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Lost World: Discussion, Impressions and Fan Reviews

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Well, I just beat the Wii U version and for me, I can honestly say that this is one of my favorite 3D Sonic games. Better than Colors? Yes. Better than Generations? Eh... Too soon for me to say if I like Lost World Wii U more than Generations. I can say that I believe that Lost World was a very great step in a good direction for Sonic, and I hope that SonicTeam continue to improve with this gameplay formula.

 

Anyways, I honestly didn't have too much trouble in the latter levels in the game. I died a few times and got about two game overs, but majority of my deaths was because I made mistake while trying to get a red ring (I love collecting the red rings...) I will say that the later levels, or, to be more specific, Sky Road and Lava Mountain, aren't as great as Windy Hill and Frozen Factory, but I still enjoyed them quite a bit. And I'll be the odd ball here on the forums to go right again and say that I did enjoy Lava Mountain Zone 2. Did I die many times? Yes. Did I find it challenging? Yup! I think I'll be playing Lava Mountain Zone 2 a bit. :V

 

Controls were fine for me honestly. It didn't take me long at all to learn how to use Parkour, and to be honest, when you learn how to use it the game becomes so much fun. Then again, you kinda have to learn how to use it if you want to keep moving through the game without too much trouble...

 

I'll play the 3DS version later. For now, think I'll just replay some more levels in the Wii U version. 

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This game is really hard. REALLY HARD! I never had this much trouble in a sonic game,

not sonic unleashed, not sonic colors, sonic generations, sonic 1, 2 and 3. 

Mostly because I'm nooooo good at controlling him.

 

I'm still having fun with it, I just need to get used to it. My mind is still telling me "Race through the level!" because that has been working great...

 

The homing attack is random. I don't know if your suppose to hold the jump button to keep locking into badniks. but it works then it doesn't. 

What happen to perfect platforming when sonic walks? I have the such difficult times making the small gaps. Even when running. 

 

2D Sections are no good.......for some levels at least. 

 

I feel this gameplay can be a whole lot better with out the tubular worlds. But I still got lots to learn. And a fricken demo would of helped too.

 

Did anyone stuggle at Frozen factory zone 2? I got like 10 game overs! That was too hard and sonic was too hard to control in that damned snowball.

 

The story......Love it, shit got real when Tails got mad at Sonic making him think sonic trust Eggman more than him to fix the machine.

Edited by jordine

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Did anyone stuggle at Frozen factory zone 2? I got like 10 game overs! That was too hard and sonic was too hard to control in that damned snowball.

 

Died twice in that level.  That was all.  It's much easier than the likes of Lava Mountain 2 for instance.  Got no game overs in my entire first playthrough either.  

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The HA will automatically lock onto the first six targets that're within range while on the ground or jumping, and you'll then automatically hit everything wit a double jump. Once you've initiated the HA you won't lock onto anything else until you've hit the last target. I can honestly say it works a dream in the Wii U version, and a horror in the 3DS one.

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Did anyone stuggle at Frozen factory zone 2? I got like 10 game overs! That was too hard and sonic was too hard to control in that damned snowball.

I'm a bit surprised to know that someone had trouble with Frozen Factory Zone 2. I think I died twice. Once because I was trying to get a red ring, and the other was because towards the end with those two big monsters, one of them I knocked off while the other knocked me off the level and I died. =/ Still, I didn't find it hard at all, but it did feel slightly weird controlling Sonic in the snowball...but I adjusted to it. 

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I've gotten halfway through Frozen Factory in the 3DS version, and my impressions are that it's...all right. I actually don't mind the stage design, it's enjoyable for the most part despite being much slower than the typical Sonic fare (mainly due to an increased emphasis on defeating enemies or rudimentary puzzle solving). My main beef is that Sonic is just a bit too slippery in the tiny version (I can't compare it to its big brother yet). I will say that the special stages are garbage, however. Well, that's not entirely fair because they were ok until the 5th one, then it just got stupid. All in all, I say this is how Sonic should be in a 3D environment if they tighten it up a bit, and obviously not have enemy beating requirements. I'm going to assume I'll like the bigger version more.

 

Edit: Didn't really mention the Wisps. Asteroid is kind of a pain in the 3DS version, due to the oversensitive controls, but Ivory Lightning is a neat little thing with its pseudo grapple beaming type of deal it has going on.

