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IGN: A Tour of Sonic Lost World [Gameplay]

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I know, I'm just saying, that just because they have the same functionality, it doesn't mean they can't use them newly. I'm not saying they will, either, but they definitely can. Colors used them in the most basic way possible, from what I can remember, so this could easily build off it and use them in more interesting ways.

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Maybe because we barely SAW anything....

 

Exactly, so people have a right to judge what they've seen so far and say if they like it or not. We shouldn't have to wait to see every detail of the game before giving our first impressions, this is how people judge if they want to buy a game or not.

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Of course they can use them in new and awesome ways, but the reigning question is: will they? No one has any reason to assume they will from what they've shown, so people not enthused about the very idea aren't going to get excited at unfulfilled potential.

Let me put it like this: If Sega said an idea you didn't like was coming back, be it Werehog, guns, alternate gameplay, whatever, and tacked on to it was an asterisk that said this idea was "new and improved," would your reaction be of fairness (new game, new era, they say it's new, so I'll wait), or would you have a visceral negative reaction to that thing even existing again? Be honest. :/

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Was the discussion about someone not liking Wisps? Haha, must have missed that. I thought we were just talking about how they work.

 

Then I agree, if I didn't like the gimmick, I wouldn't like it returning, even if it's improved. I think my comments in the Zelda topic sort of prove that. laugh.png

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I like we ignored every other part of Chooch's post and just focusing on the Wisp part :V

 

Okay? I don't didn't really have a problem with the rest of his post so I just choose the part that I personally felt need addressing imo :u

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So it looks like the level system is back to the Colors system. Windy Hill Act 1 is obviously a full blown level, but both Des(s)ert Ruin Acts seem to be short, and gimmick oriented levels (pure 2D, canons, auto-run). My guess is that those Desert Ruin levels are more of an acts 5 and 6 sort of deal, I will be very disappointed if the honey-comb level is really a full-fledged act.

 

And I don't get the hate for wisps. I would understand if they were forced on you like the werehog, but they are purely optional and very unoffensive. You can get by Windy Hill Act 1 without touching a wisp. We also haven't seen how the execution is either, since it takes place on the gamepad. eh

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You guys just got to find something to complain about. ;p

I find the issue that the game is capable of making people feel ill more worrying than anything.

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I like how this game is looking and playing.

There is one thing I noticed though. When Sonic is doing all the parkour stuff, he gains speed if he chains parkour moves. Really visible in  3DS Windy Hill Zone. So you got your jogging speed, insta-run speed and then "chaining parkour OH GOD FAST" speed if you can keep your flow or so I believe. So, speed is still a reward, if you know what you are doing. I'm going to love watching people speed run this.

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I wouldn't even say I'm not excited about the game, because I am its a Sonic game after all. But at the same time, I'm not going to jump on the "ZOMG SO GUUD" bandwagon just because it has a few things that I liked it. I'll keep an eye on it and judge in the upcoming months, if there are things I don't like I'll make them known.

 

I'm so neutral right now, I might change my color to Grey :V

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As I said before, Parkour has me the most excited out of anything else in the game. That and the speed levels. All Sega needs to do is top it off with an existing difficulty curve and I'm all set. Note that I would be more excited if this game had a story and progression system more similar to Adventure/Unleashed than Colors, but beggars can't be choosers I guess. Overall, I'm more positive than anything.

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I'm starting to think I'm just too easy to please. My only real complaint is how the Wisps seem they'll be used in the console version. I'm not big on all the dash pads, either, that I can easily look past that.

 

Almost everyone else, on the other hand, has managed to write up small laundry lists of problems they have with the game.

 

I just have to wonder if it's me at this point.

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As I said before, Parkour has me the most excited out of anything else in the game. That and the speed levels. All Sega needs to do is top it off with an existing difficulty curve and I'm all set. Note that I would be more excited if this game had a story and progression system more similar to Adventure/Unleashed than Colors, but beggars can't be choosers I guess. Overall, I'm more positive than anything.

What do you mean by progression system? Because I'd rather not have Unleashed's medals back =P

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So I'll be a lazy guy and repost (with some minor edits) my thoughts on what I've seen.

