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Sonic Forces demo- Green Hill (Modern Sonic gameplay)

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6 minutes ago, RedFox99 said:

So are there actually over 70 levels?

We don't know for sure, yet. All we have to go on is a vague percentage meter and a level count 'so far.' I wouldn't be surprised if the lot of these levels are about as complex as Sonic Generations' mission levels. Short, throwaway and reusing assets. 

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4 hours ago, TargetWatch said:

Where's the variety SEGA!?

 

Their answer would probably be: In the Avatar creation.

I mean why the hell would you want to destroy different kind of enemies with the same character, when you can destroy the same enemy with a ton of different characters?

Haven't you heard Iizuka? It's called "advancing the franchise".

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10 hours ago, Jar Jar Analysis 1138 said:

Watching these videos...It's brings home the fact that the boost levels are not only short but the most linear and restrained we've ever seen.

Well, yeah. It's a mechanic that was designed for a 2D game. It's absolutely not designed for anything but going forwards, backwards, up and down, and backwards, up and down don't necessarily render very well in a behind-the-back camera perspective.

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14 minutes ago, DoubleXXCross said:

Well, yeah. It's a mechanic that was designed for a 2D game. It's absolutely not designed for anything but going forwards, backwards, up and down, and backwards, up and down don't necessarily render very well in a behind-the-back camera perspective.

I would also add that it's a mechanic to get rid of needing any fancy physics engine. I mean boosting function pretty much like this: if Boost is enabled, move character forward at top speed regardless of any incline, slope or angle. It's the perfect 'on-rails' simulator mechanic.

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