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'Sonic Lost World DS discussion "3DS, 2DS, ONE DS! Thunder Wisps are go!' Title credits to Hogfather


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Damn sad to hear you didn't enjoy your experience Noctis, especially since you don't have the Wii U one as an alternative.  I'll respond to some stuff you didn't "get" though.

 

Actually i do. It should arrive in a few days.

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Actually i do. It should arrive in a few days.

Do me a fav & get all the red star rings for Desert Ruins & then see what the bonus stage looks like

Well someone at least get all the red star rings in Desert Ruins & see what Zone 4 or the extra zone looks like, im dying to know if its the Honeycomb or Candy Zone

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Pretty much every zone has a system of:

 

Act 1 - Parkour city with tons of non-parkour routes and optional Wisps.

 

Act 2 - Heavy wisp usage or a unique, slower-paced exploration puzzley level.

 

Act 3 - 2D level with speed/flow very similar to Sonic 4 Episode 2, but of course with all the parkour elements intact and with good usage made of them.

 

 

This pattern varies and fluctuates in terms of the intensity of themes, and they don't always come in this order on each zone, but I can totally see it being a love or hate deal for people who just wanted every stage to be Act 1 style.

 

 

I just remember a criticism I thought of the other day - I wish there was an option for the game to automatically switch to 2D visuals whenever the gyro is in use.  The gyro tutorial mentions how it's best to turn off 3D a lot so it would be nice to not have to manually toggle it every time.

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Pretty much every zone has a system of:

 

Act 1 - Parkour city with tons of non-parkour routes and optional Wisps.

 

Act 2 - Heavy wisp usage or a unique, slower-paced exploration puzzley level.

 

Act 3 - 2D level with speed/flow very similar to Sonic 4 Episode 2, but of course with all the parkour elements intact and with good usage made of them.

 

 

This pattern varies and fluctuates in terms of the intensity of themes, and they don't always come in this order on each zone, but I can totally see it being a love or hate deal for people who just wanted every stage to be Act 1 style.

 

 

I just remember a criticism I thought of the other day - I wish there was an option for the game to automatically switch to 2D visuals whenever the gyro is in use.  The gyro tutorial mentions how it's best to turn off 3D a lot so it would be nice to not have to manually toggle it every time.

In Silent Forest's case that would be

 

Act 1 - Heavy use of puzzles & Gray Quake wisp

 

Act 2 - Good use of Ivory Lightning, lots of Parkour usage & great speed flow

 

Act 3 - Nice 2D speed flow with grind railing with great parkour usage to get on the diverse path

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The more I hear about the game from you JezMM, and even the people who have problems with it, strangely, it all makes me want the game over here in my 3DS slot all the sooner. From what I'm getting from you guys, it's essentially Sonic Adventure with parkour, kicking and a run trigger. I really like that premise. 

 

I'm really looking forward to this game. The 29th can't come soon enough ...

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The more I hear about the game from you JezMM, and even the people who have problems with it, strangely, it all makes me want the game over here in my 3DS slot all the sooner. From what I'm getting from you guys, it's essentially Sonic Adventure with parkour, kicking and a run trigger. I really like that premise. 

 

I'm really looking forward to this game. The 29th can't come soon enough ...

Ditto for me. I hate being stuck in the speculation box! I want to be out of there and playing this new addition to the franchise!

 

I didn't S-rank Eggmanland on my first try by just idly standing by after all!

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I've gotten all Red Rings and unlocked Windy Hill's extra stage.

 

It's a little bit cheaty - it reuses a lot of Windy Hill Act 1's geometry, but the focus is now on the Burst Wisp, with most of the ground routes covered in spikey balls that you can't avoid.  It mostly involves timing your charge-ups carefully to destroy formations of enemies in one go to keep on the move, as further Burst Wisp capsules are locked in enemy cages.

 

No reward for getting all the Red Rings on that, but it's possible there's a reward for getting all Red Rings in general in the game so maybe they're not just there for fun.

 

Gonna try and get the Red Rings on Desert Ruins now, though don't get your hopes up for Honeycombs Zazz if Windy Hill's extra stage reused Windy Hill Act 1 layouts!

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I love how they didn't even bother to change the cutscenes to reflect the changes made in this version. Zeti are introduced as if we've already met them, talk about their past encounters with Sonic you don't even see, and nobody working on the game thought there was something wrong?

