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Sonic 4: Episode 1 Discussion Official Discussion Thread

#2056 User is offline Jimmy Hedgehog 

Posted 05 February 2011 - 07:16 AM

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QUOTE (gold lightning @ Feb 5 2011, 04:51 AM)
QUOTE (Moonshadow Caz @ Feb 4 2011, 11:37 PM)
Am I the only one who notices a resemblance between E.G.G. Station and Frieza's spaceship?

*pics

psyduck.png


0.0 Now that you pointed it out, no you're not.
The Death Egg was a reference to the Death Star, so it's not like they've never made references with their big spaceships before (I highly doubt it in this case though).

Frieza confirmed for Episode 2 boss v.png But seriously, I noticed that resemblence too, pretty funny actually

#2057 User is offline Hitlersaurus Christ 

Posted 05 February 2011 - 12:15 PM

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I'm sure the map graphic of EGG Station was made after the leak, so at the time they were calling it death egg I doubt they had that shape in mind (or any shape at all since there was no world map)

#2058 User is offline PC2 

Posted 07 February 2011 - 01:37 PM

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I never did post my thoughts on this game, so I guess I may as well. Well, I got it around a month ago from now, and I must say, it's pretty good. The levels have a good flow to them and do a good job of encouraging both speed and platforming, neither of which feel forced to me, most of the time. The act-specific gameplay mechanics offered me a more fun and varied experience than Sonic Colors (). While there are a few somewhat questionable pits (namely the one in Splash Hill Act 3 and the somewhat dodgy platforming section in Casino Street Act 2) there aren't enough for it to really be a problem for me. The physics feel weird at first, but I got used to them quickly. The lack of momentum inertia does break the flow sometimes though, and is especially noticeable when trying to speedrun certain levels. It doesn't really feel too short to me - you can beat it in one sitting, just like the classics, which is part of what makes them so replayable for me. I kind of wish the bosses didn't have separate acts, though.

Overall I don't really see any major flaws with Episode 1, but I agree that it still feels like a shell of a game. In that regard, I can't wait to see what Episode 2 and 3 bring, assuming we'll be past the "re/introductory" phase and there will be a lot more new content.

Oh yeah, and the Special Stages are diabolical. Especially 5, 6, and 7. Never again please, Sega.
This post has been edited by PC2: 07 February 2011 - 05:37 PM

#2059 User is offline TheKazeblade 

Posted 07 February 2011 - 03:09 PM

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So with the confirmation of Tails in Episode 2 do you think that we're going to be getting Sonic 2/ Saturn 3D Blast Special Stages instead of Sonic 1's?

And, with the addition of a new character, I think it throws any speculation of lock-on at least with episode 1 out the window, thank goodness. However, its raising my hopes for physics alterations. I don't want to get slammed again. But I'm a little confused about how they're going to go about this; they've already done all of the classic level archetypes for episode 1, so I'm curious to see what the first level/ last level are going to be for episode 2. It would make no sense for them to make another Emerald/Green Hill rehash, nor would it make sense to make an in-space final level. I'm really curious to see where this goes. I really hope to see some crossings of level gimmicks/ themes. I think its safe to assume this won't be a Sonic 2 re-hash, per say, because of Metal Sonic being included.

I think I'm just thinking and hoping out loud.

#2060 User is offline Zakalaks 

Posted 07 February 2011 - 03:23 PM

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I would like to see some actual original levels for episode 2 rather than classic rehashes. It would also be pretty cool to see the super emeralds return, along with knuckles as a playable character. I was okay with the physics, but they could maybe make the jump a bit less floaty.

#2061 User is offline Glaber 

Posted 07 February 2011 - 05:30 PM

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I'd actually like to see enough content to justify the price.

#2062 User is online Mykonos 

Posted 07 February 2011 - 05:49 PM

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QUOTE (Zakalaks @ Feb 7 2011, 03:23 PM)
I would like to see some actual original levels for episode 2 rather than classic rehashes.


This this this this this!

