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Sonic Lost World Announced

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There's nothing wrong with judging the game preemptively, whether positively or negatively. There's literally nothing else to go by, and not everyone is going to like what they see.

 

I personally think Desert Ruin looks ok, not really good but nothing bad either. Now maybe I'm wrong and there will be more to show later, but for the time being that's how I feel just like how people feel it looks interesting. The only stage taht really interests me is the Silent Jungle stage, and I'm curious to where will that go. 

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Desert Ruins so far I'm more interested in compared to Sandopolis. Sandopolis was too boring and slow for my taste. At least this one looks faster and more appealing to me.

 

EDIT: Did you mean to actually reply to this or what? Because otherwise this is just spam.

Edited by Nepenthe

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Looks like I've missed out a bit. Is the forest level officially called "Silent Forest"?

 

Yep.  That was revealed a little while back but to be honest it was just a written preview from somewhere so it would've been easy to miss.

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It does look like the controls have been tightened a bit, and Sonic looks much faster too. And oh my word, those levels look gorgeous graphically! You can really see the global illumination lighting kicking in with Silent Forest.

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^Nice! How were the controls though?

It does look like the controls have been tightened a bit, and Sonic looks much faster too. And oh my word, those levels look gorgeous graphically! You can really see the global illumination lighting kicking in with Silent Forest.

 

Interesting, which parts did you see that btw?

Edited by Narukami07

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Ok then.  So I just got back from SoS today.  I played both demo's of Lost World and while I don't see much issues with 3DS (probably because I'm use to the way I hold a 3DS) but in the Wii U version it has very tight controls.  I'm not talking Mega Man sort of tight.  I'm talking Sonic 06 tight.  I would be on the second speed and just a tap on the analog stick would send me on a 90' turn.  I know that this is a bad think but I don't know who I can tell to ask if they might be able to fix that.  judging by what I have played I will most likely be getting the 3DS version and it most certainly isn't a Wii U seller for me.

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^Nice! How were the controls though?

 

Very refined. Sonic turns quite sharply directionally and when running at max speed, he's not 'all over the place' so to say. Don't know if it was just me but the aiming for Cyan Laser gave more range than in Colours.

 

As I said above, Sonic doesn't stop at one enemy whilst homing attacking, he will attack the others without further input.

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Very refined. Sonic turns quite sharply directionally and when running at max speed, he's not 'all over the place' so to say. Don't know if it was just me but the aiming for Cyan Laser gave more range than in Colours.

 

As I said above, Sonic doesn't stop at one enemy whilst homing attacking, he will attack the others without further input.

Very interesting, Masterofnone seems to have a different perception on the Wii U versions controls though (not to say that your lying mind you!). So i wonder which one's impression is more grounded.

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Very interesting, Masterofnone seems to have a different perception on the Wii U versions controls though (not to say that your lying mind you!). So i wonder which one's impression is more grounded.

 

Yours (to you) when you get the chance to play it ;D

 

Controls for me personally are an interesting topic.  If I feel that overall the game is fun and has a lot to offer in terms of various other elements I can generally get past awkward controls schemes (I can't really get past 06's controls because the rest of the game is such shit that trying to get used to the controls feels so not worthwhile).  Kid Icarus Uprising remains to be my 2nd favourite (just below FE Awakening) despite it's awkward and at times uncomfortable controls because of its action packed, fast paced gameplay and plethora of content.  Unless the controls are flat out broken they usually don't bother me personally.   

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Controls for me personally are an interesting topic.  If I feel that overall the game is fun and has a lot to offer in terms of various other elements I can generally get past awkward controls schemes (I can't really get past 06's controls because the rest of the game is such shit that trying to get used to the controls feels so not worthwhile).  Kid Icarus Uprising remains to be my 2nd favourite (just below FE Awakening) despite it's awkward and at times uncomfortable controls because of its action packed, fast paced gameplay and plethora of content.  Unless the controls are flat out broken they usually don't bother me personally.   

 

Well. to me personally the rest is perfectly fine (keep in mind we were only aloud to play 1 level in the demo so I can't say anything for all of them).  The annoying part for me is that I really want to like the concept of this game.  But besides the announcement trailer which got me excited for it at first nothing is really appealing me towards this game.  So forgive me if I was too critical towards my views on this game.

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So they refined Sonic controls and speed since the first demo? Well I guess that's good, when I played it in SDCC he wasn't as precise as I wanted him to be.

