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Sonic Lost World Announced

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Trailer thoughts:

 

: Barren desert with giant worms and motobugs on a giant cylinder, wonder what's in that temple ahead.

: 2D desert temple chase running up walls prince of persia style avoiding the giant worm.

: Very Busy forest stage with old enemies and a new attack from dragonfly plus clucker shooting you in a minecart

: crocodile chomping chaos on the rails.

: Overall a good trailer...

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My only real concern other whether that level of creativity is kept-up throughout the rest of the game and is utilized even more creatively and originally.

I too am hoping for this.

Shadow the Hedgehog had a pretty epic start in Westopolis I think, but it quickly lost appeal for me going further into the game. So I'm eagerly hoping this isn't a case of a layer of fudge on top of something less savory.

Fortunately, given the success of Colors and Generations though, I have high faith that even if they don't make use of the full potential (very likely given their record), it'll still be a grand experience.

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I am on a train.. this will be short.. will post more later.

 

 

Sonic lost world controll is totally alien to anyone who has played a sonic game before. e.g. How do you do the homing attack was a common question I and others had.

 

Homing attack = Metal Gear rising perfect paray kind of contol/actions.

 

 

game lookslovely, art style criticisms have no justification when game is moving.

 

 

controls have problems on the sonc06 style warp levels... camera issues. will explain later.

 

wisppower usage= a tsd tedius... thank you gamepad.

 

Very hard game to get into, cannot justpick up and play.

 

will divide opinions on release.

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Sounds like the opinion on difficulty was correct then.

Bueno! I disliked how easy Generations and Colors were versus Unleashed Day. Upping the difficulty is something I won't mind as a means to extend gameplay time.

Does the game use lives or did they ditch those? I know SEGA sometimes flipflops on whether they want lives or not (use of lives being another subtle way to extend gameplay time).

Edited by Ogilvie Maurice

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will divide opinions on release.

 

I too believe that this will be so as well. I fully expect this game to be very polarizing. From the revamped controls to the speed to the visual style, which has won me over at least. The game is so very unlike previous ones in so many areas that it WILL be a shock to those who play it. It certainly was for me.

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Sounds like the opinion on difficulty was correct then.Bueno! I disliked how easy Generations and Colors were versus Unleashed Day. Upping the difficulty is something I won't mind as a means to extend gameplay time.Does the game use lives or did they ditch those? I know SEGA sometimes flipflops on whether they want lives or not (use of lives being another subtle way to extend gameplay time).

There are lives, no I wasn't at the event, but you can see it in the hud and in previous footage from mtv someone got an extra life as well.

 

footage: 

 

2:35 for how to get extra lives, also notice 100 rings no longer reward a 1up. This game might actually be tough (on the wii u).

Edited by Sunic Man

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Rings are no longer an instant 1 up, huh?

I... actually think this might be a good idea. We will probably be closer to Unleashed levels of difficulty where lives don't come out like candy and you can certainly die easily if you're not careful. The key difference being whereas Unleashed had an issue of going too fast and thus making it near impossible to see obstacles unless you went at a snail's pace, the ability to freely switch between the varying speeds here will theoretically make the "too fast" problem moot; people will be able to play at their skill level.

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Getting lives and how you obtain lives often has very little effect on the actual difficulty of a game though.  If anything lives are a rather archaic concept that should be abolished from platformers altogether in my opinion.  Take a game like Rayman Origins for example.  That game didn't have lives, yet there are plenty of points in that game where it's genuinely difficult and challenging.

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Weren't lives acquired by ringing the bell? Or were those red rings nstead? 

Regardless, it adds to my hype a little that the game is purportedly difficult, although I'm not sure if that's mainly a control issue (e.g., we're not used to it), or a genuine design element.

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I too believe that this will be so as well. I fully expect this game to be very polarizing. From the revamped controls to the speed to the visual style, which has won me over at least. The game is so very unlike previous ones in so many areas that it WILL be a shock to those who play it. It certainly was for me.

It doesn't even look the polarizing from what I've seen in the control scheme, the only way i can see this game offending most people is if they grew way too attacked to the Colors/Generations gameplay that they would never want change.

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Getting lives and how you obtain lives often has very little effect on the actual difficulty of a game though.  If anything lives are a rather archaic concept that should be abolished from platformers altogether in my opinion.  Take a game like Rayman Origins for example.  That game didn't have lives, yet there are plenty of points in that game where it's genuinely difficult and challenging.

Oh they most certainly can add difficulty if it's a difficult stage; if you lose all your lives, you need to start over. It's irritating but it certainly does add gameplay time until you get the stage right eventually.

