Crisis City
#21
Posted 23 December 2011 - 03:33 AM
#22
Posted 23 December 2011 - 03:34 AM
Well the 06 ones while crappy were not just sight gazing. You actually had to move from rail to rails so I'd assume it be somewhat engaging in generations.I find it really hard to mourn over the loss of a grind rail section when you essentially stare at the screen for ten seconds.
#23
Posted 23 December 2011 - 03:35 AM
Mybe, but it went on for far too long that I simply don't see why people miss it. At least RR in both SU and SG had the grace to shorten their flashy grinding section.Well, it did look cool. I guess.
#24
Posted 23 December 2011 - 05:29 AM
#25
Posted 23 December 2011 - 06:36 AM
City Escape happens to be my least favorite stage for both Sonics. It was bland and uninteresting compared to every other level in the game, and it really should have gotten a visual re hauling like Speed Highway or Green Hill. It looked like a straight up HD version of the original. My favorites are Speed Highway Classic and Seaside Hill Modern.I have to say my favorite is City Escape. That's just my SA2 fandom kicking in though.
Edited by Wearied Snowflakes, 23 December 2011 - 12:08 PM.
#26
Posted 23 December 2011 - 09:54 AM
It's got a lot of pit deaths still, but a) that's representative and b)there's actually nothing wrong with having a "pit death level" in the game, since its more a unique feature... it's only a problem when EVERY level has that, which Generations really avoids.
#27
Posted 23 December 2011 - 10:03 AM
#28
Posted 23 December 2011 - 10:53 AM
One thing that does bug me though, there's a checkpoint really early on. Is that so you don't have to do the dick move at the start again, or is that a case of things earlier on being missed out (possible boarding?). It's very reimagined, but it nailed the aesthetics and tension of the level.
Also, while it is a linear level, there are opportunities for shortcuts, but not shortcuts as in different paths, but different timings of using the boost/jump dash or whatever, which for me adds replay value up the ass. I didn't mind the pits so much as they're rarely that cheap, you've just gotta be careful. Despite the lack of slopes, I think this level flows so well, especially once you start doing more of the time savers. It literally throws you from one tricky platforming section to the next, separated sometimes by a few second cinematic event, such as the loop, or the glass shattering, or the springs in the 2D bit. It could have had less 2D, but at least being within the building husk it seemed fitting, and I did like the stomping lava platform mechanic, and how they affect your jumps. It doesn't have as much spectacle as the original, but it has better gameplay.
Oh yeah, and it's fun as hell to try and speed run. It tests your abilities to the max, as that's how you get the shortcuts and low times, not taking a different route like in say Speed Highway.
Classic's Crisis City is pretty decent, but apart from the tornado section I don't think there's much it does that other levels don't do better. Modern Crisis City is probably one of my favourite levels in the entire SERIES, and I'm not sure I can justify that without going DAT VIOLIN.
Oh yeah I'm surprised to not be the first person in this thread lamenting that City Escape felt kind of bland. Considering how iconic it is, it's a shame, I'd be most eager to replace that level. Crisis City WAS 06 though, through and through.
Edited by White Acrimbopolis, 23 December 2011 - 11:17 AM.
#29
Posted 23 December 2011 - 10:51 PM
Something that makes me wish the story was better... I always imagined a slight jab at the game that would kill me right before starting up the stage. Like-
Tails: This place doesn't look familiar to me at all... Do you remember it, Sonic?
Sonic: I think I'd remember if I was in something this bad!
And yeah, I feel like City Escape could have been replaced by a space level, since that was another thing iconic since SA2. (It, along with S3&K, were the games that really cemented being in space as a key level trope for the series whenever they needed rising tension.) But then Shadow's battle wouldn't be unique (kind of wish Silver had been in some place like Kingdom Valley), and there were too many grind rails to make a good Classic Level. Unless they went with Cosmic Wall.
But I digress-- Crisis City is probably one of the most iconic levels in the game, and definitely the most unique, along with Chemical Plant.
#30
Posted 23 December 2011 - 10:58 PM
>Ruined forever
#31
Posted 24 December 2011 - 12:12 AM
Actually in generations grind rails really were not that important to progress so I would have liked optional ones.And i'd assume they would not be as long as in 06. Also a bit of switching rails would be cool. It's just it felt like the odd one out considering EVERY other level had them.I'm happy with the exclusion of the rail and boarding sections myself. Grind rails are overused in the series as it is, so it's a nice change of pace to see them used a little more sparingly. The boarding section would feel pretty redundant after City Escape. Not to mention that it was so awful in the original Crisis City that I would think it was best left forgotten.
And so what's so bad about more than one skateboard area that's not City escape.? People want ice cap as dlc and with that a boarding section.
Also I'm leaning more towards Crisis city was going to have the half-pipe street board section Because of the hub. I mean everything all the other stages show on their hubs are in the actual levels. Everything except Crisis city which doesn't have the half-pipe. I mean if we get a half-pipe but no rails i'm fine since i find that a more memorable section. And SONIC actually played that area.
Edited by The Boostin Reinhog, 24 December 2011 - 12:27 AM.
#32
Posted 24 December 2011 - 02:45 AM
Me: WHAT THE FFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUU-
Lol sorry, it's just that came to mind when I saw this topic.
#33
Posted 24 December 2011 - 05:20 AM
Blaze: "I never thought I'd find myself in Crisis City again...this world is full of surprises!"
Me: WHAT THE FFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUU-
Lol sorry, it's just that came to mind when I saw this topic.
THAT LINE. I'm sorry, but everything Blaze said was just an awesome chunk of canonical goodness that just felt good, ESPECIALLY if you were a Sonic Rush fan who was afraid of it getting booted out of canon like a lot of handheld games do. I really love "You got a Red Star Ring! We have something like that in my world, too."
But after all that, that Crisis City line is like a smack in the face.
#34
Posted 24 December 2011 - 05:46 AM
Edited by SilverTheHedgehog, 24 December 2011 - 05:52 AM.
#35
Posted 24 December 2011 - 05:50 AM
She also gets paired with him in mario and sonic at the winter olympics ds.Honestly anything related to Silver's , Blaze's and Eggman Nigga's origins just give me a headache...and actually I like her 06 story more, but she didn't interact with characters other than Silver...and she randomly disappeared during Silver's story at times...you never knew a thing about a her in the final episode either...so I guess that's a reason people prefer her Rush character more. But she KEEPS getting paired with Silver in every game they both appear in, those being Colors DS and SG...
#36
Posted 24 December 2011 - 05:55 AM
#37
Posted 24 December 2011 - 05:56 AM
#38
Posted 24 December 2011 - 06:15 AM
Edited by Holly Jolly Havoc, 24 December 2011 - 08:16 PM.
#39
Posted 03 January 2012 - 02:19 AM
#40
Posted 03 January 2012 - 10:35 AM
It was really REALLY skimpy on the 3D. Too much linear/forward bits that hovers over death pits and not enough open spaces. After coming off a level like Seaside Hill, everything gets super linear. Things fall apart after the first loop. The 2D sections are really dull blocked 2D platforming rather than more interesting and curvy Rush design. And the lava gimmick was dumb after the first section of it. It definitely needed the board segment to some degree, and more open highway or side of building paths similar to the duel highway splits and tubes you see in the level select, concept art, and in game in 2006. A more chemical plant highway tube vibe would have done wonders for it.
It does have some of the best music though. I'll give it that.
Edited by Tiller, 03 January 2012 - 10:37 AM.
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