Edited by Wreck-It Ralph

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So I've been playing the 3DS version, and... well, it's alright so far, but damn does it get hard! Bottomless pits everywhere and some stages force you to use Wisps, which are alright for the most part, but I'm currently stuck on Sky Road Zone 2, which is a casino for some reason, and you need the Asteroid wisp power in order to progress, which is absolute bullshit. I really wish Sonic Team would stop using Color Powers, they're not fun. There's no point to them being there, neither in story nor in gameplay. Haven't unlocked Burst yet, but so far Lightning is my favorite while Asteroid and Quake are my least favorites. Special Stages? I'll have to echo Ralph above and say they were alright until Special Stage 5, then they just got brutally hard; even worse by the fact that you have to use the 3DS gyro to steer. Another gripe I have is the auto rapid-fire homing attack system thingy; it takes away control from the player and just does whatever, which can sometimes cause me to fall into bottomless pits like in Silent Forest Zone 2. Also when Sonic gets hit and knocked back, he takes waaaaay too long to get back up, and you can't get yourself on the rebound to avoid falling into bottomless pits. Why are there so many bottomless pits!? Just... why?! These are what is hindering an otherwise great game. Windy Hill was fun... then it just sorta starts going down hill from there.

Edited by Dark Tomoki

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Actualy, with it out in the US, have more people had a chance to try the Wii-U multiplayer? and how many stages can you use

I have, and I just gotta say, it's absolutely amazing. Probably even better than SA2:B's multiplayer. Definitely one of the game's high points.

First player uses the gamepad screen, second player uses the TV and wiimote+nunchuck/pro remote. Three types of races: Speed, Expert, and Ring Race. Each race section contains five different levels, each slightly different and more difficult than the originals. Race conditions dictate that each checkpoint warps both players to the same point, with the victor of the section getting a 3 second head start. Powerups include invincibility, speed-up, shields, warp, and weapons such as a Quake wisp cameo, rockets, and slow down. Both players have access to the same moves, and wisps are removed for fairness.

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I honestly think this is one of the worst 3D Sonic games (in a world where we pretend 06 doesn't exist). It's slow, boring, and has some of the most dull level design I've seen in a flagship game, and even lamer bosses. It feels like a movie licensed platformer, one of those "we really don't have to bother" games. This is what people on here have been asking for all along, "make Sonic slow, herp!", "no boost, derp!", but you can see just how pointless Sonic is when he's reduced to just another platform series. There are tonnes of better platform series' out there, only Sonic has the speed and exhilaration which has now been thrown out of the window thanks to our complaining.

 

Sonic has now gone from 'It can be a bit awkward, but it's amazingly exciting in a way no other platform series is' to 'It's awkward'.

Edited by DistantJ

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I started a new file to play through the game properly, and I still have to say that it's really has been a long time since Sonic was this good in some levels. While there's plenty of absolute stinkers, the levels that shine really are immensely fun. There's hardly any scripting, unwanted springs and boosters (my biggest pet peeve with Sonic games ever) and so many routes take. Some short, some long, some with bonuses... it so great at these times.

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Well to continue from my last post, currently on Frozen Factory 2 since my last say-so's at the end of Desert Ruins world.

 

Tropical whatevers was really fun, and actually had a super good feeling on the 2nd act for some reason (prolly super colorful fruit haha). But seriously that entire world is great and probably my favorite so far, even if the last act was a bit stretched out.

 

As for Frozen Factory 1, I've heard a lot of complaints as to that's the starting point of where the game declines...but I'm not seeing it. 10 seconds in I figured out "hey dumby, don't hold run like you always do on the icy parts," and it was pretty much cake from there. I thought it was a bit obvious that you're urged not to go fast since your spindash doesn't go anywhere, and your sprinting becomes a slippery disaster. Again from last time I brought this up, it was another situation where you needed to be patient instead of blitzing in. I get that it's a Sonic game and we get the impulse to just want run really fast and pretend we're all super pros or something, but this game for once isn't holding your hand with that, and I'm starting to believe that's what a majority of people's complaints are maybe coming from. Just slow your ass down and do it right and then get progressively faster from there with practice lmao.

 

So on the snowball level which is ok I guess but not my favorite gimmicky level. I admit I sometimes get antsy and wanna spindash on a part that I think I got, but wind up bolting off the edge or into something instead XD. Also not really liking the really bad stereotyping on the badguys at times, with green chick being especially cringe-worthy with this. Would've been better if she was just more cunning or something, instead of a victim of her own vanity, but oh whale. Oh and lastly, the cutscenes are pretty adorable. Cheesy, yes, but it's fun seeing the crew in a really harmless and lulzy fun manner.

