Sonic 4: Episode 2 Discussion Electric Bogaloo
#3796
Posted 10 June 2012 - 01:27 PM
OK so I played through Episode II finally. In the end I personally liked Episode I better. Not for the physics but for the level design and tropes. The game was also much less frustrating for me. The part that annoyed me was the ice cave level filled with water where those walrus robots freeze the water so you have no way to get past them and you drown. It took a while to figure out how to destroy them before they freeze the water and even then it was kind of hard to pull off. I thought Tails' teamwork was pretty cool in this game though. I still haven't played Sonic Generations yet.
#3797
Posted 10 June 2012 - 02:25 PM
The Game Collector, on 10 June 2012 - 01:27 PM, said:
OK so I played through Episode II finally. In the end I personally liked Episode I better. Not for the physics but for the level design and tropes. The game was also much less frustrating for me. The part that annoyed me was the ice cave level filled with water where those walrus robots freeze the water so you have no way to get past them and you drown. It took a while to figure out how to destroy them before they freeze the water and even then it was kind of hard to pull off. I thought Tails' teamwork was pretty cool in this game though. I still haven't played Sonic Generations yet.
The only part when they will box you in is and the very end of the stage (that traditional Dimps design trait). The idea isn't to kill them at all, but to swim right past. You just go through the middles and don't get caught once.
#3799
Posted 11 June 2012 - 06:01 PM
I never thought I'd actually get all 7 chaos emeralds before ever beating Sky Fortress Act 1. Time to spam Sylvania Castle Act 1 for lives again... :/ I'm happy you can restart a special stage before it kicks you out. I wish I would have known about that ability sooner for Episode 1. I guess it just earned itself some replay value!
My biggest complaints are the cheap "GOTCHA" moments in the game. The damn ice walruses and Sky Fortress Act 1's boxes that are so bad ass that they fucking KILL even Super Sonic. Apparently he can breathe in space but can't ram through a damn cargo box in the air. Go figure.
I may be complaining, but I definitely love the game.....and I love to hate certain parts as well.
Also the one of two ring tease (thick rings) towards the end of Special Stage 7....priceless.
My biggest complaints are the cheap "GOTCHA" moments in the game. The damn ice walruses and Sky Fortress Act 1's boxes that are so bad ass that they fucking KILL even Super Sonic. Apparently he can breathe in space but can't ram through a damn cargo box in the air. Go figure.
I may be complaining, but I definitely love the game.....and I love to hate certain parts as well.
Also the one of two ring tease (thick rings) towards the end of Special Stage 7....priceless.
#3800
Posted 13 June 2012 - 12:26 PM
The ice walrus trap got me a few game overs because I was playing co-op with an inexperienced player and we honestly had to come up with a strategy to overcome these vile aquatic beasts, the 1 second delay on movement didn't help one bit.
#3801
Posted 13 June 2012 - 04:19 PM
Since people are talking about it again, I figured I repost my feelings on this section.
I'm about to go on a miniature rant, because this part is absolutely fucking bullshit. It goes completely against the philosophy of a fair challenge in the original games (inb4mysticcavepit), and I find it worse than the traditional "Dimps bottomless pit at the end of a level" (which still plagues this game). Whoever made it needs a swift kick in the ass, and whoever approved of it needs to fired. I don't give a shit if there are spikes there to kill myself quicker. Read that again and tell me how ass-backwards that is: being able to kill yourself faster in a situation where you're trapped and can't escape. There should always be an escape, otherwise you wind up with shitty parts like this and they are not. fucking. fun.
Skyler, on 20 May 2012 - 08:47 AM, said:
Jimmy Hedgehog, on 20 May 2012 - 07:15 AM, said:
Yeah...getting trapped between blocks of ice with no escape underwater isn't my cup of tea...
I'm about to go on a miniature rant, because this part is absolutely fucking bullshit. It goes completely against the philosophy of a fair challenge in the original games (inb4mysticcavepit), and I find it worse than the traditional "Dimps bottomless pit at the end of a level" (which still plagues this game). Whoever made it needs a swift kick in the ass, and whoever approved of it needs to fired. I don't give a shit if there are spikes there to kill myself quicker. Read that again and tell me how ass-backwards that is: being able to kill yourself faster in a situation where you're trapped and can't escape. There should always be an escape, otherwise you wind up with shitty parts like this and they are not. fucking. fun.