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I love how they didn't even bother to change the cutscenes to reflect the changes made in this version. Zeti are introduced as if we've already met them, talk about their past encounters with Sonic you don't even see, and nobody working on the game thought there was something wrong?

You know, it would be much better if they had, in fact, kept ALL of the Wii U's cutscenes - not only do they flesh out the D6 a tad more, they would also explain these issues, e.g. showing Sonic meeting Zor before Zone 3 (maybe before/ after 2?) makes its ending tie in better to the boss fight that follows.

P.S. There are much, much better examples of course, but, you know, spoilers.

Edited by Amalgamous
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So, I've beaten the 3DS version now and my opinion of it has raised slightly. There's some really neat ideas and it's nice to see different takes on the same concepts, some of which far surpass that seen in the Wii U version - I'm looking at you, casino level.

 

However, the over-reliance on Wisps for a large chunk of levels as well as a heavy emphasis on puzzles and barriers like "press this many switches!" or "destroy this many enemies!" really brings the experience down for me. When the game just gives you the big open straights to run around and parkour and do all of Sonic's fancy moves, it's a blast. When it forces you to laboriously do a load of meaningless tasks... it's a long, hard slog.

 

Also, the platforming in this version is seriously finicky, for the exact opposite reasons that the Wii U version is. Whereas in the Wii U version Sonic has next to no mid-air momentum, Sonic is a slippery motherfucker in the 3DS version. Way too many times have I died because I've accidentally overshot a jump or the knockback from an enemy has sent me slipping off the edge of a platform. And uggggh why is Sonic so slow to get up after taking a hit? It drags out the painful experience more than it needs to.

 

Overall, I enjoyed the game and definitely give it credit for trying to provide a supplement to the console version, which it comes close to succeeding in on occasions. However, it suffers from poor level design in some areas, oft-wonky controls, and an over-reliance on tedious objectives/puzzles just to progress to the next section.

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Despite all the usually helpful tutorials in this version, they forgot a key thing - this is the only Wisp you can cancel. You can tap the Sonic head icon on the touch screen at any point to 

In bold you can also cancel out of the Laser as well as the...err the Gyro Wisp..I forgot it's name haha. 

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I love how they didn't even bother to change the cutscenes to reflect the changes made in this version. Zeti are introduced as if we've already met them, talk about their past encounters with Sonic you don't even see, and nobody working on the game thought there was something wrong?

 

Zeena's is the only cut-scene that conflicts with anything.  If it was my decision (obviously space was an issue on the 3DS version, and there's so much content I would have hated to see gameplay get axed for the sake of a couple of extra FMVs), I would have replaced Zeena meeting Sonic in the level with the pre-Act 2 cut-scene of Zavok sending her off instead.  It wouldn't QUITE connect up since Zeena and Sonic would get no cut-scene interaction at all on 3DS, but at least it wouldn't actively conflict with anything.

 

Oh, I guess Zavok's second cut-scene (interestingly they did include his first even though you don't fight him directly in 3DS' Act 3) is also a little conflicting since it shows them in the Sandy Ruins of Wii U's Sky Road 4, when Sky Road's boss battle on 3DS takes place in a very Wii U Sky Road 2-ish sky.

Edited by JezMM
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And uggggh why is Sonic so slow to get up after taking a hit? It drags out the painful experience more than it needs to.

This is what annoyed me about Generations.

 

With Generations, they doubled the time it takes to get back up after taking a hit. To go back to the Unleashed/Sonic Colors rate, you had to equip a special skill. With Lost Worlds, it seems like they stuck with the Generations rate with no way of equipping enhancers. Ugh. :|

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Unlocked the Desert Ruins Extra Stage.  Sorry Zazz, no honeycombs!

 

It's a stage where you play as Quake Wisp almost the whole time.  Unlike Silent Forest though, it's a forward going area, not free-roaming, so you can only adjust your course left and right.  You have to defeat enemies to unlock springs to boost you to the next area, and there are teleporters that warp you back to various areas of the course if you don't get all the enemies in one runthrough (it's impossible to do so as there's many paths through, so this isn't an anti-frustration feature, you're meant to warp back and go a different path each time and find the most efficient route etc if you're into speedrunning).

 

I might record myself speedrunning Desert Ruins 1 to prove to you guys that even the "slow" stages can be ripped apart with knowledge of the stage and parkour.  Stages that took me 10-15 minutes first time are being cleared in like 3-4 on my replays.

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Am i not the only one who noticed that...

the Deadly Six just zoomed away in a blink instead of dying in the last world of the 3DS version?

