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Play Sonic Lost World at SDCC 2013!


goku262002

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Maybe it's not so much a move, but a consequence of failing to charge the spindash enough.

I think this too. It doesn't look like it has much power, reach, or use, so I'm guessing it's more of a consequence more than an ability.

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So just like the Spindash for Classic Sonic in Generations... tapping the Spindash button instead of holding it or tapping it rapidly forces you to somersault forward instead.

 

I can dig it.

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Either that, or it's like in the Classics, to where if you are moving while trying to Spin Dash you just roll instead.

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Absolutely agreed with this. When I saw the first screenshots of Casino level, I finally liked how it looked and hoped it'd play great but again I was really disappointed. The level is plainly BORING and SLOW and there is barely anything to do other than kill enemies and use parkour here and there (and colelct red star rings). This is fra from being the first/tutorial level so I have even less hope for the rest of the levels. Also, they continue on giving the levels unfitting names. Frozen Factory =/= Casion level. There is literally nothing that would make you think it has much to do with something "frozen" let alone "factory". I also didn't like that that bunch of coins was following you all the time.

 

So yeah.. Another disappointment. I really don't see how this game may turn out better than Generations or Unleashed or even Colors. I just can't. I can understand people seeing this game as something new without the boost but for me it's a huge step down in almost every aspect. That was my honest opinion.

 

What's even a point in 60 FPS if the game is that slow? It would make sense for a game as fast as Unleashed or at least Colors, but this.. 30 fps is enough and 60 fps don't make that difference, IMO.

 

P.S. I guess the only thing I really liked was the inclusion of "Miles"). I really missed seeing Tails' name).

 

That's kinda being overly critical don't you think? The gameplay looked pretty fun to me honestly, so i doubt SLW will have much trouble trumping even Unleashed or Colors. Since Unleashed to me was riddled with a bunch of flaws outside of it's visuals and daytime levels to to call it "amazing" really.

Edited by Narukami07
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That's kinda being overly critical don't you think? The gameplay looked pretty fun to me honestly, so i doubt SLW will have much trouble trumping even Unleashed or Colors. Since Unleashed to me was riddled with a bunch of flaws outside of it's visuals and daytime levels to to call it "amazing" really.

Opinions.. It's OK if you enjoy it. It's just.. I don't. At all.

I hated the linearity in Unleashed but at least the game gave me that incredible thrilling speedy experience with the most beautiful asthetics the seies has ever had! Then Colors came out and improved the gameplay a bit. Then there was Generations that was one more step to perfection. Seaside Hill is one of the prime examples of how amazing it was: it had incredible speed, it had PROPER 3D platforming and it had a lot of alternate paths.

SLW threw all that in a trash can. It's slow, half of the levels shown so far are without a doubt just rehashes of what had been created before and the music I heard so far leaves so much to be desired, not to mention the gameplay. The parkour system may sound like a great idea but what I've seen so far is not impressive at all. And I won't even talk about that...art direction.

 

So, sorry. I don't think I'm being overly critical. It's just what I see, hear and feel.

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seaside hill is a janky mess of camera angles, bottomless pits, and odd design decisions.  Looking for proper 3d platforming?  This game seems to have that in spades.    

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seaside hill is a janky mess of camera angles, bottomless pits, and odd design decisions.  Looking for proper 3d platforming?  This game seems to have that in spades.    

 

Where?

 

Aside from Windy Hill, which, let me be honest and say is the only level I've seen so far with any semblance of actually interesting level design that actually used the parkour mechanics because they're the supposed "focus" of this game. And even then it wasn't specifically deep or that interesting as it is. You could say it was because it was the first level, but then every other level afterwards hasn't looked better.

 

I'm not going to call out the Casino level completely yet, but it's not looking too hot right now.

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You could say it was because it was the first level, but then every other level afterwards hasn't looked better.

