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Sonic Lost World Reviews

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I see what you mean here, though the question is how sega would go about making new levels and the like without doing something that's been done before. Sure another adventure-esque game would be cool with parkouring and some other new mechanics but what kind of levels could they make at this point that haven't already been established in the games.

...Greekland?

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I see what you mean here, though the question is how sega would go about making new levels and the like without doing something that's been done before. Sure another adventure-esque game would be cool with parkouring and some other new mechanics but what kind of levels could they make at this point that haven't already been established in the games.

 

I'm not asking for the eschewing of common level tropes; I'm asking for better context surrounding a level's existence within a game's narrative, as well as designing levels specifically around that location's features. Why not make a casino level that's just an arena for a few pinball tables of your choice, some useless showers, and a trash system you're dumped into if you fail (the closest thing to a level), instead of just another get-to-the-end level with a casino backdrop?

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RE: level tropes. I wouldn't mind the whole "basing levels on real life locations" thing again, I'm sure there's plenty of locations in the real world that would make amazing Sonic levels.

 

That being said, I think reusing level tropes but putting a twist on them could be cool. I always liked Planet Wisp's idea of a Green Hill-y level, but Eggman's influence everywhere. Unfortunately the factory sections overshadow the greenery, rather than there being a balance.

 

Also:

Why not make a casino level that's just an arena for a few pinball tables of your choice, some useless showers, and a trash system you're dumped into if you fail (the closest thing to a level), instead of just another get-to-the-end level with a casino backdrop?

we need stuff like this again.

Edited by ElementofChaos

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To be clear, I don't really want a return to the boost gameplay either - I'm just saying that Generations was a much stronger game on its own merits than Lost World seems to be, and that I vastly prefer that style over this one.

 

I was personally hoping for a return to the Adventure style, but more polished and with tighter controls. Lost World is too slow and too Mario for my tastes. There's also no context to the levels at all - a fact that greatly diminishes my interest in the game. Both versions of Speed Highway may have had floating highways (in the original's case, due to technical limitations - I actually really liked how you could see other similar roads in the background of the Generations version), but they still felt interesting. It was a fun romp through a bustling city at night, riding helicopters, running along and down the sides of skyscrapers, police badniks chasing after you the whole way... it was just fun. Bloopy Bloop Gamey Game Level #4 of Lost World, floating in the sky for no reason whatsoever with no context or meaning, is so boring. Please, please, please, that's the number one thing we should never ever see again. I hate that kind of design.

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I think something like Adventure 1 level design would work well, with more emphasis on alternate paths and such. Adventure did have a few here and there, so there's that. Seriously, I could easily see SLW Sonic fitting in SA1, with some tweaks.

 

If only this had ended up on PC so we could have a Generations hacking community sort of thing.

Edited by ElementofChaos

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I think something like Adventure 1 level design would work well, with more emphasis on alternate paths and such. Adventure did have a few here and there, so there's that. Seriously, I could easily see SLW Sonic fitting in SA1, with some tweaks.

 

If only this had ended up on PC so we could have a Generations hacking community sort of thing.

I get the feeling that Sonic Team's best bet with the current circumstances would be to tweak the controls of SLW Sonic and give more adjusting care to the level design.

 

From what I've heard SLW would've gone much better with improved level design.

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I'm starting to think they should make controlling Sonic more traditional again.

 

As handy as it seems to have been according to some, having a signified 'run' button goes against what the Sonic series has had for well over 20 years, and seems to be the most alienating design choice for most players. Besides, acceleration over gear-shifting is more fun lol.

 

Maybe they should bring back parkour and make it the exclusive ability on the right trigger. Like, Sonic can move same as he always could without it (plus grabbing ledges), but timed press-and-holdings of the R trigger make Sonic vault over ledges (either running off them or jumping towards them), hop over smaller stage objects, and wall run. Kind of like Assassin's Creed, I guess?

Edited by Aspoopkara

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Lost World offers far more context than Generations could ever hope to achieve. Even if I know what you're getting at in terms of not liking the levels, the word you're using to describe it works against Generations' favor.

 

I thought of the levels in Generations as little bubbles in the context of the games that the original levels were from, but fair enough. Gens was pretty much a glorified level select, and that was a problem I personally had with the game that I was willing to look past on account of its status as an anniversary celebration. 

