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IGN: A Tour of Sonic Lost World [Gameplay]


Carbo

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They should just make it a dark transparent symbol if you've already found it. Like how stars are blue and transparent when you collect them in Mario games (sorry for yet another mario reference XD)

 

Sonic Colors did that, actually.

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Were they gone forever? I thought they did turn translucent.
 

 

I'm wondering how this all works, cause it's weird. Are they using the word 'zone' instead of 'act' now? And why are all the levels so different, yet lumped under the same unfitting name? It's confusing.

 

Zone = throwback to Sonic CD. That game used Zones instead of acts.

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Were they gone forever? I thought they did turn translucent.

 

Zone = throwback to Sonic CD. That game used Zones instead of acts.

 

Yeah, in Generations they were definitely gone forever.

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Sonic Colors did that, actually.

 

I think that's what the other poster was saying.

Edited by chirf
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I think that's what the other poster was saying.

 

Ninja'd. it happens.

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Zone = throwback to Sonic CD. That game used Zones instead of acts.

That's really not the sort of thing you make a throwback too. It doesn't make any sense and would just confuse the player. Every game since Unleashed has made use of the act system, but this is the first time we've seen the word zone return.

I think they've specifically gone with zone instead of act because of how different every level is. When you look at the map, you see all the different themed areas. The entire desert area is called "Desert Ruins", so instead of being split into different acts its split into zones. Similar to CD, but not a throwback cause that would be silly. If anything it's probably most similar to SA1. Emerald Coast is Station Square Zone 1, and Casinopolis is Station Square Zone 2.

... I dunno. It's all guesswork. Could be that they simply change it from zone to act later on.

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Hey guys, I just thought I would tumble back into this forum again since you also seemed so pleasant :) .

 

Well I've watched the 12 minutes of footage and I think the WiiU game looks stunning. I especially like Wind Hill Zone which was full of alternate paths. That's stunning for a first level. 

 

I'm not so excited for the other two levels and overall the game is a bit too corridor like and isn't as open as I would like. However, I still think it looks great and I will probably get a WiiU for it.

 

I'm surprised with some of the disappointment but everyone has their own opinion! 

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...Um, I see three copies of the same post Blue Blood. Is that normal?

 

He's giddy from hype! Quick, someone administer a paper bag! :P

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damn. windy hill looks good. not digging the mario style gameplay really though. i would prefer adventure styled landscapes (aka realistic levels with progression, not abstract playgrounds). i wish we could run up mountains and traverse hilly lanscapes using momentum. the flat lanscapes with standard blocky platforming looks so dull. especially in the 2nd amd 3rd levels shown. its seems like they are gonna have 1 decent level and 2 filler levels per zone. typical really.

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Ironically, I think the parkour system they've implemented feels more like Mario gameplay than Sonic gameplay, for the most part.

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Mobile browser. I can't report anything from here, and nor can I even see the extra posts. I know how it happened, but I was pretty sure it didn't happen cause I refreshed the page a couple of times to check.

Edited by Blue Blood
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I have to say, I don't like the look of the Wii U version but I'll start with the positive things. I'm glad to see the spindash return as well as the inclusion of alternate routes, the homing attack is fine and the parkour system seems interesting but the movement just doesn't feel right, it actually looks quite awkward to play. During gameplay, it looks a bit sudden for Sonic to instantly change speed quickly rather than building up speed. The turning also looks like a bit of an issue as you have to constantly "Stop" then "Run" and then "Stop" again once you reach a corner and it seems like you could easily fall off if you don't manage to follow this. It seems like you are always brought to a hault once you start running. I also feel the Wisps are unnecesarry here, they are pretty much the same as they were in the past two games, nothing has been done to improve on the gimmick.  Also, the new Wisp doesn't interest me at all, it's pretty similar the Violet Wisp which is just "Meh". There's also a bit of too much 2D going on in the Desert Ruin level plus I don't like how linear and automated it is. It's good to see more freedom but I don't think it is being given in a significant way. I also don't like the red rings.

 

Having said that, I'm actually pleased with the 3DS version, I know the graphics look less powerful but a lot of effort is actually being put into it this time. There's a lot of 3D gameplay and platforming with a refreshing level design. I also like that bounce attack has been brought back as well as the elemental shields and wall jump. The music sounds great which is no surprise and the gameplay is at a fast pace which is good, it's also less automated that the Wii U version. I'm not too keen about the puzzle gimmick in Desert Ruins but I assume other levels will also have their own gimmicks so I hope to see something interesting or unique in each level. I've said several times that I might consider getting this version and now I'm leaning towards it more, I personallly think it looks more fun than the Wii U version.

