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Sonic 4: Episode 2 Discussion Electric Bogaloo

#1711 User is offline TheInvisibleSun 

Posted 29 February 2012 - 06:34 PM

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View PostSolid SOAP, on 29 February 2012 - 06:19 PM, said:

View PostOSM, on 29 February 2012 - 06:12 PM, said:

I told you man.

I told you, I know you were looking forward to this a lot too.

It really sucks, because the game looks gorgeous, the level tropes seem cool and original, the physics seem largely fixed, I like the concept of team attacks, Tails returning had me excited, etc. It just sucks that they're wasting what seems to be a solid engine on really shitty level design.


Yeah....It's quite sad. I just hope that it gets better than what we have seen so far. Why must DIMPS place that HA chain over a bottomless pit? Why not place an alternate slower lower path, or at least a bed of spikes w/ a spring at the end? Why DIMPS, must you do things like making that one spring not close enough to land on it w/o the Homing Attack, or have portions of the stage that are automated to the point where the player can only watch, and not actually play it? I don't understand. I can only wishfully hope that this is just the dark side of the moon here, and not representative of the rest of the game.

#1712 User is offline Master Emerald 

Posted 29 February 2012 - 06:49 PM

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I quite like the level design there! Looking now more forward to Sonic 4EP2.

If it was HD Rush I would be happier though :(

#1713 User is offline EllisG2 

Posted 29 February 2012 - 07:00 PM

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Keep in mind this is Mobile World Congress. I don't think the attendees expected to play a lot of Sonic, so go easy on them.

#1714 User is offline Dark Sonic 

Posted 29 February 2012 - 07:01 PM

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Ya that level design. I don't really know what to say about it. Even I must admit that there are some decisions they made that are just really fucking stupid. I'm not saying I'd be a pro at designing a level but you'd think that some of these things would have been addressed.

I shall keep looking into this game. I want to like it because it seems like they fixed a lot. And I probably will. But I'm going to keep a close eye on this. Worse comes to worse the game will come out and then I'll watch the inevitable LPs of the game and decide from that.

#1715 User is offline The Sentinel 

Posted 29 February 2012 - 07:09 PM

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View PostLobotomy, on 29 February 2012 - 01:40 PM, said:

Why is everyone so fucking awful at this game.


...maybe because they can't quite control Sonic?
I mean, the controls don't feel natural as in the S1-S3&K games, which is the reason why I stopped playing S4E1 half way through.
It should be a challenge to take the higher path, keep up to speed, memorize the maps, make a well-timed jump or making a combo with the right shield, but not learning to moving the character.
Moving the character should be the means to those ends, not a challenge in itself. If this fails, the game won't be fun and will turn into a major headache.
I'll keep waiting until I'm proven wrong. Maybe Sonic The Hedgehog 5...? ...maybe I'll just wait

#1716 User is offline Dark Sonic 

Posted 29 February 2012 - 07:16 PM

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I just don't understand what Sega sees in Dimps. Yes they made Sonic Rush fan-fucking-tastic. For the most part they've created ugly games that are designed horribly. They're responsible for UnWiished, Sonic 4 Ep 1, Sonic Generations 3DS, and Sonic Colors DS. None of these games hold a candle to their counterparts, and even if there are some decent things about these games, it's nothing that couldn't be done by a more competent developer. Besides Sonic 4 Ep 2, they manage to get worse, and even this game seems to fail in the level design department. I mean, how they went from games that felt like Sonic Pocket Adventure and Sonic Advance 1 to Sonic 4 ep 1 I have no idea. The things they do aren't better, in any way. How they think that is beyond me.

Seriously Sega, Dimps is a cancer. Get rid of them and find another team to do your work. Or at least find some new level designers. This goes for the Sonic Colors team too. Blocks everywhere
This post has been edited by Dark Sonic: 29 February 2012 - 07:18 PM

#1717 User is offline W.A.C. 

Posted 29 February 2012 - 07:36 PM

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Yeah, I'll be honest. More footage I see, the more questionable the level design seems. Shame too because the physics look really improved, the graphics are really pretty, and the art direction is awesome. I miss pre-Rush Dimps. I doubt my favorite game series would be Sonic if it weren't for the Advance games. No idea what the hell happened to them afterwards. A lot of people bitched about the physics in Sonic Advance 2 and 3 but I didn't have serious issues with it. Yeah, it could have been better but it worked well enough.



Certainly a million times better than this.



