Sonic and Sega Retro Message Board: Sonic 4: Episode 2 Discussion - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 275 Pages +
  • ◄ First
  • 126
  • 127
  • 128
  • 129
  • 130
  • Last ►
    Locked
    Locked Forum

Sonic 4: Episode 2 Discussion Electric Bogaloo

#1906 User is online Hitlersaurus Christ 

Posted 06 March 2012 - 04:17 PM

  • @gayanimedad
  • Posts: 396
  • Joined: 27-August 10
  • Gender:Male
  • Location:glorious nippon
  • Project:Snoic Generatons 2017

View PostXCubed, on 06 March 2012 - 04:12 PM, said:

HZ - We now know the proper pronounciation is not Hydro.......City, more like Velocity.....but that's besides the point, it is what it says.

Actually after Generations we now know that's NOT how it's pronounced. It's Hydro City officially.

#1907 User is offline MykonosFan 

Posted 06 March 2012 - 04:23 PM

  • MODE CHANGE.
  • Posts: 3257
  • Joined: 08-March 09
  • Gender:Male
  • Location:WV
  • Wiki edits:178
Let me be that guy and share this concerning Hydrocity's pronunciation. :v:

http://www.sonicretr...unce-hydrocity/

#1908 User is offline XCubed 

Posted 06 March 2012 - 04:31 PM

  • Will Someday Own a Rent-A-Center
  • Posts: 3414
  • Joined: 23-November 04
  • Gender:Male
  • Location:Boynton Beach, FL
  • Wiki edits:5
I refuse to believe that this is an Engrish issue, Kanji or not! Whatever, I'm done.

#1909 User is offline Aerobian-Angel 

Posted 06 March 2012 - 05:12 PM

  • "____________________"
  • Posts: 26
  • Joined: 08-September 11
  • Gender:Male
  • Location:The magical land of my Computer Chair
Back on the topic of that video, I saw some pretty good slope physics in play. Not to mention the distinct lack of boosterpads and spring-spam. I also saw that the pathway to the Bubble-Chain Pit (only briefly seen in another video) branched off from AT LEAST two other routes. Note the hard-to-see trail of 3 rings (in the top-left corner), possibly leading to a jump across to a higher ledge at 2:26. The other is an upward-slanted spring pointed AWAY from the lower-route at 2:30. It looks like the homing attack allows for access to newer pathways as opposed to it being mandatory. Of course, these instances would be MUCH easier to see if that guy was just two feet OUT of the way...

But hey, that Polar Bear attack was a great way to end the video.

#1910 User is offline SpeedStarTMQ 

Posted 06 March 2012 - 05:21 PM

  • Posts: 2281
  • Joined: 20-April 10
  • Gender:Male
  • Location:UK
  • Wiki edits:5
Yeah, it looks like it's going to be less linear than Sonic 4, which for many people will be a mind changing difference.

I wonder how difficult this game is going to be- another downside of Sonic 4 was that it was too easy to beat. I can rack up 50 lives in a single hour and a half playthrough without even trying, and there's not much that can really kill a skilled player apart from that card pit in Casino Street Act 2, and even then that's not mind blowingly hard. Once you've beaten the end boss for the first time it then becomes very easy afterwards. I'm hoping they've gone for the continued difficulty that you find when switching from Sonic 3 to Sonic and Knuckles. Enemies seem to have more life now, so that's also an improvement to combat the easiness of dispatching enemies by homing attack.

#1911 User is offline SteelBrush 

Posted 06 March 2012 - 06:56 PM

  • 603e
  • Posts: 1194
  • Joined: 12-April 08
  • Gender:Female
  • Location:the home of spotted dick, Devon
  • Project:Tramadol, Tamazepam and finding a reason to exist.
The issue with E1 is that it wasn't difficult, it was cheap.