 

 

You mean the 2D Level, the Mach Speed level and the Casion level? Because those are the only other levels we've seein in full, and only one of them is a full 3D parkour level.

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Opinions.. It's OK if you enjoy it. It's just.. I don't. At all.

I hated the linearity in Unleashed but at least the game gave me that incredible thrilling speedy experience with the most beautiful asthetics the seies has ever had! Then Colors came out and improved the gameplay a bit. Then there was Generations that was one more step to perfection. Seaside Hill is one of the prime examples of how amazing it was: it had incredible speed, it had PROPER 3D platforming and it had a lot of alternate paths.

SLW threw all that in a trash can. It's slow, half of the levels shown so far are without a doubt just rehashes of what had been created before and the music I heard so far leaves so much to be desired, not to mention the gameplay. The parkour system may sound like a great idea but what I've seen so far is not impressive at all. And I won't even talk about that...art direction.

 

So, sorry. I don't think I'm being overly critical. It's just what I see, hear and feel.

Considering Unleashed also had poor-framerate performance (worse on the PS3) which screwed me over more than once, i'd honestly rather take what SLW is reaching towards with smooth/tight FPS instead of looking at beautiful aesthetics that i'll ignore once i boost away from section to section. Seaside Hill i agree was very entertaining and i had a blast with it more than once.

I'll have to disagree with most of what you just said. Colors/Generations gameplay have served their purpose in giving the franchise a better reputation, but i think you have to be kidding if you believe people would rather have similar mechanics used once again in another game instead of spicing things up. LW still has the alternate paths and spin-dash (well in a different direction i may add), while actually giving you a chance to have better control with Sonic aside from prioritizing their thumb on the square button from predecessors (even though i'm one of the few people who didn't mind the boost mechanic THAT much, since i liked thrill and all, despite that i totally understand why it was removed). The controls may not be 1:1 synced but i'm holding out for the final build to iron that out obviously, as for slow, obviously without boosting it kinda is, but could you care to elaborate more on that? If we're going to argue about "rehashing" then one could make an almost similar sentiment with Colors/Generations, especially Generations as nearly all of the main levels are taken from the past games and re-worked with to offer more thrills and alternate pathways to explore (i could also bring up Classic Sonic's levels too). But are they though? Nope. They were quite entertaining, and i hold out belief that LW's won't disappoint me even if the levels may turn out to be less than highly outstanding. So i personally can't really see you eye to eye with that point in regards to level rehashes. I just can't see it at all. But for the music, i definitely have to disagree with that, it doesn't feel like something to desire for me at all. Windhill and Desert Ruins act 2 are rather very catchy and feel very much "Sonic-y", if i here more of those kinds of tune then i have nothing to worry about with LW's music being up their with the rest. Though personally out of Unleashed, Colors, and Generations, Unleashed's OST (if we exclude the AWFUL werehog sountracks) left me with a bigger impression on it. While i expect LW's to have a nice OST in it's own right, i almost doubt it will meet the same caliber as Unleashed's. Though that's probably because it was more orchestrated so there's that lol. I like what I've seen so far with Parkour, but i'll admit that i'd like to see more advantage being taken of it too. "Not impressive at all" maybe, but downright pointless and unneeded? I don't quite think so. Art direction i'm totally cool with, so that part mostly leans on a more subjective side of things, i really don't find LW's art offensive at all. But to each their own.

I see. Then it is clear that we may not be able to share the exact same thought. Since there obviously is some of you points i honestly couldn't disagree enough towards, but otherwise i understand your thoughts towards this game.

Edited by Narukami07
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You mean the 2D Level, the Mach Speed level and the Casion level? Because those are the only other levels we've seein in full, and only one of them is a full 3D parkour level.

 

Yeah and that's the one I directly mentioned because it seems so...I don't even know what to make of it. It's not a bad level, but it just doesn't look like an interesting level. I mean Windy Hill felt more parkour-ish and open compared to it so far.