#3803
Posted 14 June 2012 - 02:34 PM
I guess I could get this. The S4 Ep. I/II soundtracks never did anything for me, but it'll be a legit physical release for high quality.
#3804
Posted 14 June 2012 - 08:13 PM
I just watched a playthrough of Sky Fortress Act 1 and I realize the problem I'm having with the cargo box charge sections....iPad. Seeing someone play with a regular control looks like it makes a world of difference. The only consolation is that I noticed the Episode 1 Super Sonic physics...which at least for the iPad makes him easier to control. That last super narrow section you have to get the Tornado through AND charge through cargo boxes has gotten me 99 times out of 100. The one time I made it through, I still died. I have major issues with the difficulty curve of this game. While most sections are easy, others just don't make any sense. I also saw a playthrough of the Oil Desert Boss and never in my life have I seen where you could run right through the middle of a boss's legs (while it's standing on the same platform as Sonic and Tails) without getting hurt. The guy actually ran through the legs of that thing and hit eggman and the boss was done after first hitting the feet. It blew my mind as well as pissed me off because the way the games worked in the past, you would never think that such moves were even possible!
#3807
Posted 15 June 2012 - 12:12 PM
Wow, what the fuck? Is Ken still going to stick by his "but the assets!!!!!!" argument?
#3809
Posted 15 June 2012 - 12:35 PM
For custom resolutions you can edit:
C:\Program Files\Steam\steamapps\common\sonic the hedgehog 4 - ep 2\Config\UserConfig.cfg
(The path is C:\Program Files (x86)\Steam\steamapps\common\sonic the hedgehog 4 - ep 2\Config\UserConfig.cfg on x64 windows)
And put any resolution that is 16:9! Like you have a 1024x768. To know the biggest 16:9 res that will fit on your screen, just multiply 1024 by 0,5625 and input that as the vertical resolution, so the biggest 16:9 resolution on 1024x768 is 1024x576! Also, most of the monitors don't support those resolutions, so disable fullscreen!
All 16:10 resolutions are stretched from their 16:9 counterparts 1440x900 is stretched from 1440x810! (Thanks Ezodragom)! And for 4:3 they crop the sides from 16:9.
The thing is, the software renders the screen to fill any screen, like 1440x900 is rendered at 1600x900 and the sides are cropped, but when this happens the forced antialiasing goes away. Why is that? I can't explain, but if you force 1920x1080 (windowed) on a 1440x1080 monitor,you can't force antialiasing.
Ah, SuperSonic is still dropping like a rock and no secret ending.
C:\Program Files\Steam\steamapps\common\sonic the hedgehog 4 - ep 2\Config\UserConfig.cfg
(The path is C:\Program Files (x86)\Steam\steamapps\common\sonic the hedgehog 4 - ep 2\Config\UserConfig.cfg on x64 windows)
And put any resolution that is 16:9! Like you have a 1024x768. To know the biggest 16:9 res that will fit on your screen, just multiply 1024 by 0,5625 and input that as the vertical resolution, so the biggest 16:9 resolution on 1024x768 is 1024x576! Also, most of the monitors don't support those resolutions, so disable fullscreen!
All 16:10 resolutions are stretched from their 16:9 counterparts 1440x900 is stretched from 1440x810! (Thanks Ezodragom)! And for 4:3 they crop the sides from 16:9.
The thing is, the software renders the screen to fill any screen, like 1440x900 is rendered at 1600x900 and the sides are cropped, but when this happens the forced antialiasing goes away. Why is that? I can't explain, but if you force 1920x1080 (windowed) on a 1440x1080 monitor,you can't force antialiasing.
Ah, SuperSonic is still dropping like a rock and no secret ending.
This post has been edited by Master Emerald: 15 June 2012 - 01:05 PM
#3810
Posted 15 June 2012 - 12:57 PM