#1912 User is offline Aerobian-Angel 

Posted 06 March 2012 - 08:19 PM

  • "____________________"
  • Posts: 26
  • Joined: 08-September 11
  • Gender:Male
  • Location:The magical land of my Computer Chair
I'll agree that some bits felt like Metropolis all over again, but I seriously think that after you know how to get past them, they're painfully easy. Tedious at best. Strangely enough, Mad Gear felt like the LEAST cheap level (aside from the piston-platforming sections).

#1913 User is offline Narstyle 

Posted 06 March 2012 - 09:01 PM

  • Posts: 334
  • Joined: 07-May 09
  • Gender:Male
  • Location:Manchester, UK
  • Project:VR Developer
Eargh that music. I understand that you have to keep it similar to previous episodes (god forbid) but it's just that fackin' drum snare that irritates me. Every level!

#1914 User is offline Ayu Tsukimiya 

Posted 07 March 2012 - 12:47 AM

  • UGUU~
  • Posts: 462
  • Joined: 26-April 10
  • Gender:Male
Difficultly is probably the least of their problems in comparison to physics and level-design. Not saying it doesn't matter or anything, but it can take a backseat for now.
This post has been edited by Ayu Tsukimiya: 07 March 2012 - 12:48 AM

#1915 User is offline SpeedStarTMQ 

Posted 07 March 2012 - 02:23 AM

  • Posts: 2281
  • Joined: 20-April 10
  • Gender:Male
  • Location:UK
  • Wiki edits:5
Well physics seem like they're already sorted, and level design is well on its way, si I should hope they just to think more about placing lives and enemies and whatnot, seeing as that's also relevant to level layout. Ep I was stupid because Casino Street Act 2 spewed lives at you.

#1916 User is offline ICEknight 

Posted 07 March 2012 - 05:17 AM

  • Posts: 10818
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostSpeedStarTMQ, on 07 March 2012 - 02:23 AM, said:

Well physics seem like they're already sorted
I don't think we can know for sure, until we get a hands-on from somebody "reliable".

#1917 User is offline Roller 

Posted 07 March 2012 - 11:59 AM

  • Posts: 240
  • Joined: 15-July 10
  • Gender:Female
Good news everyone!

Quote



It's GameInformer, so maybe it's not 100% reliable - but based upon what we've seen in those videos, Endri's comments, and now this, I think that the physics have really been turned around for the better.
This post has been edited by Roller: 07 March 2012 - 12:03 PM

#1918 User is offline XCubed 

Posted 07 March 2012 - 02:01 PM

  • Will Someday Own a Rent-A-Center
  • Posts: 3414
  • Joined: 23-November 04
  • Gender:Male
  • Location:Boynton Beach, FL
  • Wiki edits:5

Quote

I really enjoyed sprinting through the ancient ruins, but I hope the next act takes Sonic and Tails inside the castle for some spooky encounters. Remember the ghost enemies and puzzling sections from Sonic & Knuckles’ Sandopolis Zone? I'm expecting something along those lines.


Oh god please no! I sure hope not! I really hate the ghost gimmick! Even till this day I do not like it. I'd rather suffer through Labyrinth Zone AND Lost Labyrinth Zone a thousand times over.

#1919 User is offline StriCNYN3 

Posted 07 March 2012 - 02:57 PM

  • Posts: 317
  • Joined: 30-March 10
  • Gender:Male
  • Location:Neptune, NJ
Exactly how I feel. I never really seen the appeal in Sandopolis. Such a monotonous and dull level in general. If they want spooky, do something like Heroes, but just pulled of better. I don't think Sonic covers that trope to often anyway.

#1920 User is offline HarrisonJ 

Posted 07 March 2012 - 03:07 PM

  • Posts: 1396
  • Joined: 24-June 10
  • Gender:Male
  • Location:Winnipeg
  • Wiki edits:16

View PostRoller, on 07 March 2012 - 11:59 AM, said:



Your link doesn't work.

  • 275 Pages +
  • ◄ First
  • 126
  • 127
  • 128
  • 129
  • 130
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users