Happy Halloween, everyone. :O
After a little more time with it last night, as I'm almost finished, I'm not... hm. I find Sonic Lost World to be incredibly average. It doesn't really soar to the heights that any of the Uncolourations games ever did, and it's primarily because I feel like the game struggles to maintain some sort of sense of identity. I mean, the strongest case the game had in terms of its own identity is in Windy Hill. That's where everything felt cohesive and a true realization of its concepts. Everything from parkour to the level design was pretty strong.
And then you keep going forward in the game to find:
- some rails/platforms that don't really register that you're on them, so when you do try to get on 'em, you fall through instead?
- asset reuse / asset recolours / level design repetition up the ass... signifying that the game was more than likely rushed
- some of Sonic's movement doesn't seem to be... consistent, I guess? Going forwards and backwards, he's faster. Going left and right on a tube, he's slower. It's strange. Blaze could probably talk about this better than I could, I guess.
- the movement on ice physics, as Blaze has told me, is somewhat reminiscent of Ice Cap's, but you didn't really see that much of it in SA1. He noticed that it restricts his homing attack in 3D (and you do need to pirouette to get rid of enemies, yes). Though that sort of slipperiness is something I associate with another platformer hero, so it feels a little uncomfortable in that I had to start playing it like that sort of game instead of a Sonic game, really.
- some of the gimmick levels like the "? Zone", the casino level, etc. somewhat feel unnecessary or have some odd mechanics in there. Like, I had to ask Bean how he did the "? Zone" one because both of us were stumped. He realized that continuously jumping to go down in height was the thing to do. And I thought that was odd because prior to that, you weren't made to implicitly realize that you had to do that in any level previous to that
- Wisp powers are definitely tacked on. They don't give you a bonus for your score, they don't see to do much for you in terms of anything else outside of getting through stuff quicker, but the control for some of them can hinder that. Drill controls more oddly here than in Colours to the point where I had to end up using the stylus to control it than the L-stick since it wasn't as fluid as Colours' Drill. So outside of Drill, I don't see the need for the other wisps at all. Why bother including them?
- The cutscenes feel tacked on simply because they feel segmented. They lack narrative cohesion too. It feels FF13-Chapter 11-like at times (ie: cutscenes for the sake of cutscenes).
- Levels are loooooooooong and they outstay their welcome. Either segment them up and make them extra acts or cut it shorter. Better checkpointing would be helpful.
- there are some other things, but this game is certainly not without its issues, no. It feels odd
Bean calls it "rushed and slapped together". I call it "not cohesive and messy".
I haven't game over'd as much as I've seen people talk about doing it in the OT. I don't think Bean has either, since we're both going through it except he's in different spots/pulling ahead of me. I don't really find the game as soul-crushingly hard as people are saying it is.
At the end of the day, I'm not sure what the game itself is intended for, or what it wants to
do. It seems to be a set of concepts that Sonic Team slapped together into a game, but it just lacks cohesion and even its own sense of identity. I can almost see the assets being reused simply because it's a string of concepts put together until they realized they were making a game and needed to add level tropes. You can see some sort of sense that they knew they were doing with some of the gimmick stages (ie: the casino stage and the dessert stage) because they related directly to the Deadly Six Member of the Current World (ie: dessert for Zomom and casino for Zeena since it matches their personalities a bit). But other than that, you don't have a lot of that sorta thing going on.
I'm struggling to figure out what the game overall is simply trying to do. I'm certain that when I do completely finish, I still won't know. It's odd that after three games of knowing exactly what roles those games served and what the design intents were for those games, Lost World just leaves me feeling puzzled.
No, I'm not finished the game yet. I will be tonight since I have a few more things to finish off, but I think I've seen enough to make my assertions.
Predictable.
Okay, now I want your Steam ID, so I can compare leaderboards.
Although I'm only on the one. First chapter, easiest difficulty, 75th out of whatever (albeit that was 24 hours ago).
I haven't even started yet because my internet was too slow last night.
I've decided to start downloading it at school since we have a faster connection here (and it's unlimited bandwidth). But my Steam ID is the same as my Twitter and NNID. I'll add it to my profile a little later.