 

And the fact we have levels split like this...yeah let's take a look.

 

3D Parkour Levels

2D Levels

Mach Speed Levels

Wisp Powers

 

How is the game going to keep itself focused? I'm not saying it's completely impossible, but there is only so much you can juggle before it starts to lose it's balance.

 

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Seaside Hill is one of the prime examples of how amazing it was: ... it had PROPER 3D platforming

Proper what? Pff. Scattering a couple platforms around doesn't make it "proper". Generations didn't offer any better 3D platforming than an amateur's first practice game.
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Where?

 

Aside from Windy Hill, which, let me be honest and say is the only level I've seen so far with any semblance of actually interesting level design that actually used the parkour mechanics because they're the supposed "focus" of this game. And even then it wasn't specifically deep or that interesting as it is. You could say it was because it was the first level, but then every other level afterwards hasn't looked better.

 

I'm not going to call out the Casino level completely yet, but it's not looking too hot right now.

And there's the problem.

We still can't really say that in a conclusive sense considering that aside from Windmill Hill, there hasn't been a full footage of nearly ANY of the main 3D levels in LW compared to even Desert Act 2 & 3. Only glimpses of them from trailers and screenshots.

The style is lovely, but i think having it a bit more open with different alternate paths would have made it look more hotter. Otherwise i too won't call the level out just yet, especially when we haven't seen the other acts in motion.

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Yeah and that's the one I directly mentioned because it seems so...I don't even know what to make of it. It's not a bad level, but it just doesn't look like an interesting level. I mean Windy Hill felt more parkour-ish and open compared to it so far.

 

And the fact we have levels split like this...yeah let's take a look.

 

3D Parkour Levels

2D Levels

Mach Speed Levels

Wisp Powers

 

How is the game going to keep itself focused? I'm not saying it's completely impossible, but there is only so much you can juggle before it starts to lose it's balance.

 

 

Main levels, gimmick levels, power ups......yeah im not seeing anything to out there when it comes to typical 2D/3D platforming fare, it's not a whole lot that Sonic Teams has on their plate, they just have to implement well.

 

 

 

Proper what? Pff. Scattering a couple platforms around doesn't make it "proper". Generations didn't offer any better 3D platforming than an amateur's first practice game.

 

I find that statement hilarous considering how robust Seaside Hill is but whatever.

Edited by Soniman
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That's the thing I'm specifically worried about, see. This is their first attempt at a new gameplay style and they're already trying to throw more stuff into the mix. I'm not saying it's going to be a clusterfuck barely glued together but I think the parkour should be the main thing put in the spotlight.

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I find that statement hilarous considering how robust Seaside Hill is but whatever.

Seaside Hill may have been the best level in Generations but there still isn't a shred of 3D platforming in it that interests me.
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That's the thing I'm specifically worried about, see. This is their first attempt at a new gameplay style and they're already trying to throw more stuff into the mix. I'm not saying it's going to be a clusterfuck barely glued together but I think the parkour should be the main thing put in the spotlight.

I agree, i'd like to see more of what the 1st level is dishing out. But by the looks of what Desert act 1 seems to look like, i think we might see more of that in there (i looked interesting to me in the trailer during Eagle Wisp's reveal in motion). tongue.png

I think Aaron's taking notes since he specifically stated that they updated the 1st level during the Comic-con commentary of LW's gameplay.

Edited by Narukami07
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Seaside Hill may have been the best level in Generations but there still isn't a shred of 3D platforming in it that interests me.

That may be, but the point is, as you pointed out yourself, there still is 3D platforming in that particular level and SOME people might enjoy it, although I am of the belief that LW will provide much more of it

Edited by Jolt_TH
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I don't know if this has been posted yet but...

 

http://www.youtube.com/watch?v=4BFc4KaYNcA

 

TSS managed to get an interview with Aaron Webber at Comic Con. Got a few interesting answers.

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