Edit-

View PostDark Sonic, on 29 February 2012 - 07:16 PM, said:

Seriously Sega, Dimps is a cancer. Get rid of them and find another team to do your work. Or at least find some new level designers. This goes for the Sonic Colors team too. Blocks everywhere

I think they mostly stuck with Dimps because their games used to always get good reviews and good sales. Hell, even the Wii version of Unleashed got better reviews than the PS3/360 version. Dimps not getting good reviews for Sonic games is pretty much a new trend.
This post has been edited by W.A.C.: 29 February 2012 - 07:40 PM

#1718 User is offline Dark Sonic 

Posted 29 February 2012 - 07:43 PM

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View PostW.A.C., on 29 February 2012 - 07:36 PM, said:

View PostDark Sonic, on 29 February 2012 - 07:16 PM, said:

Seriously Sega, Dimps is a cancer. Get rid of them and find another team to do your work. Or at least find some new level designers. This goes for the Sonic Colors team too. Blocks everywhere

I think they mostly stuck with Dimps because their games used to always get good reviews and good sales. Hell, even the Wii version of Unleashed got better reviews than the PS3/360 version. Dimps not getting good reviews for Sonic games is pretty much a new trend.

That was a miracle. I will never understand it. I've played both. The Wii version is 75% werehog in comparison to 60% werehog, and Sonic controls like ass. The only good idea they had was the gaia gates, but even Unleashed's stage hubs were executed better. How anyone thought the Wii version was better is beyond me. They should have just dumbed down the 360 version for the Wii and save some money. Same goes for Generations (fuck the 3DS, just dumb down the 360 version for the Wii).

#1719 User is offline W.A.C. 

Posted 29 February 2012 - 08:07 PM

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View PostDark Sonic, on 29 February 2012 - 07:43 PM, said:

They should have just dumbed down the 360 version for the Wii and save some money. Same goes for Generations (fuck the 3DS, just dumb down the 360 version for the Wii).

Actually, if they did that, they've could've had it for both the Wii and the 3DS.

#1720 User is offline HarrisonJ 

Posted 29 February 2012 - 08:23 PM

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View PostBlivsey, on 29 February 2012 - 04:27 PM, said:

View PostRhinestoneCircuit, on 29 February 2012 - 01:57 PM, said:



If you can get past the bad camera zoom, there's something interesting at about 0:37. Tails airlifts Sonic up to a ledge, but apparently doesn't fly high enough. Sonic is dragged into the corner of the ledge and loses his grip on Tails, falling back down.

You know... exactly as it would've happened in Sonic 3.

little tear.


Never mind that, Sonic actually made it to the other spring without homing attacking at 0:09!

#1721 User is offline Master Emerald 

Posted 29 February 2012 - 08:34 PM

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In fact, in Sonic Rush, if you spindash and keep the D Pad pressed on the direction you want to go, the rolling physics seem like advance!

#1722 User is offline SteelBrush 

Posted 29 February 2012 - 10:13 PM

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View PostMaster Emerald, on 29 February 2012 - 08:34 PM, said:

In fact, in Sonic Rush, if you spindash and keep the D Pad pressed on the direction you want to go, the rolling physics seem like advance!


Which is the problem in S4:E1. Ever tried using one of the filppers in Casino Street Zone and not holding the d-pad? Yeah, exactly.

Physics while important aren't everything. Sonic Chaos and Sonic Triple Trouble succeed in offering a satisfying Sonic experience without 1:1 physics with the MD games.

#1723 User is offline Greg the Cat 

Posted 29 February 2012 - 10:25 PM

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View PostSteelBrush, on 29 February 2012 - 10:13 PM, said:

Physics while important aren't everything. Sonic Chaos and Sonic Triple Trouble succeed in offering a satisfying Sonic experience without 1:1 physics with the MD games.

Maybe it's the fact that I never owned a Game Gear (but had a Sega Nomad, and was very disappointed when it ultimately broke) and thus never got to play those games until years later, but I just could not get into them at all, even though I wanted to. And yes! It was all on the gameplay perspective that threw me off.

The physics and overall design of the Genesis titles stuck with me. Even in the 90s you could tell the Game Gear titles were inferior and were not as fun as the bigger, more fluid titles on the MegaDrive. To be honest, the Game Gear didn't ever do the hog any justice whatsoever unlike Mario and the Gameboy. But hey- that's what you get when you water down the working formula.
This post has been edited by Greg the Cat: 29 February 2012 - 10:26 PM

#1724 User is offline serpx 

Posted 29 February 2012 - 10:35 PM

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I'm not surprised one bit that level design is becoming the next major complaint, because it was personally my major complaint in Sonic 4 Episode 1. I think physics was the biggest vocal point, which was looked at for Episode 2, but I don't know how much of any level design complaints made it in. I hope it's not too hard to make alterations.

#1725 User is offline Solid SOAP 

Posted 29 February 2012 - 11:35 PM

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I can't wait until the next Episode, where they use not-shitty level design as this game's big marketing gimmick.

"THIS TIME

NO BOOSTERS

NO BUBBLES

ALL PHYSICS!!!!!"

It's gonna be awesome, and there will still be boosters and Bubbles there too!

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