches the player to learn themselves rather than being completely straightforward. Honestly, when it comes to exploration, the title I can appropriately compare it to in that regard is Sonic Unleashed, and I feel like CD did it better (and I like Unleashed a lot, so that says something). I do wish that the game gave you apt reasons to travel forward in time vs. constantly going back to the past.
I dunno. I like Sonic CD. It's great. Like Sciz said probably years ago, Sonic CD just seems to be built on top of Spring Yard Zone's general qualities with respect to the level design. Sonic 2/3&K are built based on Green Hill Zone's level design and mechanics. I genuinely like Spring Yard, so it's probably not a surprise that I like Sonic CD at all.
Forget that battle music. What I want to know is if the final boss music will top Bowser's Inside Story's last boss music.I'm sorry Fire Emblem, I'mma let you finish, but MARIO AND LUIGI DREAM TEAM HAD THE BEST 3DS RPG BATTLE THEME OF ALL TIME
OF ALL TIME
/YokoShimomuraDaBest
This is true. When you're in the past, you generally want to stay there because there aren't a lot of enemies to contend with after you hit the generator. Adding some sort of incentive or even putting the Metal Sonic holograms in the future and having the holograms actually do something would be nice. It's a shame, because sometimes I feel like the future levels are just wasted.That was something that nagged at me when I played Sonic CD. The time travel is a neat idea, but it never seemed like there was a good reason to go forward in time, aside from altering the level design somewhat. Heading to the future was more detrimental than anything, and once you get to the past you typically wanted to avoid heading back to the present.
It stuck with me because you made such a good point when you said it, iirc. But I have a tendency to remember things like that for some reason, haha.You remember my off-the-cuff rambling about design theory better than I do.
Not yet. I've only got two paragraphs done. And I'm probably going to nix one or two of them.Warning, incoming tome.
Anyway, I found the game to be great! This a case where the demo hurt the game and kept me away from it.
It seems pretty bad when neither GHZ act lives up to the complexity of the original from twenty years prior, unfortunately.
It isn't you; the final boss is an audio and visual mess. Badly designed; the 3DS version's final boss was designed much better, surprisingly.I still think it was a good effort. But playing the original Sonic did show they still had some for improvement. Speaking of, the final boss in that game was so bull. Maybe I was doing something wrong, but if it weren't for the infinite continues I would have given up on it.
It isn't you; the final boss is an audio and visual mess. Badly designed; the 3DS version's final boss was designed much better, surprisingly.
I am so confused, why does the 3DS version of Lost World have online but the Wii U one doesn't... you'd think it would be the other way around.