 

 

1) when your playing the game normally what goes on the Wii u screen?
 

 

It's a really simplistic "point A to B" map of your current level, but mostly for show on how far you are into it, since it's not specific in the slightest. However it holds all your HUD that normally fades in/out on the TV when you play, if you're feeling the need to take a look at your rings/time/lives/etc

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I just got to Frozen Factory. Maybe it's a bit too early for me to give a full judgment on it, but so far, I'm not really enjoying this game. It has neat ideas like the giant fruit, but it honestly does just feels like a poor man's Mario Galaxy. All the people who accuse Sonic of being nothing more than a sped up Mario finally have some form of validity because this game actually does feel like just a sped up Mario game. It does not feel Sonic-y in the least, it just feels like a watered down Mario game with a model swap Sonic himself really just feels slow even comparing this to 06, his actual speed has never really been a complaint of mine but it's just ridiculous here. As for the parkour, I feel it's a neat idea that's not exactly implemented well because most of the terrain is just flat and after Windy Hill, there don't seem to be that many alternate paths at all. The controls are actually pretty bad too especially in the dash forward levels and with the rails, a place where the sidestep would have been very useful. There are also quite a bit of ball puzzlelike section that just make progression seem tedious. The difficulty so far hasn't been too bad, just a few tedious sections but that's it.

 

I'm gonna complete this game, but so far it has not given me a good impression and I see myself returning it to Gamestop in within this week.

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I'm surprised so many people can't deal with the snowball level.  At first I thought I just had begginners luck but I played it three times now and had no troubles.  Just that one final zigzag near the end is tricky for me.  I totally enjoyed getting my Katamari on, I kept wanting to wiggle the control sticks back and forth for a boost.  =B

 

While I am playing the game with the JPN voices, it's still pretty meh writing all around.

 

I was originally planning to play in Japanese to avoid Amy's horrid new voice, but I'm glad I was too dumb to notice the language option on the title screen.  The script works so so much better with the English performances.  A lot of the funny dialogue loses all its punch when you're just reading static subtitles.

Edited by JezMM

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I am not going to make a huge wall of text because I'm not even close to finishing the game and I don't have my own Wii U console (so finishing the game will take forever) but I just want to say one thing:

 

Why are the kick move and the bounce attack mapped on to the same button, Sonic Team? Why do you do this to me?

Edited by Chooch

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I am not going to make a huge wall of text because I'm not even close to finishing the game and I don't have my own Wii U console (so finishing the game will take forever) but I just want to say one thing:

 

Why are the kick move and the bounce attack mapped on to the same button, Sonic Team? Why do you do this to me?

 

Because there's a reticule that will let you know exactly what you're going to do, unlike in a certain second Adventure game. Though it's still totally annoying if you want to bounce and not kick. The kick should just be abolished anyway. It adds nothing to the game except guesswork when it comes to attacking enemies.

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It's far from a major issue, I just think I've been having some bad luck with it. And the kick is really lame kind of in general.

 

The first time you encounter any enemy you never really know for sure if you should be kicking or using the homing attack which leads to you kicking shit you shouldn't and homing attacking shit you shouldn't and it's just dumb as fuck.

Edited by Chooch

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A workaround to the bounce/kick issue is to face away from the enemy and the reticule will disappear.  Since bouncing is a very vertical motion, it doesn't really matter which way you're facing when you start it since you can still move in any direction to the same degree after your third bounce.

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I'm currently grinding up the Flickies to get to the last Sky Road level (guh), so I'm still trying to collect my thoughts, but one thing I haven't seen anyone mention: I look forward to trying to parkour my way up walls in the 2D segments/levels. There's usually a very narrow, vertical space in each 2D level. I see it and can't wait to get to that, because hey, wall jumping is cool. But there's always a hidden spring that just shoots me up through it and takes the opportunity away from me. Why?

 

EDIT: Wii U version

Edited by Maleficent Mykonos

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Previously I thought giving enemies a health bar was the worst change to the enemy system they series had ever introduced. Now I believe the worst change is giving enemies invincibility phases where touching them even-if-you're-in-attack-mode from any angle causes you to get damaged. Having an extra attack move for making enemies vulnerable to attack just ads an unnecessary extra step. If you're in the right position to do a kick, then you're in the right position to do a homing attack. I don't like this newly introduced middle man.

 

Oh, and also having health bars that require you to stay still in attack range until you can get ready to do a super-duper homing attack is even worse. Sonic is fast. Having a key ingredient to attack be staying still is dumb.

 

Rar!

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