Arique, on 05 March 2012 - 01:24 PM, said:
steveswede, on 05 March 2012 - 01:13 PM, said:
Holy crap! After reading all of that, I think it's a good idea that we lock this thread until we get closer near release date. If we can do it for Episode I's release, then we can also lock this thread until Episode II is closer near it's final release date.
Or, we could, y'know,
post about the actual game content instead of arguing over pointless and inconsequential things.
MastaSys, on 03 March 2012 - 03:58 PM, said:
TheInvisibleSun, on 03 March 2012 - 03:47 PM, said:
Metal Man88, on 03 March 2012 - 03:25 PM, said:
However, there are small things we can piece together from the videos, like that its soundfont is not the same as Episode 4's and those obnoxious chains of badniks are back and as dumb as ever.
The Badnik Chains are more frustrating here though, because they fit even than they did in E1. In this game so far, it looks like they are shoehorned in, almost as if they have once-per-stage quota.
"Hmm the stage looks good so far, but we gotta add that Homing Attack chain to make sure the Player still knows how to use it. Oh, and add a bottomless pit under it, so the player HAS to use the homing attack to progress. We really want to show that move off as something essential and important."
This is what it seems like is happening amongst the dev team. What I would like to see, are some of the fun ways Colors used the HA on some stages, I.e. using it as an option to reach a higher path, or even secret hidden paths (unseen badniks that could be behind, or below your camera view, as initially hidden HA targets). Even the Metallic Indestructible flying badniks were cool iterations of the "HA chain as a means of movement or navigation" concept.
I have to desagree a bit on the badnik chains for the homming attack, if you watched the fotage you can see, that some of them (two situations as far I can remember) aren't required to take the path they follow.
There is a ramp to the same way or an moving plataform for example, this is good thing, someone than just want to run foward can take the ramp, others that like to smash the enemies can use the homing attack.
Though you are right, it should be this way in
every instance of the Homing Attack Chain. That way, that form of navigation is always an option, rather than a requirement.
SonicGenesis89, on 04 March 2012 - 12:38 AM, said:
I really like how they gave Metal Sonic some backstory and gave some explanation as to what happened to him after his and Sonic's fight on Little planet. It also explains why Eggman used different robotic Sonic's (Mecha Sonic and Mecha Sonic MK2) in Sonic 2 and Sonic 3 and Knuckles instead of Metal Sonic. (I really believe the order for the classic games storyline's are this - Sonic 1, Sonic CD, Sonic 2, Sonic 3 and Knuckles, Knuckles Chaotix, and so forth.) I guess Sonic 4 would be before Chaotix now huh.
Not too sure about that; if Eggman wanted another Metal Sonic he would have made another copy, like he did in Chaotix. The Robot Sonic's in 2-3&K have a different functionality; they serve a different purpose than Metal Sonic does. Metal Sonic was more speed (and Sonic emulation) oriented, while the others were more attack oriented, as they are far more physically destructive than Metal Sonic normally is.
SonicGenesis89, on 04 March 2012 - 12:38 AM, said:
One thing that totally bothers me is the bland level names. "White Park" is so lame. How about "Christmas Carnival?" Or something...White Park is just so...uncreative and boring...Sylvania Castle also doesn't sound very Sonic-ish to me. Sounds like a name of a place in an RPG game or fantasy game but not out of Sonic the Hedgehog. I'm looking forward to seeing updates on those last two levels we don't know as much about yet. Especially that Oil Ocean / Dust Hill Zone hybrid. I don't know why but that one really attracts me.
While White Park doesn't bother me that much as a name, Sylvania Castle feels a bit dull; it sounds too much like a real historical landmark/location. I miss the naming convention that Sonic 2 (and sometimes CD) had, where it seemed like the Zones were named after Sonic's first impression upon seeing the place (I.e. Casino Night, Oil Ocean, Wing Fortress, Tidal Tempest etc.). This way of naming has much more room for creativity, in my opinion.
Also, I too want to see more details from Refinery Rave Zone. I wonder what gimmicks will show up there? Ring shooter perhaps?
This post has been edited by TheInvisibleSun: 05 March 2012 - 02:19 PM