 

As far as the level design itself goes, yeah, you get what I'm trying to say.

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I'm just saying that Generations was a much stronger game on its own merits than Lost World seems to be, and that I vastly prefer that style over this one.

Sonic Generations took a concept from Unleashed and perfected it.

 

Sonic Lost World tried a brand new concept and had some flaws with it - many that can be ironed out. This is one of the reasons why I wouldn't mind another Lost World styled game that fixed the problems (aka make it a bit faster, iron out level design, make the controls easier with tutorials explaining each function, ditching gimmicks/useless wisps, etc) instead of just ditching it outright.

Edited by Autosaver

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Despite Lost world being I dud in some ways I'm still happy that Sonic Team tried something new. I was getting tired of them playing it so safe. At least this time though reviewers are fussing about "gameplay" and not stupid shit like characters and story elements that are not bad for the franchise.

 

Everything is Lost World was fine presentation wise it just has a flawed core. I would like Sonic Team to take Lost world elements and fuse them with boosting of Generations...its very possible. I believe this because the spindash in this game is pretty much a nerfed boost. If they can do this in Lost World they can do it in a Generations style game.

 

But the more I think about it....the more this sounds like a more refined Adventure style game. Hahaha we criticize the hell of the Adventure games, but maybe our inner child is calling to us or something. :U

Edited by Voyant

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The run button lends itself a lot to stopping and going, which is what much of the level design is built on in SLW (although you can potentially just keep going with skill, which is good, but in this it almost seems you have to go out of your way to do it, just like stopping and looking around in Unleashed/Gens).

 

Thats also why if we were to go back to Adventure-ish level design, where there's platforming and such but its all more centralized towards moving forward a lot instead of stopping so much, the difference between 'walk' and 'run' mode will either have to be minimal or removed altogether.

 

And since people are sort of upset with how the levels are too "Mario" in this case and need to be faster and more flowy, that's what I'm guessing they're gonna do. Its also why I'm assuming they're gonna bring back parkour as the only actions on the trigger in the next game.

Edited by Aspoopkara

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http://www.youtube.com/watch?v=KTiBoTMWrW4

 

- Control is superb

- Amazing graphics

- Kickass soundtrack

- Best Multiplayer in a Sonic game yet

- New ideas are well implemented. One example is falling to your cheap death is avoided by Sonic parkouring up the ledge.

- Unlimited amounts of alternate routes that increase replay value

- Goes back to what Sonic's classic gameplay. Speed was never the main focus, just a marketing gimmick.

- Spindash allows you to go close to super fast speeds closer to Sonic Generations.

- Great level design

 

9/10

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TSS Wii U Review is here!

http://www.sonicstadium.org/2013/10/tss-review-sonic-lost-world-wii-u/

 

Did we love it? Did we hate it? Read on and find out...!

You seemed to flip-flop around a lot in this review. Did you like it overall, dislike it overall, were you "meh" on it? I had trouble drawing an overall conclusion from it. Maybe I'm just stupid?

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http://www.youtube.com/watch?v=KTiBoTMWrW4

 

- Control is superb

- Amazing graphics

- Kickass soundtrack

- Best Multiplayer in a Sonic game yet

- New ideas are well implemented. One example is falling to your cheap death is avoided by Sonic parkouring up the ledge.

- Unlimited amounts of alternate routes that increase replay value

- Goes back to what Sonic's classic gameplay. Speed was never the main focus, just a marketing gimmick.

- Spindash allows you to go close to super fast speeds closer to Sonic Generations.

- Great level design

 

9/10

So wait, so we got some of the best multiplayer so far? we really need more focus on this aspect

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So wait, so we got some of the best multiplayer so far? we really need more focus on this aspect

Colors multiplayer was pretty bad. Sonic games haven't had a decent multiplayer mode in a while.

 

It's a relief to see multiplayer come back with actual levels to run through. Shame it doesn't have online.

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You seemed to flip-flop around a lot in this review. Did you like it overall, dislike it overall, were you "meh" on it? I had trouble drawing an overall conclusion from it. Maybe I'm just stupid?

 

Pretty much what the conclusion says really - I think it's a good game but I couldn't help but notice its many flaws, hence why I spend time discussing both the highs and lows in detail. And "flip-flop" is a good way of describing what the game itself is like, actually. One minute it's brilliant, the next it's frustrating.

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