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Okay here's the infamous Desert Ruins Act 1, hopefully more reassuring that enemy killing stuff is not always mandatory.  Even the ones I DO stop to fight, can be bypassed if you take an alt route to hold onto a charged up Asteroid Colour Power for this moment.

 

http://www.youtube.com/watch?v=-NCJnxCJGPU

 

I didn't cut out any failures or screwups, it's just meant to be a reasonably paced playthrough, not a speedrun, to show off the pace of the game when playing through a second time.

 

 

EDIT: Tropical Coast Red Rings cleared.

 

Noticing a pattern emerging.  This extra stage was focused entirely around the Lightning Colour Power.  It was a welcome return to the Sonic Unleashed DLC gameplay of "aim your homing attacks at the right thing".  I THINK it borrowed geometry from Tropical Coast Act 3 but honestly it was so massively different in gameplay I'm not even sure.  Also, as expected by what the sound test implied, this level oddly uses Sky Road Act 1/Tropical Coast Act ?'s theme from Wii U, even though it's not set in the sky.

Edited by JezMM
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Am i not the only one who noticed that...

the Deadly Six just zoomed away in a blink instead of dying in the last world of the 3DS version?

must mean that they will become 3DS( handheld exclusive) bosses

Edited by Dreamy Luigi
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Played a bit more of

Hard Mode.  Just to quell any excitement, it does seem some levels have literally no changes other than the lack of rings and reskin.  I've also figured out the occasional 5-rings you do see are where Red Rings normally are.  Aside from that, no other rings, only shields.

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Im a lil dissapointed in some of these Zone 4's..

Hope the other 3 zones provide themes that werent in the 3DS version that showed up in the Wii U version =D. So like for Frozen Factory a snowball spindash zone or maybe another casino. Then for Silent Forest a new Icy Ruins or Lightswitch Ruins but a different design for the 3DS version using maybe the Ivory Lightning or Red Burst. Finally for Sky Road a Thunderstorm Desert, Silent Forest Ruins or a Sky Diving zone!

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So we were discussing it this morning but from what we heard if you red ring 100% the 3DS version you unlock sound test mode, anyone here done that yet?

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So we were discussing it this morning but from what we heard if you red ring 100% the 3DS version you unlock sound test mode, anyone here done that yet?

Not only does collecting Red Star Rings unlock music but it also unlocks extra zones in the game so essentially the 3DS version has 4 zones per area when you collect all 15 Red Star Rings in that zone, then the extra zone(or Zone 4) has Red Star Rings in it that you can collect, after that you completed the area completely. I heard somewhere that you unlock a new skill for Sonic & then somewhere else that you unlock a zone inside of Lava Mountain thats crazy hard to beat, idk about those rumors though so.

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So we were discussing it this morning but from what we heard if you red ring 100% the 3DS version you unlock sound test mode, anyone here done that yet?

 

Beating the final boss unlocks the sound test.  No idea what 100% does yet but I'm-a-workin' on it!

Edited by JezMM
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Beating the final boss unlocks the sound test.  No idea what 100% does yet but I'm-a-workin' on it!

How far are you from getting all 15 Red Star Rings in Frozen Factory, Silent Forest & Sky Road? Sky Road's Red Star Rings are hell, especially Zone 2 & those Asteroid Puzzles. Its hard to collect the max amount of debris to just sky rocket your self up to the last floor, you can easily avoid all the platforming business, but anyway good luck! Give us a good report on those extra zones for Frozen Factory, Silent Forest & Sky Road though, the last 3 were great but not the amazing design out put I was expectin

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For what it's worth, despite their heavy focus on wisping, they were genuinely well designed levels, I had a lot of fun on them.  It helps that Lightning is fucking awesome.  Should have been in the Wii U one instead of crappy Rhythm or Eagle for sure.

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For what it's worth, despite their heavy focus on wisping, they were genuinely well designed levels, I had a lot of fun on them.  It helps that Lightning is fucking awesome.  Should have been in the Wii U one instead of crappy Rhythm or Eagle for sure.

Ivory Lightning is a murder wisp power, I like that about as equally as Cyan Laser. My Favorite would have to be Red Burst though, its so destructive & I like how you can blast through the air, only bad thing about it is the fact that it runs out faster than most of the wisps

 

And I cant wait to see how epic the Silent Forest Zone 4 is, hoping its the Purple Ruin or the Icy Caverns

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