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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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I also played the 3DS version demo recently, and was surprised at how much better Sonic controlled/felt than in the main version of the game. I also got used to the parkour stuffs quicker than in the U version. For me it's up there with the adventure games in terms of how it feels to move. I thought turning on a dime would feel weird after getting used to the boost games but they didn't feel twitchy or awkward at all. The levels themselves were a little bare imo, but I was too caught up in the novelty "aw man full 3D sanic on a handheld" feeling to care too much, and the framerate was pretty smooth which is another plus. I'll probably pick it up right after I get Pokemon X which I still need to get because of a general lack of money these days.

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I seriously can't get over how fucking smooth Sonic controls. This is almost the exact kind of feel I have been wanting out of playing as 3D Sonic in a long time. Sonic controlled like absolute garbage from SA1 to 2006, and come Unleashed, I didn't like how he primarily moved like a vehicle. Here though, his turning is absolutely perfect, and having a run button is fucking ingenious. Even while running I still feel like I have near-total control over where I'm going.

The game probably won't amaze me but I really want to get it anyway. It's not perfect but it's the best damn 3D control scheme yet. I want this to stick around and to see what Sega can do to improve future Sonic games.

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Yeah my main complaint is having too much momentum while jumping, especially because I think Sonic kind of stops on a dime when you're not holding down the circle pad (I might be mistaken). It's not so bad when you're not in a running state. Everything else I pretty much love.

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**OFF TOPIC**

 

I was in battle mode in Sky Road, and once the time ran out, I looked at the ring counter of the guy I competed with, and it said;

 

-66...

No, no 66, MINUS 66, what the fuck?

 

So I guess you get "negative rings" once you run out of rings...?

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**OFF TOPIC**

 

I was in battle mode in Sky Road, and once the time ran out, I looked at the ring counter of the guy I competed with, and it said;

 

-66...

No, no 66, MINUS 66, what the fuck?

 

So I guess you get "negative rings" once you run out of rings...?

 

 

That happened to me, if you die with zero rings, you get negative rings when you respawn.

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So is the online community dead for this game? I've been trying the last couple days during the evening and I haven't found anyone.

Wait for the holidays when people actually buy the game. A lot of people are holding off for Black Friday & Christmas. Plus little kids will buy the game.

 

I might pick it up eventually too. I'm loving the controls and how parkour works in the 3DS version.

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Ehh, has anyone noticed that you can actually do the Badnik bounce on the 3DS version?

 

Probably everyone has already noticed it, but oh well.

Yes, but you don't get rings. It's also worth mentioning, since no one brought it up, that  If you repeatedly play a level a lot ( I do time attacks), sometimes any speed up/invincibility/wisp music won't play unless you restart the stage.

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Sky road 2. Any tips on how to do the final bit and float up to the sky and spring..can't seem to do it after many tries..any tips?

 

You have to be at full power (spiky halo around Sonic) and do a perfectly timed for maximum height double jump to reach that one tricky cloud.  It's hard to describe in words.

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Ehh, has anyone noticed that you can actually do the Badnik bounce on the 3DS version?

 

Probably everyone has already noticed it, but oh well.

Yes but because the jump is all over the place, Badnik bouncing is unprecise

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I like the majority of the 3D stages and find them very fun and repayable, but I wish they weren't so flat. If only they were designed like this part of Frozen Factory

CQZusrU.jpg

Well, with the upper paths easier to access without a wisp or Super Sonic. This would make up for the lack of the bottoms of the tubes that we're supposed to be 100% accessible to give the levels more paths and depth, but couldn't be made because of limitations(?).

Anyway, I didn't really like the side scrolling stages at first, but now I enjoy them. Like in Colors, they aren't as linear as Dimps' other stages and I don't recall any "let's watch Sonic run for 10 seconds!" sections.

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I like the majority of the 3D stages and find them very fun and repayable, but I wish they weren't so flat. If only they were designed like this part of Frozen Factory

Well, with the upper paths easier to access without a wisp or Super Sonic. This would make up for the lack of the bottoms of the tubes that we're supposed to be 100% accessible to give the levels more paths and depth, but couldn't be made because of limitations(?).

