Sonic 4: Episode 2 Screens & Media Topic
#3101
Posted 22 April 2012 - 05:25 AM
#3102
Posted 22 April 2012 - 05:48 AM
Spoiler
#3103
Posted 22 April 2012 - 06:14 AM
#3104
Posted 22 April 2012 - 07:14 AM
Welp, it was pretty much what I predicted. It's pretty much an improved Episode I. Physics I've read are still quite similar to Epi I, with some things like the jump and rolling improved in some areas. Some of the bosses and the more difficult levels looked fun to play, and there was a few tracks that I liked, some badniks were cool, and the graphics indeed do look nice, but that was pretty much it. The graphics didn't seem a lot like a classic game (SFZ being my personal exception, and even then it reminded me of both the classics and the Advance games; not to mention that it was pretty much Epi. II's throwback zone), more like your average downloadable 2.5D (Sonic) game. I didn't see many HA chains (and there's even one that DIDN'T feature Bubbles for once! Yes, just one sadly), and the level design in some levels looked larger than Epi. II, but then Dimps evened that out for that by having the levels overly reliant on dash panels and springs. There's one area in ODZ Act 2 in which you run up a wall that had five dash panels lined up across it. The flying fuck? One or two dash panels would be tolerable, but five? And don't get me started on WPZ Act 2, that zone was pretty much the definition term of "hold right to win" with a few platforming bits thrown in. In terms of gameplay, I believe I can safely say that there's pretty much nothing that Episode II did that it pulled off better than the classic games.
I'm pretty sure most critics will eat it up because "it's 2D Sonic," and Sonic 4: Episode I fans, some 2D Sonic fans, and modern Sonic fans will love it. But I think I can safely say that there's nothing to see here for classic Sonic fans. Sonic 4 never even was supposed to be "Sonic 4," it was supposed to be another typical downloadable Dimps modern Sonic game. And it looks like as of Epi. II it's planning to stay that way. Epi. II being "a polished Epi. I" accurately sums up the game for me.
And I'm not buying any BS that "it's a beta, the final game will be different," nor Ken's claims that it's an early beta of the game. Aside from some bugs, some missing textures (which BTW I only saw in SCZ), and what could be some missing features, the game looks near-complete. Doesn't help that the final game will be out in a few weeks. And last but not least, people said the same thing about Epi. I's beta, and despite the delay, the final version of the game was almost no different from the beta.
#3105
Posted 22 April 2012 - 07:14 AM
#3106
Posted 22 April 2012 - 07:47 AM
Spoiler
#3107
Posted 22 April 2012 - 08:09 AM
#3108
Posted 22 April 2012 - 08:50 AM
#3109
Posted 22 April 2012 - 09:17 AM
About co-op...
Firstly, you don't need a second controller to play it - both players can play on one keyboard.
Secondly, the character which is falling behind is pushed by left border of the screen and if he gets above or below the screen he will become inactive and will float near active character (like in Sonic Colours) and the camera focuses on active character.
So, considering that Tails can fly and swim on his own...
... yes, you can complete the stage as Tails alone unless you have to do Rolling Combo.Can you play the co-op as Tails but ON YOUR OWN. In other words play co-op and play as Tails but have nobody in control of the other controller, or will the game stop you progressing because nobody is in control of Sonic?
EDIT: Ugh, I guess I'm late.
Edited by Nik1895, 22 April 2012 - 10:14 AM.
#3110
Posted 22 April 2012 - 09:18 AM
The special stages look rather easy.
Lol. They're not. Trust me.
#3111
Posted 22 April 2012 - 09:56 AM
#3112
Posted 22 April 2012 - 09:58 AM
#3113
Posted 22 April 2012 - 10:10 AM
The dash pannels launch you along a set path in the special stages. Sometimes they get you lots of rings, but there's more times when you have to choose the right pannel to get the most rings. Heck, in one stage is was best to just over to get all the 10-rings possible.Spoiler
The first one's easy, and the second one is very doable. After that they become quite difficult. And still, fuck the last one.The special stages look rather easy.
#3114
Posted 22 April 2012 - 10:17 AM
For the first hour I forgot you could retry in the special stage to avoid playing the level again. Considering each special stage lasts around 2 minutes tops, and that realisation came to me on special stage 6, that should give an idea of how brutal the last two are.
I'd estimate it took me at least 30 attempts to do number 7. It's a real "you have to learn the entire sequence off by heart" one.
By the way, you guys wanted momentum physics? The special stages have em. You can't get high up rings without picking up speed and swinging yourself up there by going off the opposite direction first. With an optional boost that you can use at any time with no penalty (you won't want to though) as well, the entire thing is actually surprisingly deep. Time attackers are gonna LOVE these things.
Oh, one more thing, I never commented on the rolling tag action. It's not really that overpowered. Most of the time I didn't think about using it, and any time you need to use a homing attack or change direction without use of gimmick that automatically sends you in the opposite direction, you have to break out of it, and you are constantly moving forward while you use it (Generations skateboard monitor style).
Edited by JezMM, 22 April 2012 - 10:20 AM.
#3115
Posted 22 April 2012 - 10:19 AM
#3116
Posted 22 April 2012 - 10:22 AM
I've caught up on all of the videos released over night so far and I actually quite like the look of most of the second half of the game. It definitely gives me more of a Sonic 4 vibe than the rest of the game.
#3117
Posted 22 April 2012 - 10:30 AM
#3118
Posted 22 April 2012 - 10:34 AM
#3119
Posted 22 April 2012 - 10:57 AM
#3120
Posted 22 April 2012 - 11:07 AM
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