Jump to content
Carbo

Sonic Lost World Announced

Recommended Posts

Can I just say, I wish the WHOLE game was like the first portion of the DLC? Not even remotely joking.

 

I loved Lost World, but honestly, the levels were way too linear. It's just going straight, and the "multiple pathways" only required you to go left to right. This DLC (the part where you're outside anyways) outright PROVES that the current control scheme works really damn well with open levels (kinda like SA1). There's actual multiple paths, albeit to a lesser extent I guess, but still, they're there! The place felt really open to me first time playing it, and it's just SO much better than every level in Lost World, and that's coming from someone who really loved this game.

Share this post


Link to post
Share on other sites

Can I just say, I wish the WHOLE game was like the first portion of the DLC? Not even remotely joking.

 

I loved Lost World, but honestly, the levels were way too linear. It's just going straight, and the "multiple pathways" only required you to go left to right. This DLC (the part where you're outside anyways) outright PROVES that the current control scheme works really damn well with open levels (kinda like SA1). There's actual multiple paths, albeit to a lesser extent I guess, but still, they're there! The place felt really open to me first time playing it, and it's just SO much better than every level in Lost World, and that's coming from someone who really loved this game.

 

Agreed. This was exactly what I said when I booted it up.

Share this post


Link to post
Share on other sites

I love the DLC. Link popping in everywhere really made it for me. Good fun it was, are people upset about some good free content?

 

Although canonically, it makes no sense. Skyward Sword Link on his loftwing in medieval Hyrule with OoT Gorons doesn't blend with the story well. I'm not seriously holding it against it, just observing.

 

Is there a dedicated topic for this?

Share this post


Link to post
Share on other sites

I love the DLC. Link popping in everywhere really made it for me. Good fun it was, are people upset about some good free content?

Although canonically, it makes no sense. Skyward Sword Link on his loftwing in medieval Hyrule with OoT Gorons doesn't blend with the story well. I'm not seriously holding it against it, just observing.

Is there a dedicated topic for this?

Its just a non-canon cameo, like when Link appeared in Soul Calibur II. Just a fun guest appearance is all.

Share this post


Link to post
Share on other sites

Well, I just played it. I agree with all of you in that the first half of this DLC is how the rest of Lost World should have been. I know that it was a short ride, but I had a blast just dicking around in Hyrule field doing nothing of importance. It was great. I really wish that the game had an overworld that was designed like this level where you can just run around at a decent speed using the game as a playground, hopefully Boom will fulfill that for us. It definitely would have made Lost World more bearable.

 

That being said, it's really lame that the level goes away after you beat it. Dammit SEGA, I don't want to get more points, I just want to run in Hyrule.

Share this post


Link to post
Share on other sites

Just got done playing the Zelda DLC.

 

It was actually really fun and super neat, but man does playing it in SLW's engine really make it a buzzkill. I just really dislike how this game controls and everything even though the concepts are great, seriously Spindashing and parkour in a Sonic game together, why is this the most conflicting thing on the planet urhufhufhudfhdufhudhghfjghfj ugh.

 

Love the homages at least! :V

Share this post


Link to post
Share on other sites

It was kind of fun, but these bits and pieces of DLC are so short that I almost wonder why they bothered? There's never enough to leave me feeling the least bit satisfied upon completion. The open section seems like it ought to be ripe for exploration, yet there's very little to do. You can't even run up any walls outside of one tiny path. I think that it would have been more beneficial if they'd just concentrated their efforts on one short, slightly meatier piece of DLC that capitalised on the strengths of the controls and parkour; rather than dividing their time amongst three.

 

Instead, this particular offering has made me want to see the back of these controls. Like Blue Blood and Azookara have already said, they suck a lot of the enjoyment out of the open section. I seriously hope the next game improves drastically in this area.

 

Still, I enjoyed seeing the various elements from the Zelda universe (even if I've not a big Zelda fan) and Sonic in a green tunic is super awesome. A possible costume for Smash 4, maybe?

Share this post


Link to post
Share on other sites

Interview about the DLC!

http://www.gonintendo.com/s/225285-sonic-lost-world-producer-explains-how-yoshi-zelda-dlc-came-to-be-why-no-mario-and-more

 

 
The following comments come from a 4Gamer interview with producer Takashi Iizuka...

“This time, Sonic Lost World is a title that only released on Nintendo hardware, which is an opportunity that I couldn’t believe, collaborating together. This time, the appearance is interesting, as combining Sonic into such a world is extremely foreign, and I wanted to aim at the unexpected.

There has been much mix and collaboration of Mario and Sonic in the “Mario & Sonic” series, and they have parts that resemble both games. There was also the idea that the combination of the two might not be that interesting to the audience.

In normal production, the hardest part is building up the base of the game. Stages can normally be changed simply by variations, but this time, it was shaped to be a different experience on each stage [of the DLC], which is why it took so long to complete. It’s easy for Yoshi to be in Sonic Lost World, but the music, sound, and soundtrack of “The Legend of Zelda” made the development all the more entertaining and fun. I now feel like I want to make more, rather than just simply one zone. (Laughs)"


Turns out each stage took about 3 months to develop, and Iizuka originally wanted to have these stages included in the retail release. The schedule got too busy, so the levels ended up as DLC.

Link

 

Share this post


Link to post
Share on other sites

I thought the Hyrule field part was really good. In fact, I would really like to see that kind of exploration in future Sonic games. Maybe a few open areas in the vein of Hyrule Field tied together by straightforward sections. You have the best of both worlds there.

