2013-05-23, 13:36 | Link #21 | ||
Bishoujo Game Enthusiast
Join Date: Nov 2004
Location: Belgium
Age: 38
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Yes, it was. The day-time levels were better designed, the night-time levels were divided into more digestible chunks, there was a tutorial at the beginning that explained the gameplay that the game expected you to use immediately, and it didn't have any dumb fetch quests or food stores.
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2013-05-28, 14:08 | Link #22 |
Okuyasu the Bird
Join Date: Sep 2009
Location: Alberta, Canada
Age: 32
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Here's the debut trailer folks! It shows a nice batch of gameplay with new mechanics:
Honestly, it kind of looks to me like if you took Sonic Unleashed/Generations, Sonic X-treme and Super Mario Galaxy and put them in a blender, this would be the result. The release date is Fall 2013. Looking very much forward to it.~
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Last edited by SilverSyko; 2013-05-28 at 16:06. |
2013-05-28, 16:44 | Link #27 |
Okuyasu the Bird
Join Date: Sep 2009
Location: Alberta, Canada
Age: 32
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The level design compliments the game's apparent "centre of gravity" gimmick. So I'd say it's fine.
Quite a lot of people are speculating the canceled Sonic X-treme gave some inspiration for this title as well, and I can see why:
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2013-05-28, 21:11 | Link #28 |
Senior Member
Author
Join Date: Jul 2008
Location: USA
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Not all of them rotated. But unless you can jump off the shown part of the level and onto a flatter area, it looks and seems to perform similarly enough. And I hope it was only a part of a single level they showed and not the whole game that's like that.
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2013-05-28, 21:50 | Link #29 | |
Okuyasu the Bird
Join Date: Sep 2009
Location: Alberta, Canada
Age: 32
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More details supplied from the press who got a look at a demo playthrough:
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2013-06-07, 22:26 | Link #37 |
Enjoying Snack Time!
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I'm really liking what I've seen so far with this game, but it's a bit too "platform" for me. I like the idea behind the parkour mechanic since it sort of reminds of of the Jump Splash or Splash Jump ability from Sonic and the Secret Rings.
I really hope that speed parts will be prominent while at the same time keep the platform aspect balanced at the same time. I think the speed is fine, but it has to be prominent and well implemented so that the speed fans, like myself, can be satisfied and content. I also want to see an ice theme level in this because Colors and Generations lacked that and I'm a big fan of those levels in Sonic games. Overall, I'm impressed so far with the presentation of this game. Can't wait to hear more footage, news, or both at E3 next week.
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2013-06-08, 18:36 | Link #38 |
Senior Member
Join Date: Dec 2005
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Been meaning to comment on this game for a while now. Like many others, I've had my share of issues with the more recent Sonic titles, though I felt that Sonic Team has been gradually improving since Colors. But this.... wow, I'm genuinely impressed. I dunno if the Sega guys got some coaching from some Nintendo vets or what, but the levels shown so far look great, IMO. And it's actually not a string of bottomless pits!? Well, color me shocked!
Anyway, I find it most interesting that this game seems to be modeled after the axed Sonic Xtreme. I also like the designs of the new villains, too (IMO, Sonic villains should always look goofy, for the most part. I have a real hard time taking "realistic"-looking villains seriously (like that evil genie from Secret Rings)). Really looking forward to more info on this! |
2013-06-08, 23:11 | Link #40 |
Che! Che! Che!
Join Date: Apr 2006
Location: Brazil
Age: 34
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Not really sold on it. I think Windy Hill has potential to be... something, although I'm not quite sure if enough to be as fun as the stuff in Unleashed/Generations were. Then... the second level they showed really, really irks me. It doesn't look like Sonic platforming at all, with all the bouncing upwards with those 'cannons'. It's like I'm watching a Mario fan-game, one with not particularly interesting level design.
Third one's okay, given it's the speed focused one, but it's also really slow compared to what we're used, not to mention more linear. I mean, people love to complain about Generations and Unleashed being "always straight-on, no looking back", but that level looked like a Quickstep portion of a Generations stage applied to a full area. It's... not very convincing for me. Anyway, I don't know. Maybe I'm just stuck on Generations, but I thought they'd really found a way to translate Sonic into 3D there. The boost, which gets a lot of flak for no reason, was actually great in the hands of more experienced players, and the stage design had reached a level of maturity where they were pretty great at balancing out quick platforming sections and the more reflex based reactions in the 3D bits. Changing it all over again now, especially to something this different with different patterns of speed and parkour systems sounds a bit risky, as I'd have liked more of Generations-style gameplay.
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