 

This game has so much more automation than I would've thought and  it seems to have brought back the long in game transitions, which I'm not a fan of. And the Desert Ruins stage feels barren, in the same way Game Land in Colors felt barren. There's not a whole lot of interesting things going on in the stage itself and feels like the majority of the effort went into the level aesthetics instead. And I'm not too happy about an entire stage being and auto runner, I didn't like it Starlight Carnival and I doubt I'll like it here.

Also I was actually considering picking up the 3DS version after seeing it's Wind Hill, then 3DS Desert Ruins was shown and Dimp's (in)famous level design reared its head, and who the hell thought bringing back the 3D Blast methods of area progression was a good idea?!  Overall doesn't feel like I'll miss anything if I skip out on Lost Worlds so far.

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The only thing that bothers me is that people keep using the word Parkour like it is a verb. 

 

Another problem that I have with this, as someone already mentioned, was the dash pads and boosters, and the multiple spring pads in succession. I never liked these in any 3D Sonic game and they just seem to take away from the experience here. I mean Sonic is slowed down and is given the option to visibly slow down so the play can make the turn themselves. We have the wall jump which seems to hinge on the speed that the player is going, and I just think these things should have been fixed or thrown out a while ago. I don't have a problem with the wisps as they can be used as unique power ups to the franchise like Mario's bee form or fire hat shit. That is cool with me as long as they aren't over powered. His speed seems to be of SA2 levels which isn't bad. It is a bit jarring that the player isn't given the option to break the sound barrier(My problem with boost is that it was a two speed game and both speeds were vastly different). If they, I don't know, gave Sonic the walking/jogging speed as default, the parkour speed as a middle, and boost speed without the parkour mechanic, then they give the player optimal control. Although this could be a problem of button assignment, but hey, it is a neat idea.

 

All and all, I am pleased with this game and I'm glad that the franchise is trying something different. It looks pretty cool from where I stand.

Edited by turbojet

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I'm starting to think I'm just too easy to please. My only real complaint is how the Wisps seem they'll be used in the console version. I'm not big on all the dash pads, either, that I can easily look past that.

 

Almost everyone else, on the other hand, has managed to write up small laundry lists of problems they have with the game.

 

I just have to wonder if it's me at this point.

 

Perhaps you just don't have any major problems with the game so far? I mean, gosh, I barely have anything negative to say about both versions, and I don't feel like I should be judged negatively for that. It's all opinions, after all.

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Anyone else notice the lack of ranking in the Wii U version? Wonder if it's just not implemented yet, or if they're getting rid of letter rankings.

 

No medal progression system, I assure you. =P But I want a game again where I'm given consistent narrative justification for doing the things I'm doing, not just a general task like temple restoration or generator destruction to be completed across the entire game. Characters are forcefully separated, the villain is racing to the next location, there's a distress call- something. To me, it gives the game urgency, inherently elevating the act of playing the stages themselves, and makes the characters more active participants in the story, especially the villain. I feel like Eggman's just been sitting on his butt the last few games outside of a handful of moments which has been detrimental to his characterization of which witty dialogue can't make up for.

I also want hubs back. I don't care what anyone says about them; I like being given a good reason to explore shit, and hubs populated with collectibles, shops, optional side missions and games like casinos or a theme park, and NPCs that are well-written and lovable are a good reason and something I just can't resist. I also liked Unleashed's idea of needing your platforming prowess and newly gained abilities to find a level entrance. I think that was interesting, although it could certainly be more contextualized as just doors, drops, and pathways like in Adventure.

Ah. Yeah, I'd love that, too.

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Sonic Team used the Adventure style for a long time without switching it up, and I almost wonder if that's why they decided to ditch the Unleashed style so quickly. Generations was as far as they could go with that style of gameplay, and so they decided to take the lessons they learned and try something else.

 

 Sonic LostWorld is like Sonic Adventure or Sonic Unleashed, it's a new beginning. I think it looks(so far) more polished than either of those games at this point, and I think that bodes well for future games with this playstyle. I think Adventure was a huge experiment and Unleashed was such a bold new direction....I think they know what they're doing here and I'm excited to see how it turns out.

 

 I don't think it's perfect, I want HUB worlds like Nepenthe and I'm not sure how I feel about using a pad to use wisps  in a fast paced action/platformer. I like it, though. And it pleases to me to know the reaction is positive from the non-hardcore Sonic fans, that's a good thing.

 

 Also, since the Unleashed formula ended on a high note unlike the Adventure formula...maybe we'll actually get an Unleashed 2 someday.

Edited by Crazizzle

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