Azure Dream
Member
Erm, no. If you didn't have it figured out by the end of world 2, it's your fault.
Bull~shit! "Figuring it out" doesn't excuse shitty momentum, shitty air speed, and being incredibly slow at everything!
Also, pretty sure there's not an ice level by the end of World 2. Those controls are some Grade A bull. And I LOVE the ice levels in Mario Galaxy, which even does the same skating thing!
Use of the run button gives you substantial amounts of speed and control. The only criticism I have is that spindash is impractical for the majority of the game.
Bull~shit! At full run, Sonic still isn't that fast, and parkour can be slow as all hell! You don't naturally build up momentum like in other Sonic games, and the camera's not great at showing you what's ahead anyway.
What's sad is I previously posted an idea about holding a trigger to make Sonic "dig in" for faster running, parkour, etc. It's like my idea came to life! But in an awful way that makes me hate it now!
Don't get me wrong, overall I prefer colors, but the literal on rails levels in lost world felt more skillfull than the majority of colors, to say nothing of the rest of the game.
You mean those grinding levels where if you don't jump at exactly the right time, you forfeit a life, and they have bomb minecarts which instantly kill Sonic despite prior game logic?
EDIT: Now that I'm not on mobile, I will elaborate on more of the mechanics.
no plz
The multi-lockon system was a natural risk vs. reward system. Jumping high enough to get a lot of hits often leaves you vulnerable due to the momentum you had when you jumped (and inability to dodge outside of completing the attack), and getting the most hits out of a lockon means waiting until the last possible moment to execute, which could lead in failure if your timing isn't perfect, making you lose all your target progress.
The multi-lockon is an idea I like in theory. The biggest problem is that in addition to it being slow to both pick up targets and execute, it loses tracking the SECOND a target goes off-screen. That's kind of messed up, as Sonic goes flying toward it, then just gives up because your perspective lost it. It also sometimes picks up targets you don't expect. You're trying to kill a group of enemies, but it also grabs a spring off to the right you didn't expect. Oh, guess you're going that way now!
You do realize you don't have to start jumping before the lock-on works, right?
This ties in with the split jump functions, and the bounce. The former is probably among the top 3 reasons the game's learning curve is as steep as it is, as mentally programming the two different functions to buttons that serve the same primary action is a bit strange for most people. However, when perfected it gives substantial amounts of player control: the homing attack is your most important offensive component, so naturally it gets its own button, but a lot of the time you wish to ignore your lockon targets, as the double jump gives you substantial momentum if you are jumping into it with enough speed. This actually lets you skip a lot of troublesome sections rather naturally. The bounce essentially replaces the slam. Instead of grounding you completely (or having you slide when held on the ground), it instead gives you back height, and functions as an offensive attack against certain enemies. My biggest complaint about bounce would be that kick is also mapped to it. While kick is moderately useful if you don't want to do a multihit attack against a group of enemies, this one function isn't enough to justify it's existence in my opinion (it's also forced with a few enemies and bosses, but that's really bad mechanic forcing).
I don't think a lot of people even realize there's a "No Homing" jump button, I had to be pointed to it by Blaze Hedgehog. Kick and Bounce being on the same button is also incredibly awful, because it relies on the Homing system. I've dropped straight into pits because I tried to Kick something pretty much right in my face, but the Homing system still hadn't actually picked it up yet. That's fun.
Really odd how the Bounce is limited to 3. Not that I expect to keep getting height from it, but no reason to not allow the player to continue bouncing in place.
I was actually quite surprised how well parkour was implemented.
At this point you're straight up guzzling the Kool-Aid. Wall-running is sort of ok. Actually running up walls is a slow process with an annoying buzzsaw sound every god damn time. The "Wall Shift" you're so quick to discount as not mattering is actually utilized and implemented fine enough on the 3DS version, so that's a failing of the Wii U/PC version. There's tons of games that have done parkour better already, so Sonic being so slow and clunky at it is inexcusable.
Going all-in on Lost World's controls is like saying, "You know guys, Sonic 2006 really wasn't THAT bad..."
Hello guys .
Sonic Stadium and Sonic Paradox tweeted this article on Twitter and was considering making a thread on it: http://www.polygon.com/2016/2/8/10756318/sonic-the-hedgehog-great-rocky-history
It covers a lot about Sonic's past with SoA marketers, Christian Whitehead's comments about the series migration to 3D, BRB commenting on Sonic Boom U and even Iskuka hinting about the future of the series.
With how Gaf reacts to my past Sonic threads, was considering posting this but I don't know if its a good idea. If you guys think otherwise, will consider posting it . If not, at least I hope you all enjoy the article .
Quoting this for the new page.