I can't stand seeing "I hope they remake Sonic 2 stages for Episode 2!" for multiple reasons (not that it's happened here, and I'm not targeting Kazeblade as he was referring to Special Stages). Aside from the obvious fact that Sonic 2 was represented in E1 by both Mad Gear and the Final boss, we don't need more remakes. If I want to play Hill Top Zone, I'll go play Hill Top Zone. If I want to play Wing Fortress, I'll play Wing Fortress. I'd be absolutely fine with straight HD remakes/updates if it was done in a separate title, but blatantly doing this again with Episode 2 would be a surefire way to piss me off. Physics don't bother me much, I got over the music, but plainly slapping a new layer of paint on an old fence isn't going to cut it for me this time. (Not that I foresee this trend continuing, just throwing it out.)

Now, Lost Labyrinth/Mad Gear were better ways of doing things than Splash Hill/Casino Street. LL/MG arguably looked better than the originals (read: arguably), had enough to make them look different, and honestly should have been the route as far as the remake/update trend went in E1. I have no issues with them using level cliches (Green Hill and Angel Island are of a similar cliche, but are wildly different), as even the classics did that, but man. This is one thing that would probably turn me off from future episodes until they became dirt cheap through a sale.

Wild rant over nothing, but it's been building up inside me for a while. argh.gif One of the biggest reasons I keep playing Sonic games is to see what different levels they can come up with, and usually the 2D games inspire the best. From the classics to a few stages in the Advance games...even the Rush games had some interesting looking levels. Unleashed/Colors were particularly interesting to me, even if the former largely consisted of places heavily inspired by the real world, it still felt surreal to someone like me. I'm hoping Dimps can knock it out of the park in future installments.

Phew. Now back to waiting on news, even though it apparently won't be for a while.

#2063 User is offline Skyler 

Posted 08 February 2011 - 02:05 AM

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For Episode II, I want, you know, a good game.

#2064 User is offline Overlord 

Posted 08 February 2011 - 03:15 PM

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We're going round in circles here. No more "I wut teh gud gaem lololool" comments with nothing else to them, please - I think this has been WELL established by now. This goes for everyone.

#2065 User is offline Aerosol 

Posted 08 February 2011 - 03:21 PM

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There's really nothing else to say about hopes for Episode 2, besides speculation and hopes for stage themes. Which would eventually stagnate too...

#2066 User is offline Overlord 

Posted 08 February 2011 - 03:23 PM

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Then you just leave the topic alone until there's something actually to talk about? =P

#2067 User is offline LevelSelect 

Posted 08 February 2011 - 04:26 PM

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Blast away. Minimum control stick progression.
http://www.youtube.com/watch?v=1v3FlbJXoWs

#2068 User is offline TheKazeblade 

Posted 08 February 2011 - 04:47 PM

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One thing that I was disappointed with in Episode 1 that I'd like to see addressed in Episode 2 is that the stages were all 2D images instead of real geometry. After seeing that Mushroom Hill video a while back, I believe that it would get rid of some of the tackiness that covered the game, specifically in Splash Hill. 3D models with 2D levels and backgrounds may work well in some cases, but the way Dimps went about it here really showed how cheap of a game this was.

#2069 User is online Blue Blood 

Posted 08 February 2011 - 04:59 PM

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QUOTE (TheKazeblade @ Feb 8 2011, 09:47 PM)
One thing that I was disappointed with in Episode 1 that I'd like to see addressed in Episode 2 is that the stages were all 2D images instead of real geometry. After seeing that Mushroom Hill video a while back, I believe that it would get rid of some of the tackiness that covered the game, specifically in Splash Hill. 3D models with 2D levels and backgrounds may work well in some cases, but the way Dimps went about it here really showed how cheap of a game this was.

Absolutely. Nowadays the art should be hand drawn or 3D, not pre-rendered and lifeless. What especially gets me is that the collapsing cliffs in SHZ are 3D and for the brief moment that they appear they look better than the rest of the level.

#2070 User is offline LevelSelect 

Posted 08 February 2011 - 06:25 PM

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QUOTE (Rave @ Feb 4 2011, 02:09 AM)
QUOTE (LevelSelect @ Feb 4 2011, 04:05 AM)
You can gorilla jump (the rapid jump to air dash button mashing) throughout some acts in this game without moving the control stick (I think this is how Iizuka wanted people to play Episode I).

It's interesting to see how far you can get through a level by doing this.


Can someone please make a video of people doing this throughout several levels in Sonic 4?


Works for Casino Street Act 2.
http://www.youtube.com/watch?v=RvzuWu8cYyk

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