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ThatOddLiam

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About ThatOddLiam

  • Rank
    There's always a way to turn things around! To find the fun!
  • Birthday 06/24/1996

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  • Interests
    Animation, Video Games, Film Critique & Spreading Optimism!
  • Gender
    Male
  • Country
    Scotland
  • Location
    Glasgow

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  1. Props to Unleashed Wii for clearly dictating what is expected for an S rank from stage to stage.  Especially in the Werehog stages where, if you don't get the S rank on your first go, it's easy to tell what you need to do more of or less of next time around. 

    Having the medal system tied to ranks also created a nice feedback loop of getting good ranks to get more medals, which unlocks more gia gate rooms where you can get collectables and more missions.

    1. Blue Blood

      Blue Blood

      Totally disagree. Whilst it's nice that the game outlines how to get each rank, making it based solely on time and nothing else is pretty boring. And then tying ranks into the progression system is bollocks.

      "So you beat all the levels up to this point, eh? Oh but you didn't beat them will enough so you'll have to go and beat them them more to progress." 

      Rush Adventure had virtually the same problem. I'm not going to defend the mandatory hunting of Sun and Moon Medals in Unleashed HD to progress (especially in the daytime stages where they're so counter intuitive), but I'll take exploration over the demand that I "play better" any day of the week.

    2. ThatOddLiam

      ThatOddLiam

      To be fair, it never prevents progress for the main campaign and you can get a reasonable amount of the side missions before having to break a sweat on the likes of Eggmanland to get more medals with better ranks. 

      For the boost gameplay I prefer it being based on time since speed is prioritised over everything else anyway. The werehog has a three way split between time, rings, and Dark Gia force collected which suits that style more, although some sort of point system based on combos would've made sense too. 

       

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