Edited by C.J
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Ironically, I think the parkour system they've implemented feels more like Mario gameplay than Sonic gameplay, for the most part.

 

How? Because Mario jumps/walljumps/backfips like many other platformer characters? And it's not like all these things can be done in a single motion, they are all separate actions. The parkour system is more akin to something like Rayman Origins than anything Mairo.

 

The Mario gameplay comparisons are superficial at best to me.

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How? Because Mario jumps/walljumps/backfips like many other platformer characters? And it's not like all these things can be done in a single motion, they are all separate actions. The parkour system is more akin to something like Rayman Origins than anything Mairo.

 

The Mario gameplay comparisons are superficial at best to me.

 

Its the fact that there's a run button as well as a backwards timer, no slopes and all tube-planetoid stuff (some, if not most, directly based on Galaxy anyways), flying from planet to planet in a pre-guided path, lots of nostalgia throwbacks to the first game or so (not like Generations but in a genuinely cartoony way), the really colorful and simplistic style, and then the Wisps and their whole "temporary powerup" schtick.

 

I mean, its not like it makes it a bad game because its being this way! Its just easy for me to understand what they mean by saying this is one Mario-ass Sonic game. :P

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Last time I checked there wasn't a run button in 3D Marios (and lets again ignore that it's basic function that many platformers tend to have), and I was talking about controls specifically not everything else (which is another can of worms that im not going into atm).

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Last time I checked there wasn't a run button in 3D Marios

Last time I checked there was.

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Last time I checked there wasn't a run button in 3D Marios (and lets again ignore that it's basic function that many platformers tend to have), and I was talking about controls specifically not everything else (which is another can of worms that im not going into atm).

 

Mario 64 DS and Super Mario 3D Land, IIRC. :v

 

Also about the other point you're making; yeah that's true, but its definitely not found as often (if barely at all) in 3D platformers as it is in 2D ones. And on that note, its that it has that combined with all the other things I mentioned.

Edited by Azookara
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Mario 64 DS and Super Mario 3D Land, IIRC. :v

 

Okay so...not main console 3D Mario games then? Because that's what I meant.

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When I first noticed it, I figured the backwards timer was a nod to the classic games having a time limit. I do hope it's just for determining a score though, like once it goes down to zero you just become unable to get a good Rank rather than losing a life.

 

Then again, the only part that made me specifically think "Mario" is the going from "planetoid to planetoid" part. Even then, spring chains from one section to another aren't exactly new for Sonic.

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So sorry if this was asked already, especially if it was by me but does anyone reckon we will actually be able to roll or will we only be able to use the spin dash? Admittedly it wouldn't matter much since the levels don't seem designed to cater a roll very well.

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When I first noticed it, I figured the backwards timer was a nod to the classic games having a time limit. I do hope it's just for determining a score though, like once it goes down to zero you just become unable to get a good Rank rather than losing a life.

 Like Sonic Colors?

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Exactly. It'd encourages you to use your time wisely when trying to get a good rank, but you'd still be able to explore as long as you want if you aren't really going for an S.

 

Of course, this is assuming the ranking system is even in the final game, although the fact it's in the 3DS version makes me think it'll be in the Wii U version as well.

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So sorry if this was asked already, especially if it was by me but does anyone reckon we will actually be able to roll or will we only be able to use the spin dash? Admittedly it wouldn't matter much since the levels don't seem designed to cater a roll very well.

 

It's hard to say for sure, but I'm worried it might be spindash only. On the wall running part of the WIi U footage, Sonic seems to stop moving to charge a couple of quick spin dashes. I think we've got to wait a bit longer to see how the spindash and rolling mechanics properly factor into the new speed system.

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I don't know if anyone has pointed this out, but do you think that maybe each stage has 3 Zones which follow a certain structure? For instance:

 

Zone 1: 3D level

Zone 2: 2D level

Zone 3: "Mach Speed" level.

 

I only say this because looking back at the reveal trailer, there are some shots of Sonic on a 2D plane when traversing Wind Hill, yet that segment was not present in the demo we saw. Now of course there are plenty of paths we didn't see but I think this could be the case. I hope it isn't though, as I'd like to see the different styles flow together within the levels. We even saw this in the Windy Hill demo when a small Mach Speed section was present in the 3D level.

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