 

As I said above, Sonic doesn't stop at one enemy whilst homing attacking, he will attack the others without further input.

 

If I remember correctly, he only does this when you target all enemies at once. If you don't do this you can pretty much use the homing attack like in previous games.

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Well. to me personally the rest is perfectly fine (keep in mind we were only aloud to play 1 level in the demo so I can't say anything for all of them).  The annoying part for me is that I really want to like the concept of this game.  But besides the announcement trailer which got me excited for it at first nothing is really appealing me towards this game.  So forgive me if I was too critical towards my views on this game.

 

Don't worry about it sir, my comment wasn't really targetted at anyone.  Was merely expressing how I feel.  Heck if anything your opinion on this game so far has more validity than mine simply because you've had the chance to at least play it.  I don't think you're being too critical and if you don't like the game don't try to force yourself to.

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Well. to me personally the rest is perfectly fine (keep in mind we were only aloud to play 1 level in the demo so I can't say anything for all of them).  The annoying part for me is that I really want to like the concept of this game.  But besides the announcement trailer which got me excited for it at first nothing is really appealing me towards this game.  So forgive me if I was too critical towards my views on this game.

 

Just a question, which level did you play?

 

Also if this controls as tight as Sonic 06 I would consider that a positive. Sonic's controls outside of the mach speed was 10x better than the ice skating we got in StH and to a lesser extent Heroes. Sonic 06 controlled like SA2 but with 3x the glitches and the stupid design choices. I would love it if Lost World was like that but faster.

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Eh... being too precise with controls would be a bad thing imo. It would be hard to get used to.

 

But dat trailer mang. Dat trailer. The only thing I can say to that, is BITCHIN'.  I'm really lovin this music! Sounds like a boss to me.

Now I really want a Wii U, because these levels look fantastic! I'm not the biggest fan of the art style, but hot damn does it look great here. Especially in Silent Forest.

 

Desert Ruins looks pretty cool too, but now I'm just a tad bit worried for the 3DS version. Did it change at all from the E3 build Master?

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So I played LW at SoS today, was amongst the first line of people who got to do so.

 

My impressions?

 

Very positive. The stage I played was Windy Hill. The Casino level and the dessert level was avaliable but as we got to choose one stage, Windy Hill was it.

 

This game is VERY unlike previous games. In practically every facet of design including controls. It was quite the surprise. Sonic's running speed without the trigger feels....whats the word for it? Bizarre. A world apart from Unleashed in terms of Sonic speed utilization. The parkour opened up so many opportunities for applying Sonic's manoverability to the terrain and it has so much incredible potential that Sonic Team just HAVE to monopolize on it throughout the rest of the game. The wooden windmill-esque part of the level design could be parkoured-upon and the platforms could be deftly dodged whilst doing so. It takes some getting used-to.

 

When I saw the visuals for myself there and then and playing them, I'm sold on them. Sure it doesn't have the level of sheer intricate detail like Gens and Unleashed but it doesn't need it IMO. The visual style just works very well and the frame rate was amazing.

 

The only Wisp I found in Windy Hill was the Cyan one. Still Colours-esque in how the game plays for you when you aim and shoot but there were dynamic camera angles when I shot Laser Form through prisms which was cool. I noted that the game momentarily pauses itself to show the bonus points for using Cyan Laser, don't think I recall seeing this in previous gameplay vids.

 

The homing attack doesn't stop at one enemy if there's more than one in range.

 

Awesomely, the game didn't make me feel nauseous which was a fear of mine. Not in the slightest. Was surprised at that.

 

Overall, it's a very different Sonic game to previous ones. As well-designed as Sonic's abilities are in tandem with game design it's intriguing and filled with potential. Sonic's controls are tight. I'm seriously looking forward to this game and how the level designs adapt to Sonic's clearly carefully thought-out abilities and controls.

Well I'm skeptical if I'll agree with all of this when I play the game but it's good to hear a positive impression.

 

I wonder if any SSMB'ers played any of the other stages?

Edited by Chaos Warp

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Well shit, that's one aspect of the series I'm gonna permanently dislike. Wisps were the only powerup-type things to ever be given a story and such, so they can't just appear randomly all the time IMO without losing their charm. I'll only like it if they have a REALLY GOOD story explanation for it, but knowing Sonic Team they probably won't. 

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As much as I like the Wisps....I was kinda hoping that they wouldn't be a permanent staple for the series. Hopefully in all the games they appear in, they are used well. But man, this kinda makes the Colors ending seem pretty useless.:/

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