Wait, they're seriously called Focus Attacks? Well then...
*25 minutes later*
Freaking amazing.
Wait, they're seriously called Focus Attacks? Well then...
*25 minutes later*
All this "We'll likely never get another game like Uncolourations" talk makes me so sad...
I don't care how good the game is, no level should take 20+ minutes to beat. Fuck THAT noise.
All this "We'll likely never get another game like Uncolourations" talk makes me so sad...
Came in because of the "Focus Attack" image, getting sidetracked because of the "Uncolorations" discussion.
Is it weird of me to want both another game in that line and a more refined version of what Lost World was trying to do? I legitimately really like where they were headed, I just couldn't stand all the roadblocks they put in front of the good ideas in that game.
In a weird kind of way I kinda miss the days when Sonic was going in 2-3 directions at once, because now they actually have a few interesting directions they could go. I think the fact that people are asking not only for more Uncolorations, but specifically Unleashed 2, Colors 2, and Generations 2 would be worth looking into for a little bit longer.
Colors is explicitly my favorite of the boost games because of how they brought back verticality in level design (think of how many different ways there are around Planet Wisp Act 1 or Aquarium Park in general) and the ability to travel over most if not all surfaces to find new routes that didn't feel like "distractions" due to length or content along the way.
That's why I said the reactions in the gaming thread might be popcorn/facepalm-worthy.Whatever gets announced today, the reactions will probably be glorious.
I don't really think that's weird at all. I think some of the parkour stuff they were doing was kind of neat. Speed things up a little bit and that way people can play with finesse.Is it weird of me to want both another game in that line and a more refined version of what Lost World was trying to do? I legitimately really like where they were headed, I just couldn't stand all the roadblocks they put in front of the good ideas in that game.
I agree with that. Unleashed was the start of it, and I guess a lot of the more linear pathways for the game was more of an experiment of trying to extend some of Sonic's earlier movement patterns in Sonic 3&K (in terms of stomping (bubble), "slight boosting/homing attack" (fire), and double jump (electric shield)) into 3D in a more meaningful way for flow in a 3D stage. Momentum and speed management throughout the three games became modified enough for the player not to over-rely on it, but to also ration it (esp. in Colours).I disagree with the notion that boost gameplay is just corridors and no platforming. There is plenty of room for platforming which levels like sky sanctuary showed in generations. What's more, there were moments sprinkled throughout the game that hinted at setting challenges where you have to use just the right amount in order to manage your momentum over some obstacle. I'd like to see that idea expanded upon. Then you have things like action master where all of sonic's skillset is used to create interesting and fairly difficult challenges of precision and timing, which is of course the essence of platforming. It doesn't just have to be jumping to be platforming. That said, the speed of the levels means that the games are short because you pass by so many assets that take time to make in so little time. This has resulted in them being either too easy or the difficulty suddenly spikes (or is cheap like parts of planet wisp gens). All the more reason for mods, heh.
I'm getting it in the mail soon because I didn't realize it was getting localized despite hints being dropped, so I'll let you know when I play it soon after getting it.Schala, i recall you not liking Mind=0 right?
This is why I want Anth0ny to play Lost World.
I want an Anth0ny score.
It's getting hot in here, so take off all yo clothes
I am a hedgehog, I don't have no clothes on
And please, stop with this Lost World nonsense. THAT, is the POS. Not SATSR.
That's one of my favorite thing about Colors as well. I always cite Planet Wisp Act 4 as my favorite example of this. Getting all 5 Red Rings takes you through an alternate route through the level that you probably never would have thought to take otherwise.
I'm almost afraid of the thought, but I do wonder if a tightened-up LW control scheme/parkour system could lead to actually fun hub areas.
I still don't get how they could've screwed up by making parkour stiff and not fluid, it's like they entirely missed the point of the concept, hammered home further by this being Sonic of all characters slowly trudging up walls.
@NotLiquid: Level design hurting what they were trying to accomplish is a given, but certain basic mechanics could be better introduced & communicated (parkour and the game absolutely would have benefited from quick step) while others could be refined to a finer degree (parkour again - there's a stiffness to it currently that keeps it from being a well implemented idea; the spindash which could have worked like boosts in general versus requiring a momentary stop to rev n go; double jump height and momentum.)
Maybe, I was thinking of if they'd maybe had run and parkour on separate buttons but that would likely lead to some finger gymnastics and I was having enough trouble at the start of the game remembering the right positions for the three different aerial options (homing attack, double jump, divekick).As true as this is, the biggest culprit to me are his interactions on solid walls. Nothing like fucking something up because you jumped at a wall and got magnetized to it. Maybe a second press of the fast run button would have helped?
When it does work it is fun, which is probably why the shoddy implementation stings all the more.That was a pretty glaring oversight and finding out how to properly utilize things like the Spin Dash made the game infinitely more fun for me. Incidentally the 3DS version explained all of this and managed to feel a bit more easy to control than the Wii U version but of course the levels have to be even worse to make up for that improvement.
I have to say one of my favorite moments of Lost World is in the first act of Desert Ruins. Both vaulting off of ramps and running in that huge open desert area near the end somehow felt more satisfyingly fast than Generations ever did, if only because it felt like you were in control and it wasn't just set pieces.
additionally, I just found trying to get the angle right for some of the walls rather frustration. I think Silent Forest Act 3 and Lava Mountain Act 3 were also some of the bigger offenders of the Parkour flawed designs, namely the side climb and somehow (while running) winding up CLIMBING UP THE WALL.
Argh, this happened in both versions and I was like, why would you do that?As true as this is, the biggest culprit to me are his interactions on solid walls. Nothing like fucking something up because you jumped at a wall and got magnetized to it. Maybe a second press of the fast run button would have helped?
They are legitimate.I hate them, whether they're legit or not.
I dunno. I felt like the last 8 or so years were fine. Everyone in those days were moving towards 3D in a bit of an arms race, so of course they had to transition over.Because this needs to be repeated more: if Sega had released just more levels for Sonic 3 & K they would have done more good than all this crap we´ve gotten in the last 20 years.
It´s so simple, yet so hard for them to understand.
http://brbent.com/
So this game's outsourced to a complete new studio?
Well let's see what they can offer.
Funnily enough there was a thread on GAF where they talked about outsourcing the Sonic games.
BRB is composed of former Naughty Dog devs and apparently Sanzaru has a bit of a hand in this game too?
This might be good. Even if the models don't look the part and the game itself looks like a far cry from previous Sonic games, the environments were very Ratchet-like and I'm glad to see they're trying different playstyles again which actually look playable for once.
BRB is composed of former Naughty Dog devs and apparently Sanzaru has a bit of a hand in this game too?
This might be good. Even if the models don't look the part and the game itself looks like a far cry from previous Sonic games, the environments were very Ratchet-like and I'm glad to see they're trying different playstyles again which actually look playable for once.
I gotta say: I don't understand the hate over the redesigns (sans Knuckles).
blue arms is the new green eyesI gotta say: I don't understand the hate over the redesigns (sans Knuckles).