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Recently played through SA1 for first time in almost a decade with all of the Dreamcast conversion stuff (which is a godsend, btw). At its best, the game is really only okay. I think "janky" would be the best way to describe my thoughts on it with a single word.
Despite this, I actually enjoyed the game a lot more than I was expecting to, and I feel like it carries this unintentional sense of charm that I don't see Sega ever managing to replicate (even SA2 lacks it, imo). Overall, the game was a decent experience, but it's not the type of Sonic game I'd like to see a modern sequel to (personally prefer Sonic games to be a bit more arcade-styled in structure). I would, however, like to see a legitimate return to Sonic's SA1 style of gameplay. He's pretty fun to mess around with in this game.
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Did anyone actually enjoy how the homing attack worked in Lost World?
What were they thinking? Were they thinking? Help.
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Each to their own, I guess. I found it very pace-breaking to have to constantly hang in the air so that I could lock on to a group of enemies. And whenever you didn't wait around to destroy them all at once, choosing to attack them individually would take up even more time.
It's such an odd change to a mechanic that (for the most part) already worked in the first place. I actually found it satisfying to use during the auto-run segments where the lock-on would occur automatically, why wasn't it implemented like that in the rest of the game?
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I'll be the one that yes, but like many a concept in LW it's execution was shakey and wasn't handle quite right. it's the same with the kick attack in the Wii U version.
The homing attack in LW worked like a glorified Light Speed attack chaining multiple enemies in succession. The problem was that it has a weird "stale time" with the charging aspect towards it. You would often find yourself halting a few brief moments against an enemy type that took more then one hit with it to which while I found this to be fine for boss battles, it was a pace breaker for the main levels when the game demanded you need to use it.
And like many variations of the HA it sent Sonic in an set upward arc rather then carrying any given inertia that Sonic had when hitting a target even while homing in to it. In "theory" i'd say you could make it work better by adding more "flexiblity" to it, allowing Sonic to cancel out the action of targeting enemy while still keeping control and gaining momentum with more succesive uses of it. Being able to seamlessly keep the flow up by controlling that variable would complement the given design behind it.
But that's just in theory, a̶ ̶g̶a̶m̶e̶ ̶t̶h̶e̶o̶r̶y̶ so I digress.
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I'm not a fan of it either although it's more for a different reason.
The homing attack already makes platforming in Sonic games trivially easy since you can just hit almost anything (enemies, monitors, springs, you name it) from a yard's distance just by spamming the attack button, and heavily automating the game (don't get me started on HA chains). Yet someone thought that's not easy enough and decided the move should now allow Sonic to eat through entire groups/rows of enemies. It even removes the one playful element you could do with it (chaining enemies) since by locking onto multiple enemies, it does that for you already.
Though really, I just can't stand the HA move at this point, especially so with how it helped overwrite 2D Sonic gameplay. Absolutely glad it was nowhere near Mania (Megamix is a perfect example of how even with proper classic Sonic physics/gameplay, the HA can completely change the game focus) but I still hope to see a 3D attempt with Sonic that completely kicks the move to the curb. Absolutely sick of the notion that it's somehow necessary to even make a 3D Sonic platforming game in the first place. Go play the first Adventure without using it, the game shockingly doesn't fall apart.
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My take is that the light speed attack-ish maneveur was neat, and I think making it so you have to aim a bit beforehand is a fair compromise considering it's pretty OP otherwise. Basically I would've gone a step further and made it harder to pull off, maybe have you need to charge it up like...well, again, the light speed attack. (I do agree the homing attack is slow when only targeting one enemy though, not sure why that was a thing.)
On the other hand, the "charge up the targets on a single enemy / boss just so you can deal damage at all" thing wasn't necessary at all.
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Blacklightning reacted to this
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I didn't like it much either if only just because of how automated it was, I always preferred pressing each HA in succession rather than just doing it once and then having the whole chain done for me. I will say I did like the kick attack as a secondary option to it though I feel like the execution was never there to make it work well in conjunction (among other things in the game).
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I had high hopes for it when I saw how the attack seemed to arc off of the enemy afterwards, almost as if it kept some form of momentum to it
At the end of the day it's just a massive tease that ticks me off though, tbh. Barely travels a foot forward in the first place...
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mayday2592 reacted to this
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At this point, I feel like if the only way we can get a Taxman port of S3&K is to include the pc collection compositions (or have new compositions altogether), then I'd take it. I can't imagine modding the game to include the original tracks would be very hard.
Of course that also means Sega would need to have plans of bringing Taxman's ports to pc, which to that I really have to wonder just what the hell they're waiting on.