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  1. It refers specifically to different difficulties playing in different modes though as opposed to different acts within a Zone. Could they just be confused because of the way the demo was structured?
  2. Whoa: "The perspective is forward facing and offers the greater parkour-centric experience out of all of the levels. The second difficulty is in a 2D perspective and players are treated to a fast paced side-scrolling platformed. The hardest level is a forward facing perspective and caters to players who want to flash around the levels as fast as possible. It isn't populated with nearly as many platforms as the easiest level, opening up the track to an uninterrupted fast game-flow." I don't see how this could be possible using the same levels... does this mean there's essentially three different levels for every act?
  3. This is what I'm concerned about. For the first level, it's okay that there wasn't alot of extra stuff, as long as they greatly increase it later on as you progress. But from the other levels they showed it just looked extremely linear without anything else to explore.
  4. I think you're right about the order. But still, the other levels they showed seemed really uninteresting in comparison to what you'd expect based on the first level.
  5. METAL GEAR SOLID V! Looks incredibly epic, can't wait to play it. Mirror's Edge 2 also looks fantastic. Also, super excited about Battlefront.
  6. Not a fan of the name, but totally stoked. I think enjoyed Xenoblade Chronicles more than Chrono Trigger, FF6, or any other JRPG I've ever played. Can't wait for the sequel
  7. That's really disappointing. I always really enjoyed the two tiered ending you could get. Even if you missed out on the emeralds you could still clear the game and have plenty of fun, but getting all the emeralds on one play through really have it an extra challenge and extended longevity. I always really liked how tense it could get if you were on the last possible zone to get your last emerald and you only had one shot left.
  8. The first level looks really nice for a first act, alternate pathways but not so much stuff to overwhelm the player. However, the other levels look alot worse. I would expect the levels to, in general, get bigger and more open with more gimmicks to interact with as the game went on when compared with the first level. But it looks like they're just completely linear with no freedom what so ever. I'm also concerned that nothing has been mentioned about special stages or chaos emeralds.
  9. Are they planning on releasing an official trailer / footage?
  10. I'm not sure I understand what you're getting at. Why would you have to stop? Couldn't it be designed fairly easily so that the player times his jump properly while running in order to hit the enemy and maintain momentum? I feel like this offers a range of possible outcomes in momentum as opposed to pushing A and then losing all your speed. It's just the loss of momentum based gameplay that bothers me. Homing attack feels very binary.
  11. Homing attack... I'm starting to think it will forever replace precision jumping at this point. Still, overall it look really fun - I like the less realistic areas, even if it looks somewhat bland compared to say, Generations.
  12. I'm more interested in the game structure to be honest. Is it actually going to be a game that is designed for a single playthrough? I miss tense moments at the end of S1 or 3 where you only had one more chance to get that last emerald, or where you only had 1 or 2 more lives an act or boss away from the completing the game. I also would really prefer big rings to red rings.
  13. I respect the production quality of the game, but the game didn't even hook me enough to get me to want to finish it in terms of gameplay. I don't know. The core game was just not enjoyable for me. The controls were a little slippery too. The graphics were really great at first glance, but the art style was really lacking I felt - however I haven't been to eggmanland yet, so I can't speak for that section. I got it around the same time as Sonic Colors and found the latter to be many times more enjoyable. (then again, colors was newer)
  14. Agreed. Alot of the boss fights have been bad because they're bad - not because you play as Super Sonic. There are alot of different ways they could use Super Sonic to create an interesting boss fight, I think. Still, I think it would be best reserved as an extra for collecting all the emeralds or something like that. Something that makes it feel truly epic rather than something that just happens along the normal course of clearing all the stages.
  15. I didn't like Sonic Colors Special Stages. It was permanently unlocked, so you could just retry as many times as you wanted, it didn't feel like a special opportunity you had to make sure you cashed in on in order to beat the game. I also didn't like the method of access... I think 140 out of 180 or something like that would have been more reasonable. I had to use a guide to find all the red rings. Or, they could have it accessible via giant ring in score screen after you S rank a level. I actually think that'd fit quite nicely.
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