#1
Posted 07 September 2011 - 04:50 AM
They are as follows
-Slide
-Stomp
-Wall Jump
-Spin Kick
-Box Kick
I would like the level designs of future Sonic games to make use of these moves interesting ways, beacuse as of now they only seem to have one particular use (Slidding under crevaces, stomping through glass/ice/etc, Box kicking enemies that are right in front of you).
In my opinon these moves can do so much more than there initial parameters, and it really has the oppurtunity to make the gameplay more varied and interesting.
#2
Posted 07 September 2011 - 05:12 AM
Also, I wouldn't really consider the wall jump new; we had something similar in Heroes.
#3
Posted 07 September 2011 - 05:21 AM
Also, I wouldn't really consider the wall jump new; we had something similar in Heroes.
Well that was vertical, the wall jump here is horizontal.
Speaking of Heroes, I would also like to see the blue tornado make a return in some form
#4
Posted 07 September 2011 - 06:30 AM
I think you mean Heroes was horizontal and Unleashed is vertical.
Well that was vertical, the wall jump here is horizontal.
Speaking of Heroes, I would also like to see the blue tornado make a return in some form
#5
Posted 07 September 2011 - 09:11 AM
#6
Posted 07 September 2011 - 10:53 AM
#7
Posted 07 September 2011 - 11:18 AM
Unleashed has a wall jump. In the HD version you have to get a mandatory upgrade in order to use it.Yeah, SaTH had the triangle jump as well (though I don't remember Unleashed having a wall jump.) I agree that stomp is very useful, as is drift (especially when paired with boost.)
- The slide (introduced in '06 as Marcello said) is so-so. I'd much rather just roll. Rolling is more versatile in that it allows you to pick up speed as well as attack and get under obstacles on the move.
- The stomp is an advanced version of the Jump Cancel from SA1- same thing, only much faster. It can stay, but the bounce is actually more fun. Should we actually need a failsafe in case we overshoot jumps? I never found it to be necessary prior to Unleashed.
- Wall jumping is fun, it just get very, very limited use in Unleashed style gameplay. If Sonic is going to take to the walls for speedy movement in 3D, he needs to be able to grab the edge (ala SA2, ShTH) and there needs to be plenty of opportunity to use it.
- Spin kick (also from '06). Really? Incredibly useless. On no occasion is it ever useful.
Edited by Blue Blood, 07 September 2011 - 12:11 PM.
#8
Posted 07 September 2011 - 11:24 AM
#9
Posted 07 September 2011 - 12:31 PM
Stomping is something that just makes sense, and I can't wait to see it used to smash through vertical sections of levels in the future. Moments like the ice walls in Cool Edge - Day shattering to pieces as Sonic leads with a sneaker (or indeed, the huge stacks of crates in Arid Sands - Day) were, and still are, fantastic for making an impact. Great sound, great feel and great visuals all combine to take Sonic's unstoppable speed beyond the "running forward a lot" variety.
#10
Posted 07 September 2011 - 07:51 PM
#11
Posted 07 September 2011 - 07:56 PM
S:I
#12
Posted 07 September 2011 - 08:50 PM
Whats a Box kick?Wasn't the box kick introduced in Colors?
S:I
#13
Posted 07 September 2011 - 08:58 PM
http://www.youtube.com/watch?v=HsKwNWYowwY&feature=player_detailpage#t=146sWhats a Box kick?
It's when he kicks a box.
Around 2:25
Edited by SockDrawer, 07 September 2011 - 09:01 PM.
#14
Posted 07 September 2011 - 09:08 PM
Ooooooooh... "BOX KICK" derphttp://www.youtube.com/watch?v=HsKwNWYowwY&feature=player_detailpage#t=146s
It's when he kicks a box.
Around 2:25
#15
Posted 07 September 2011 - 10:52 PM
Not really. The quickstep, is just a rapid way of moving yourself out of the way of an obstacle. It would be faster than turning with the analogue stick. Granted, its only really useful in Unleashed styled level design.I don't really like the quick step and drift anymore. I didn't have so much of a problem with them before, but then I realized that they basically eliminated standard stick movement.
The drift would suck, if it stayed like Colours or Unleashed. The Spindash-drift on the otherhand, is awesome. It actually does enable you to go through sharp corners without losing speed (something you shouldn't be able to do at speed with regular controls, if the physics work properly). It could do with being a bit sharper though; like allowing you to be able to do an effective u-turn, without stopping dead in your tracks.
Edited by Scar, 07 September 2011 - 10:53 PM.
#16
Posted 07 September 2011 - 11:57 PM
This is kind of what I mean. Why weave back and forth with the control stick when you can snap sideways with quick step? Why turn manually when the drift can make tighter turns at higher speeds?The quickstep, is just a rapid way of moving yourself out of the way of an obstacle. It would be faster than turning with the analogue stick.
[The spindash drift] actually does enable you to go through sharp corners without losing speed (something you shouldn't be able to do at speed with regular controls, if the physics work properly).
#17
Posted 07 September 2011 - 11:59 PM
#18
Posted 08 September 2011 - 05:38 AM
My absolute favorite out of all of those introduced is the stomp for the fact that it kills needless airtime, works as an attack, and is a neat way to prevent overshooting something. It's just so much fun to use in different ways. Also, I wouldn't really consider the wall jump new; we had something similar in Heroes.
This. I found it especially useful for getting to the bottom of the aquarium park water sections without wasting time.
#19
Posted 08 September 2011 - 05:42 AM
To retain momentum and steer yourself simultaneously..?This is kind of what I mean. Why weave back and forth with the control stick when you can snap sideways with quick step? Why turn manually when the drift can make tighter turns at higher speeds?
I think that's one of the reasons I like those moves so much (or moreso the drift, really), because they support gaining momentum and methods of keeping that speed without sacrificing control, or vice versa. Actually, I welcome any move as long as it supports the focus on momentum and carrying along speed. Because of that, I'd be perfectly a-ok with an Sadv2 style boost.
Edited by Azukara, 08 September 2011 - 05:58 AM.
#20
Posted 08 September 2011 - 04:17 PM
Why is this a bad thing, if you consider it to be bad?This is kind of what I mean. Why weave back and forth with the control stick when you can snap sideways with quick step? Why turn manually when the drift can make tighter turns at higher speeds?
Its not taking control away from the player. The side-step, maybe, but the spindash drift still requires you to turn. If you don't, you just continue forwards in ball-form. The SDD is useful when you've gotten going and you are trying to maintain your speed. You don't need it at low speeds.
It makes sense, and is an excellent move to have. Like I said, it isn't taking control away from you.
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