Majestic Joey wrote:the 2d platforming looks like it might be difficult with that dynamic looking camera, but so far it looks cool. So far though in all the videos I saw for this game nobody has been able to do the QTE, which I think is kind of sad.
I'm not entirely sure, but I think the reason the 2D segments look difficult is probably due to the recording camera being so close to the screen. Honestly, I'm really liking what I've seen so far. Now I just want to see some Wii footage in action.
It was a bit claustrophobic, and I don't think it was entirely because of the zoomed-in camera.
Basically, it does seem to me like Sonic Rush 3D. Rather than place the enemies in places where you won't break your momentum to combat them, just affix the dash attack so you won't need to break your momentum to do so. It's a half-assed solution and I'd wish some reviewers would call bullshit on it, because the whole level turns into one big quick-time event during repeated plays.
I did like the spikes on the wall that you're supposed to jump over; seemed to be legitimate punishment for going too fast, too carelessly. Also, the platforms are bigger, but they seem to be the size I imagined they'd be depth-wise when playing the classics.
The only thing that seriously worries me are the sections where you use enemies to cross chasms in the 2D side... that's the kind of thing you need to see coming on the horizon before making a blind action. This video of (at long last) a competent gamer, had two such sections. The first one I've seen "trick" (put in quotes because I don't think Sonic Team was trying to be "tricky" in doing this intentionally) the players in some other videos... Sonic goes down to the lower level, where there's an opening in the background wall, making it look like you can go back there. One guy spent a good deal of time trying to run into it, but it was still stuck in 2D, and he couldn't figure out why that was. This guy retreated to the top instantly and got back on track, but the second instance there was nothing below, and he just ran off into a—*groan* altogether now—a bottomless pit.
one other thing I noticed in that video that annoyed me was how slow the platforms move compared to sonic. the player was zooming by but then missed one platform that he needed to jump on to get past a certain part. so he had to go back and wait for this slow ass platform to drop down and it took like 10 seconds. All I'm saying is that it really slowed down the game's momentum. I'm not saying platforms should move crazy speed but they should not be so slow that you have to wait around so long that sonic starts tapping his feet.
I loved that little cat-and-mouse game in the Genesis titles. Going fast, tearing shit up, all caffeinated and ADD-like... then the platform's pulling away as I get to a ledge. And I have to wait for it. Patience, patience, patience... By the time the platform comes back, I get on it, and get to where I'm going, I'm wound up like crazy and bolting through the levels again.
Obviously it doesn't look as good as the other versions but it actually looks a bit better than I expected. It's not quite as much of a downgrade as I thought it would be.
Obviously it doesn't look as good as the other versions but it actually looks a bit better than I expected. It's not quite as much of a downgrade as I thought it would be.
Woah, what? What the fuck? How does that look so much tighter and more fun than the the PS3/360 version? I guess Dimps being behind the level design actually makes all the difference!
did you guys. see that. mother fucking spin dash(54 seconds in). Why does the wii version look amazing? There was a video of the 360 version posted as well and it looks as squirrely and unplayable as ever. Dimps are fantastic apparently.
So there are branching pathways, that's nice, but why is the stage so empty? Where are the obstacles, items, platforms and enemies that actually pose a threat? The game looks to suffer the same "hold right" problems as this decade's hand held Sonic games.
Crazy Penguin wrote:So there are branching pathways, that's nice, but why is the stage so empty? Where are the obstacles, items, platforms and enemies that actually pose a threat? The game looks to suffer the same "hold right" problems as this decade's hand held Sonic games.
To grossly oversimplify: it's Sonic Rush Adventure vs. Sonic 06, console edition. I'm going with the former.
I'd say that's even better than the Rush series as far as the actual level design goes. Some moments looked genuinely Genesis-esque to me. Jury's (read: me) still out on the 3D segments, just wasn't enough to judge there.
DackAttac wrote:I'd say that's even better than the Rush series as far as the actual level design goes. Some moments looked genuinely Genesis-esque to me. Jury's still out on the 3D segments, just wasn't enough to judge there.
There was a bit at the beginning. It looks more like (and this is the stupid optimist in me talking) the 3D segments will be handled like the non-sidescrolling portions of levels in SRA. That is, minor breaks between regular 2D gameplay.
What I did see reminded me of Heroes more than anything. I think the lack of obstacles hurts the 3D part more than the 2D part... something just plain dull about looking ahead and seeing nothing. Which is weird, I thought it'd benefit from the appearance of an open highway inviting you to shred ass at unholy speeds down it.
It's interesting that the Wii version seems to keep the gameplay in "2D mode" for so much longer than the 360/PS3 version ever does. But then again, it is made by Dimps... maybe they are just sticking with what they know best.
Anyhow, it certainly looks a heck of a lot more playable, if only because the camera stays zoomed out far enough so that you can tell what the heck is going on. But yeah, for better or for worse... it is definitely channeling the Rush games, and all the oft-discussed good and bad elements that come with it.
Watching the video again and taking note of the camera angles and perspective switches, this really looks/feels like Nights on the ground thus far. To clarify, it seems like the game will be more based on time attack and high scores more than anything else. The little counter in the upper left that keeps track of your current grade is a somewhat clear indicator of this direction.
It looks like the fellow playing the game in those IGN videos does not know how to use either the sidestep move (to dart between those walls and crates in the narrow hallway segments) or that big swooshy drift turn deal (which I assume is how you're supposed to handle those big open-area u-turns filled with all the tables and chairs. Interesting that you can choose not to and just crash around diving into walls like an idiot.
So, the official JPN website was updated. Most interesting change here (apart from a new layout) is a Characters page which not only has official art of Hedgehog and Werehog Sonic, but confirms Tails and Amy as appearing characters, along with Eggman (natch), that wierd flying Chihuahua-thing, and...a human?
Yami CJMErl wrote:So, the official JPN website was updated. Most interesting change here (apart from a new layout) is a Characters page which not only has official art of Hedgehog and Werehog Sonic, but confirms Tails and Amy as appearing characters, along with Eggman (natch), that wierd flying Chihuahua-thing, and...a human?
Since we had humans in Sonic Adventure and Sonic Adventure 2, I dont care much if they use them...
PD: I have the jap Sonic Adventure, Sonic Adventure international and the Gamecube one...plus 3 working Dreamcast, someone please post somthing before I ask for help!