PhantomOfTheKnight
Member
Heroes and Shadow are already on EU PSN; they probably made that rule up before deciding whether out not to release them digitally in the US.
Heroes and Unleashed weren't appalling. Especially Unleashed. Good on them for apparently bringing back Unleashed.
I find that Sonic Heroes is an easy game to hate in retrospect because it's that point where the excesses born in SA1 and SA2 really started to get way out of control. Too many playable characters, too much content recycling, levels that go on way too long, etc.
But it's not an awful game, I guess. Viewed out of context of everything else, it's merely just kind of average.
i have no idea why going to the past is so difficult, or where most of those things i need to destroy are, or how to get to them if i have to backtrack.
well i just 'beat' sonic cd for the first time. boy that is one weird hybrid of a game. i kinda like the us tracks too.
i have no idea why going to the past is so difficult, or where most of those things i need to destroy are, or how to get to them if i have to backtrack.
Has to be, I mean surely super hard mode was just more enemies, more health bars and the most hellish robot carnival boss known to man.Super Hard Mode was actually pretty decent, but that might just be the Stockholm syndrome from having A-ranked everything talking.
I don't think you can, sometimes. I think there are a couple robot generators that once you pass them, you can't ever get back without just committing suicide and starting over. I could be wrong about that, but honestly the system is so obtuse that who even knows.
Sonic CD is a lot of cool ideas that weren't executed very well.
Then if you play it as a standard reach the exit Sonic game it's remarkably easy, albeit with good music, trippy visuals and an interesting take on bosses.
I find that Sonic Heroes is an easy game to hate in retrospect because it's that point where the excesses born in SA1 and SA2 really started to get way out of control. Too many playable characters, too much content recycling, levels that go on way too long, etc.
But it's not an awful game, I guess. Viewed out of context of everything else, it's merely just kind of average.
Has to be, I mean surely super hard mode was just more enemies, more health bars and the most hellish robot carnival boss known to man.
it was also weird as hell to see tails in there with the 'see you next game' text, knowing that back in the early 90s, that was a major spoiler since the internet wasn't a huge thing yet. i felt like i'd gone back in time.
Or at least it would've been if they'd beaten Sonic 2 out the door instead of being several months behind.
Sort of. There are more enemies and stronger enemies, but that means you level up faster, which in turn speeds the pacing right back up. They also cut a number of the original interactive objects in favor of light dash trails or straight up platforming, which works in concert with the extra armored enemies and spike balls to make you switch characters much more and generally be a more active participant in the game.
And there aren't any boss fights! Or tutorial dialogue. Or special stages. And it's just Team Sonic going through an amalgam of all the teams' stage content.
On reflection it's totally the best way to play the game.
The backtracking to find generators in CD was exactly what was wrong with the bullshit Special Rings in Sonic Advance 2.
- No indication where they are at all
- Finding them efficiently is grossly in favor of the fliers and climbers
- Backtracking requires suicide or resetting
These problems also found its way to the Sun Medals in Unleashed. You're going so fucking fast that keeping your eyes peeled for a small ass coin that zips by in an instant is an arduous task.
Collectables in a speed and momentum based platformer, bleh.
I guess I was boostin too much :/I never found the medals in Unleashed to be that bad because they were rarely placed like your example implies they were (and most of them that were, were usually placed in such a way that you are almost guaranteed to pick them up automatically).
Like maybe I just play too many videogames but all the medals were hidden in super obvious places where it's like...
Oh, the path forks here. The fork to the left has rings and enemies, but the fork to the right seems to be empty, but there's no such thing as empty dead ends in these videogames so I bet there's a medal or two out there
And sure enough, there would totally be something over there. As long as you kept your eyes peeled for really obvious "there's no other reason for this to exist except to hide a medal in it" places, you were usually good to go.
Sonic CD, definitely the Nocturnowl of Genesis Sonics
Am I really the only one who had no issues finding all of the generators in CD? They're pretty large objects, and the levels aren't usually large enough that spending a few minutes to locate them (something you can do in any time period, even if you can only break them in the Past) is that hard to do. Helps that they're often placed near the beginnings or ends of stages.The backtracking to find generators in CD was exactly what was wrong with the bullshit Special Rings in Sonic Advance 2.
- No indication where they are at all
- Finding them efficiently is grossly in favor of the fliers and climbers
- Backtracking requires suicide or resetting
These problems also found its way to the Sun Medals in Unleashed. You're going so fucking fast that keeping your eyes peeled for a small ass coin that zips by in an instant is an arduous task.
Collectables in a speed and momentum based platformer, bleh.