Anyway, I didn't really like the side scrolling stages at first, but now I enjoy them. Like in Colors, they aren't as linear as Dimps' other stages and I don't recall any "let's watch Sonic run for 10 seconds!" sections.

 

My only complaint about that part is that it looks a bit ugly. I'm not saying it because of the blue "ground", I just think it looks a bit too empty IMO, but yeah, that part is pretty well designed. 

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I'm disappointed in the reward you get for collecting all red star rings. Violently disappointed. Another hard version of the final boss? Gee, thanks. It should've been an open-field stage ala Lava Mountain Zone 3 on the Wii U, which tested the player's skills. That would've been worth all the trouble collecting the red rings, in my opinion.

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Ok so its been awhile since I giving my thoughts so here goes. I will write my general opinion on all 3 levels of each zone with stand out moments.

 

Frozen Factory: I love the lightning  wisp but it is a little finicky to get use to. I really like and enjoy the snowboarding sections of Zone 1. Zone 2 reminds me a lot of Sonic and knuckles Ice Cap zone and is one of my favorite zones in Frozen Factory. And while I generally can get by zone 3. I really dislike the snowball head like many others . Every time I would try to somersault kick it, it would freeze me and the second I would recover it would attack me again. Zeena's boss battle was interesting yet annoying because of the lightning wisps controls at times.  

 

Silent Forest: I really enjoyed this world overall. The Quake wisp was fun to use and it was good that I could cancel out the effects when I wanted to. It made the crossing the bridges without it so much pleasant. Zone 1 and Zone 3 are my top favorites of this world. Especially the owl section of Zone 3. Zone 2 was interesting but the rail section especially the part where once again the lightning wisp was involved was pretty difficult. As for the Zor fight I like the whole premise of the fight of looking for him but I dislike that I had to get up from my bed in order to relive my nightmares of the special stages.

 

Sky Road: I only slightly played this level. Crawler is back. My first thought of the zone was. " I know this is Sky Road but it looks so bland in the background" and then poof nighttime Casino. Can't wait to explore this zone.

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So I've been watching some reviews of LW 3DS, but the ones I have been more interested in has been Clement's and SomeCallMeJohnny's ones, since both say that past Desert Ruins, the game starts going downhill because of the level design, thing in which I highly disagree.

 

I mean, there IS a change in the level design, but it's not COMPLETELY terrible. I can't deny there are some stages that are totally horrendous, like Frozen Factory 3, and meh stages like Silent Forest 1, but there are also some pretty cool stages like Sky Road 1/3 (Sky Road 2 is also awesome, but it would have worked better as an Extra stage, since it requires you to use the Indigo Asteroid most of the time). My only complaint about the following stages is that they sometimes have botomless pit in places they shouldn't be, like on the half of Frozen Factory 1, which is just a bunch of "islands" floating in a huge botomless pit, which isn't very appropiate because of the ice phyiscs and the sliperiness of the Ivory Lighting.

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So I've been watching some reviews of LW 3DS, but the ones I have been more interested in has been Clement's and SomeCallMeJohnny's ones, since both say that past Desert Ruins, the game starts going downhill because of the level design, thing in which I highly disagree.

 

I mean, there IS a change in the level design, but it's not COMPLETELY terrible. I can't deny there are some stages that are totally horrendous, like Frozen Factory 3, and meh stages like Silent Forest 1, but there are also some pretty cool stages like Sky Road 1/3 (Sky Road 2 is also awesome, but it would have worked better as an Extra stage, since it requires you to use the Indigo Asteroid most of the time). My only complaint about the following stages is that they sometimes have botomless pit in places they shouldn't be, like on the half of Frozen Factory 1, which is just a bunch of "islands" floating in a huge botomless pit, which isn't very appropiate because of the ice phyiscs and the sliperiness of the Ivory Lighting.

Yeah, I don't really agree that the game goes entirely downhill after Desert Ruins. Most of Tropical Coast is fairly easy to speedrun, although I hate act 3 for how shit the drill wisp controls in 3D. I also enjoyed Frozen Factory act 1, Silent Forrest act 3, and Sky Road Act 3(gyro rockets aside). My main problem is that there aren't any fully good worlds in the game aside from all of Windy Hill, because usually there will be one or two shitty levels, while the one good act is forgotten and gets the short end of the stick.

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