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Play Sonic Lost World at SDCC 2013!


goku262002

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*watches demo*.

 

Why do the trailers make this game look awesome. But the actual gameplay footage makes it look kinda bad?

Because he's not super great at playing it?

 

 

And all those boosters and springs, I thought we all hated that? But now it's ok?

 

Because that was always a thing with Casino stages?

Edited by Soniman
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Because he's not super great at playing it?

Since when does ones ability to play the game have anything to do with the way the camera moves in relation to the character on the screen?

The tube stages are nausiating to watch. Even the slightest movement to the left or right makes the camera go crazy. That has nothing to do with the ability of the person playing it.

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The person playing wasn't even bad at the game, so I don't think that's really an excuse. :\

 

The casino level looked okay, but again I feel inclined to say that nothing is really wowing me.

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The ridiculous abundance of the unholy duo (springs and speed boosters) really bugs me, but other than that, the game it still looks fun with it's multiple paths, challenges, and spicy gameplay mechanics. But seriously, does Sonic really need to be propelled by a cluster of three speed boosters???

Edited by Auto
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Because that was always a thing with Casino stages?

Boosters? Not really. Springs and other bouncy things? Sure, but there was a time when they weren't automated set pieces.
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Have to agree with you guys that the in-game footage actually being played does ruins how the game is presented in screenshots and trailers. The controls do seem to be rather twitchy, and so does the camera in response to it. Lots of automation and springs rampant, it's almost as if Dimps's philosophy of padding level design with an excessive overabundance of dash panels and springs has unfortunately leaked into the main games as well. Damn shame. I also don't really like how they made the white coins float around, they block your vision. They should had just made the white rings a level-exclusive HUD indicator alongside the standard rings and lives. I will say that the pinball physics in the pinball level look decent, and the stage itself looks really nice.

 

Boosters? Not really. Springs and other bouncy things? Sure, but there was a time when they weren't automated set pieces.

 

Carnival Night had level gimmicks that you could considerer boosters, but unlike the boosters in SLoW they were varied on how they operated and how they were designed and they were either placed either sparingly throughout the level or in a few select areas of the level in groups.

Edited by Gabe the Grouch
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Downloading now and will grab the clip and upload it to YouTube. :)

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Downloading now and will grab the clip and upload it to YouTube. smile.png

 

I love you forever Hero.

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They better remove the coins cloud in the final version, because I can't see shit.

 

EXACTLY! Can't they have a coin counter in the HUD instead?

Edited by KrazyBean
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Carnival Night had level gimmicks that you could considerer boosters, but unlike the boosters in SLoW they were varied on how they operated and how they were designed and they were either placed either sparingly throughout the level or in a few select areas of the level in groups.
Actually this is a really good point. It's not boosters alone that are the problem, it's the frequency of them. We have these Chemical Plant style boosters in every single stage and not only does it make for bad level design but it makes something that was originally supposed to be fun and turns it into an annoyance. Stages with boosters might actually be fun if they were limited to certain zones. I'm still really excited for Lost World because it still looks better than Colors and Generations which I found fun despite the automation in parts. I do hope ST gets the right idea eventually though because so much of LW does look amazing but its being held back my outdated design philosophies
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I found the casino level to be quite enjoyable, and very easy on the eye. Will agree on the apparent overabundance of boosters though. Kinda made it worse because the guy playing didn't even use them at some points, making me question whether or not they are really necessary.

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The /real/ problem I have with the Casino zone, is, well... In terms of progression... It was a straight line. No turning that I could see. Of course, you have the lasers and various other obstacles to avoid, making it more than just pushing the analogue stick up and jumping occasionally, but I'd have preferred a bit more twists and turns... Nevertheless, I still find it to be an interesting level, and look forward to playing it.

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Yeah, the camera and the springs don't bother me too much, but those boosters are pretty ridiculous. It's one thing when they show up in the more-or-less straight line levels from the boost games, but the levels in Lost World look really fun to explore, and to go anywhere in Frozen Factory you'd need to jump over a booster every two seconds to avoid getting thrown halfway across the stage.

 

It's kind of like Team Rocket's hideouts in Pokemon R/B/Y, except in a platformer.

 

Pokemon_RBY_GameCorner_B2.png

Edited by Octarine
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Also, level design of the casino level looks terrible. Way too much speed boosters and weird segments. The coins blocking the vision is also an issue. That killed my entire hype for this level, sadly. Let's assume that the boosters are there because it's a public demo and they had to nerf the game, just like Generations (City Escape pits, for example). Anyway, let's hope that's the case. Looking forward to the music as well.

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Could whoever is there, let Aaron know about some oddities like how Sonic's eyes are horrendously low-res? Even in native res screens, they're noticeable. And yeah you should mention that the coins can be obstructive.

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Would Aaron even have any control over the development of the game? (I don't know how this shit works, I apologize for my n00bines)

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Gamespot uploaded the livestream

One of the comments

After seeing the brand manager of Sonic, I see why Sonic games are garbage now.

That's not very nice :u

Other than that I'm liking the "Frozen"  Factory.

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Did they just toss all the exploration out of the window in that stage? Wonder if this is how all secondary 3D stages will be handled.

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Jesus, the camera constantly jerking is really throwing me off. I like the looks of the Casino level and its gimmick, with only my problem being its linearity, but that's a minor issue,

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Considering we haven't seen all of the casino level yet, I'm not going to get too hung up on the linearity. I imagine collecting enough of those coins will enable you to access other paths, plus the pinball segment had two exits if I'm seeing things correctly. Possibly three if you fall through the flippers at the bottom.

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That Casino Zone footage looks fantastic! I really wanted to take control and run around the level myself. I also wanted to hear the music... I really do love me some jazz music, so I expect top-notch swingin' tunes for this stage.

 

The boosters are a bit off-putting, but I usually get over it when I try and approach it as a new kind of Sonic game (or a different flavor of Sonic), rather than a traditional "Classic Sonic" game. Seeing the pinball section was also delightful.

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Oddly enough, this game actually kinda addressed my main problem with the boosters--you could rarely easily avoid them in the past. Here, they're usually in the middle of the level, and there's ground around them that you can clearly run on without any trouble, whereas previously you had to jump over 'em if you wanted to avoid those dang things >:U So yeah, I'm not really bothered by 'em this time around.

 

Anyhow, I like the look of the Casino level, but the cloud of coins is a bit silly, haha.

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I think in this level's case, they had so many ideas for it, that not all of them are genuinely good ideas, I like the coin cloud in a concept, but how it was executed is pretty bad when they swamp Sonic and you can't see him, it would of been much cooler if the coins turned transparent when you collected them and you could see Sonic clearly.

 

So far the acts seem pretty short :c.

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