Overall, I really like the stage, but Sonic's controls were just plain awkward. The jump is horrible, And I actually thought of something; the tube stages may use visual tricks to make you think that you are going faster. Reason I'm speculating this is because he seems slower in the Zelda stage than in the tube ones. He even seems faster in the tube section of the Zelda one.

There wasn't really much exploration to be honest, most, I'd like my exploration to lead to me to new parts of the level that take me to the goal ring rather than items. Because once you're done getting those extra rings or whatever you're then back on the main path. I'm not a fan of big open area's though, they can be really barren and empty. It's why I like games like Sonic Generations, no empty areas whatsoever, it's linear sure, but Sonic has always been a point A to B linear platformer.

Share this post


Link to post
Share on other sites

It's why I like games like Sonic Generations, no empty areas whatsoever, it's linear sure, but Sonic has always been a point A to B linear platformer.

 

s2-cpz-act2map.png

Sonic%20Advance%20-%2003%20-%20Casino%20

 

Nah, I don't think so. Also HOLY FUCK DIMPS  LOOK HOW FAR YOU HAVE FALLEN.

Share this post


Link to post
Share on other sites

Nah, I don't think so. Also HOLY FUCK DIMPS  LOOK HOW FAR YOU HAVE FALLEN.

Its still pretty point A to B really. The extra paths have always been more of a side dish kind of thing instead of something you absolutely had to go through to get to the goal.

Share this post


Link to post
Share on other sites

Its still pretty point A to B really. The extra paths have always been more of a side dish kind of thing instead of something you absolutely had to go through to get to the goal.

 

Alice Twilight said Sonic has always been a point A to point B linear platformer. The fact that the alternate/secret paths/rooms/etc. exist in both maps of level design from previous games (Sonic 2's Chemical Plant and Sonic Advance's Casino Paradise, respectively) disproves this notion.

Share this post


Link to post
Share on other sites

Alice Twilight said Sonic has always been a point A to point B linear platformer. The fact that the alternate/secret paths/rooms/etc. exist in both maps of level design from previous games (Sonic 2's Chemical Plant and Sonic Advance's Casino Paradise, respectively) disproves this notion.

You're still going from point A to B, Left to Right, there's not even multiple ways to get to the goal ring, those secret paths either just lead to a room with rings or a special stage, you've still got to get back on track to reach the goal ring.

Share this post


Link to post
Share on other sites

I don't mind linearity, as long as it's fun. But if you think about it, Sonic has always been point A to point B, with some branching paths that lead you to the goal anyway. It really the same principal with the modern boost games, just in a 3D field. Less so with Unleashed, but Generations had loads if branching paths.

As for what to keep from Lost World, I'd say Sonic's moveset. But I'd like to have the level design like in Generations. Ditch the run button though as it made Sonic too twitchy.

Share this post


Link to post
Share on other sites

You're still going from point A to B, Left to Right, there's not even multiple ways to get to the goal ring, those secret paths either just lead to a room with rings or a special stage, you've still got to get back on track to reach the goal ring.

Some still led to the goal ring but yeah thats basically what I was getting at.

Share this post


Link to post
Share on other sites

You're still going from point A to B, Left to Right, there's not even multiple ways to get to the goal ring, those secret paths either just lead to a room with rings or a special stage, you've still got to get back on track to reach the goal ring.

 

Yes, but that's not a linear platformer as you said in your original post. That was the point I was addressing and clarified in my follow-up post in response to MegasonicZX. A linear platformer is like standard Mario levels. One main path/direction, with the side paths one does receive are usually floating platforms layered on top of each other. When you said "linear platformer" I was sure you meant along the lines of this:

 

 

 

mario-1-1.gif

s1-mz-act1map.png

 

The two examples I listed eariler don't do this.

Share this post


Link to post
Share on other sites

So, I've been playing through Lost World on Wii U the past couple of days. I beat the story and am currently replaying levels to get red rings. And when I was playing through Tropical Coast Act 2, something... strange happened. I got to the part where you fight Master Zik and after driving him into the grinder (damn that sounds violent) and propelled on the juice, I clipped through the planet and the camera had a seizure. I don't know how it happened, but apparently I wasn't the only one who found this glitch. Heck, thanks to a member, I found out a similar glitch happens in Desert Ruins Act 4 and used to happen in Frozen Factory Act 3, though the latter is patched.

 

This isn't good. I have not experienced a glitch like this in any other Sonic game prior to this. Yes, even '06. Arguably the most broken game in the franchise. And honestly, if I'm not the only one who's bumped into this, why hasn't SEGA patched it yet? Or the one in Desert Ruins? This is going to impact my overall feelings on this game once I type out my review. I can only hope my experience doesn't get worse from here on out. I already have mixed opinions on the game, and I don't want to end up hating it. I really don't.

 

Anyway I managed to capture footage of the glitch. 5 seconds of it though, the flashing was pretty intense and even had my eyes sore. And I usually have no reaction to flashing colours or lights in video games. So I'll just warn people that are even the slightest sensitive to seizures to not watch the video. I've only captured it to show the strange glitch. And here it is: https://www.dropbox.com/s/fepgk04ch1gmk9h/DSCF2401.AVI

Share this post


Link to post
Share on other sites

Precisely. I think someone mentioned that the gravity manipulation coding that's already in Gens doesn't work on Lost World's levels. Just look at what happened when someone tried playing 3DS!Windy Hill.

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.