Yes it is! D:Now now, it's not that good of a game really.
Sort of. There are more enemies and stronger enemies, but that means you level up faster, which in turn speeds the pacing right back up. They also cut a number of the original interactive objects in favor of light dash trails or straight up platforming, which works in concert with the extra armored enemies and spike balls to make you switch characters much more and generally be a more active participant in the game.
And there aren't any boss fights! Or tutorial dialogue. Or special stages. And it's just Team Sonic going through an amalgam of all the teams' stage content.
On reflection it's totally the best way to play the game.
Am I really the only one who had no issues finding all of the generators in CD? They're pretty large objects, and the levels aren't usually large enough that spending a few minutes to locate them (something you can do in any time period, even if you can only break them in the Past) is that hard to do. Helps that they're often placed near the beginnings or ends of stages.
Of course, Sonic CD rewards the Good Ending for getting all of the Time Stones as well, so it's not typically required, but outside of Metallic Madness, I usually knew where all of the generators were and got my Good Endings that way.
Yes it is! D:
I find that Sonic Heroes is an easy game to hate in retrospect because it's that point where the excesses born in SA1 and SA2 really started to get way out of control. Too many playable characters, too much content recycling, levels that go on way too long, etc.
But it's not an awful game, I guess. Viewed out of context of everything else, it's merely just kind of average.
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Weird spam I got today at my work email.
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Having just finished Prof. Layton vs. Phoenix WrightI want to know why the Layton stories always have a fantastical explanation for all that happens that's even MORE absurd than the fantastical setting that the stories portray. It just...fucking boggles my mind, fucking unneeded and unnecessary, it ultimately ruins the story for me, such that I don't feel like replaying them.
I should've given my NDS Layton games for my brother to trade off when he left for the US =V
Weird spam I got today at my work email.
Of all the random Wikipedia-or-similar articles to mine spam text from...
That's part of the reason why I don't like Sonic Heroes at all. Never mind that everything looks like plastic and the music was a little underwhelming and it took a lot of the Adventure games that I just didn't like. Then again, you guys already know I don't care as much for the Adventure games as other folks.I think if you are just, like, playing the game it's not bad. Like decide to run through the game as one of the teams or something. But if you decide "Hey, I'm gonna play through with every single team and the true final boss" then it just sucks. You just go through the exact same stages, with the exact same bosses, with the only difference being the characters you are playing as, which ultimately doesn't matter too much because they still all end up playing the exact same. At least SA1 and 2 provided different stages and scenarios, and the different characters had varying degrees of play styles.
So yeah, if I decided to replay Heroes right now and went through it once I probably wouldn't mind. But going through it 4 times? Not worth the time.
Not really? As someone else said, it had a lot of good ideas, but flawed execution (Wacky Workbench, I'm looking at you. Maybe you too, Collision Chaos). It's a game that focused a lot on level exploration but tried to combine that with a timer, which doesn't work as well from the outset. As you said, the generators are placed at the beginning and ending of the stages, so it's not as bad. As a kid, I focused way more on looking around and collecting rings and beating up every enemy as opposed to running through the acts quickly, so I'd often come across the generators in the past and bust them up. That's honestly how I got the True Ending in the game.Am I really the only one who had no issues finding all of the generators in CD? They're pretty large objects, and the levels aren't usually large enough that spending a few minutes to locate them (something you can do in any time period, even if you can only break them in the Past) is that hard to do. Helps that they're often placed near the beginnings or ends of stages.
Of course, Sonic CD rewards the Good Ending for getting all of the Time Stones as well, so it's not typically required, but outside of Metallic Madness, I usually knew where all of the generators were and got my Good Endings that way.
Super Hexagon is really good regardless of platform, but I'd agree that the PC version feels better in retrospect.Super Hexagon is one of the few mobile games I enjoy. Though I hear it's better on PC with actual controls instead of touch screen.
Nah, they're not using it incorrectly. It could be a single black pixel on a white screen, if the image is rendered at a high enough resolution it's HD.Not HD enough =V
Also I can't help but feel various GAFfers are incorrectly using the term 'HD'. I mean heck I could use all them fancy filters to pretty up PSX games but I don't think I'd ever call them 'HD', which to me, is what is being done to the NDS games shown in that thread.
This made me smile more than it should, it takes me back.Special Stage 5-7 could go suck a lemon. Who put those UFOs there? Why? Is it just like the reasoning behind Eggman building Mad Gear?
Your Soul...Owl, your avatar is, like, staring into my soul...
Are you staring into my soul, Owl?
I'LL STARE BACK!