But yes overall it may come off as laziness on the dev team's part to develop actually challenging parts of the game. We've experimented with no lives in Black Knight and Secret Rings; I'd say it works fine enough. If an obscure game like Ty the Tasmanian Tiger can abolish lives, why not Sonic? Is the one up sound that iconic?

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Getting lives and how you obtain lives often has very little effect on the actual difficulty of a game though.  If anything lives are a rather archaic concept that should be abolished from platformers altogether in my opinion.  Take a game like Rayman Origins for example.  That game didn't have lives, yet there are plenty of points in that game where it's genuinely difficult and challenging.

True, but when you stock up enough lives and you're stuck at a certain part of the game, it may take a few tries to get past said point. A good example for me: 

 

Case in point: 

 

 

1:28 I actually died quite a bit here the first time I played this part .

 

1:55

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Question. Does this game have full 360 degree control? Because the more I look at footage, the more it looks like 8-way control.

 

Yeah, it's 360 as usual, unless my eyes were playing tricks on me. The first thing I did was run around in a circle to test how smooth the movement was.

Edited by Pawn

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So, people who have had a play, does the game have camera control like Unleashed, or none like Generations? Not a big matter, but I like camera control....

Edited by The Eleventh Doctor

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H

Yeah, it's 360 as usual, unless my eyes were playing tricks on me. The first thing I did was run around in a circle to test how smooth the movement was.

How does Sonic control in your opinion compared to Colors & Generations?

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So, people who have had a play, does the game have camera control like Unleashed, or none like Generations? Not a big matter, but I like camera control....

Hopefully there's none of those "auto-camera" moments that can kill you in sensitive moments like in Unleashed; I can't count the number of times I've fallen or almost fallen to my death as WereSonic crossing a ledge because the camera decides to "help" and change direction, changing which way Sonic moves - i.e. off the ledge, complete with the infamous death scream.

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Hopefully there's none of those "auto-camera" moments that can kill you in sensitive moments like in Unleashed; I can't count the number of times I've fallen or almost fallen to my death as WereSonic crossing a ledge because the camera decides to "help" and change direction, changing which way Sonic moves - i.e. off the ledge, complete with the infamous death scream.

Oh yeah... Those...

 

 

Thankfully, Lost World doesn't seem to have tight rope like paths, so hopefully those won't be a problem. Camera Control is much more beneficial when doing things like that, so if there is sections like those, hopefully the game has a controllable camera.

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H

How does Sonic control in your opinion compared to Colors & Generations?

 

The controls are essentially the opposite. A lot of people are going to find them jerky after those games, but hopefully it won't take them long to adjust. I didn't quite get a handle on the homing attack or the kick, but to be fair I barely used them since I spent most of the time trying out the parkour and bouncing on capsules. If you're asking which I prefer, then I'd say that I need to play more to really judge that.

 

So, people who have had a play, does the game have camera control like Unleashed, or none like Generations? Not a big matter, but I like camera control....

 

I don't think so, but I didn't touch the L or R buttons (I often forget they are there on the Wii U controller). When the guy attending the booths explained the controls, nothing about the camera was included.

Edited by Pawn

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So, people who have had a play, does the game have camera control like Unleashed, or none like Generations? Not a big matter, but I like camera control....

 

From What I remember.  The camera is mostly fix in the a semi birds eye/ 45' angle.  Personally I think it is fine because of the level design.

So I've heard that the homing attack is much differently activated then in other Sonic games. Can anyone fill me in on how it works?

 

It works exactly the same with the exceptions that you can target more then one enemy at a time.  You also have that homing kick which is press with the Y button.

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I played Lost World yesterday at SoS on both systems and I loved it. The Wii U version looked beautiful and played very well and had no problems what so ever, the new gameplay style is very good and hopefully it will satisfy others so that it sticks around.

 

3DS though? Eh, it was alright. It didn't seem very good, it was basically Rush without the boost and it seemed pretty boring, I did bother to finish a whole level but I don't think I'll be getting the 3DS version, even if Iizuka said that having both will give you special features...

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I played Lost World yesterday at SoS on both systems and I loved it. The Wii U version looked beautiful and played very well and had no problems what so ever, the new gameplay style is very good and hopefully it will satisfy others so that it sticks around.

 

3DS though? Eh, it was alright. It didn't seem very good, it was basically Rush without the boost and it seemed pretty boring, I did bother to finish a whole level but I don't think I'll be getting the 3DS version, even if Iizuka said that having both will give you special features...

How was controlling Sonic, along with the new control scheme in general?

(Pardon me if i keep asking the same questions, i'm just far too curious).

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