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Sonic 4: Episode 2 Discussion Electric Bogaloo

#1276 User is online GeneHF 

Posted 23 February 2012 - 04:14 PM

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Looks alright. Looking forward to wrecking this game on co-op.

#1277 User is online steveswede 

Posted 23 February 2012 - 04:19 PM

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View Postjasonchrist, on 23 February 2012 - 04:01 PM, said:

View PostDark Sonic, on 23 February 2012 - 03:59 PM, said:

I feel like they should release a series of trailers titled "How we fixed the game"

First they'd have to admit they screwed up in the first place.


That will never happen. Ya know how Japanese pride can really get in the way of things (like how Iizuka said he fixed the physics so he won't be needing Taxman's retro engine).

EDIT:

I think I may have confused Taxman saying Episode 2 is not using the retro engine, rather than Iizuka saying he wasn't going to use it.
This post has been edited by steveswede: 23 February 2012 - 04:33 PM

#1278 User is offline Skyler 

Posted 23 February 2012 - 04:23 PM

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View PostGeneHF, on 23 February 2012 - 04:14 PM, said:

Looks alright. Looking forward to wrecking this game on co-op.

Hit me up, Broski. XBLA all day.

#1279 User is offline Machenstein 

Posted 23 February 2012 - 04:25 PM

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View PostMaster Emerald, on 23 February 2012 - 04:12 PM, said:

In Sonic Rush you gain momentum when rolling downhill too :P

I just played Sonic Rush after reading this post and you seem to be right. Why does rolling feel so gimped then? Were the loops just too big or is the boosting just overpowered which makes rolling look useless in comparison?

#1280 User is offline Indigo Rush 

Posted 23 February 2012 - 04:34 PM

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Looks great, love the improvements they made. And that running animation looks SO much better!

#1281 User is online GeneHF 

Posted 23 February 2012 - 04:36 PM

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View PostSkyler, on 23 February 2012 - 04:23 PM, said:

View PostGeneHF, on 23 February 2012 - 04:14 PM, said:

Looks alright. Looking forward to wrecking this game on co-op.

Hit me up, Broski. XBLA all day.

My apologies sir. That means I'll have to pay for Live and move my 360 around.

I'll be on PSN and Steam.

#1282 User is offline Skyler 

Posted 23 February 2012 - 04:39 PM

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View PostGeneHF, on 23 February 2012 - 04:36 PM, said:

View PostSkyler, on 23 February 2012 - 04:23 PM, said:

View PostGeneHF, on 23 February 2012 - 04:14 PM, said:

Looks alright. Looking forward to wrecking this game on co-op.

Hit me up, Broski. XBLA all day.

My apologies sir. That means I'll have to pay for Live and move my 360 around.

I'll be on PSN and Steam.

I like the cut of your jib. Steam, it is!

#1283 User is offline Dark Sonic 

Posted 23 February 2012 - 04:40 PM

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Then I shall join you Gene! I bought Ep 1 for the Ps3, might as well be consistent.

#1284 User is offline HarrisonJ 

Posted 23 February 2012 - 04:52 PM

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I hope that music is just for the trailer and not actually in-game. Unless it's boss music, in which case it might work.

#1285 User is offline Solid SOAP 

Posted 23 February 2012 - 04:56 PM

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Things I liked:

*The level art and graphics overall look fantastic. Episode I was boring, unoriginal, and just plain bad. The animations including Sonic's running animation are a definite step up from his awkward and weird set of animations from Episode I, and overall the art in this game looks genuinely fantastic, truly a successor to the original games. It doesn't hurt that all the level tropes are original (To a degree), and many enemies are brand new.

*The zones looks really diverse and with a lot of variety to the level design and aesthetics. The trailer showcased 2 levels, but it could have easily been showcasing 3 or even 4. Despite the low level count, the acts seem to differ things up by changing the environment, time of day, and the geometry all together. I'm excited to see how levels mold into one another.

*Level design looks a bit better than Episode I from what I saw, if not by much. Stuff like going into the background of the level ala Donkey Kong Country Returns, legitimate platforming, and the underwater sections all look fun and intuitive.

*Sonic & Tails' co-op abilities look to genuinely add to the gameplay, such as having Tails help you swim faster and fly.

*Some problems SEEM to be fixed, such as uncurling and such. It's possible that the physics and other things have been changed for the better as well, but there's no real way to see.

Things I don't like:

*Health bar enemies. Why? In a game about speed and keeping your momentum we don't need gigantic nears that take 3 hits to kill, no reason.

*Level design doesn't look THAT much different. There are parts that seem better and exciting and fun, but then there are parts that are clearly Sonic being propelled through the level for 5+ seconds. No fun, classic Sonic rarely ever had speed boosters and springs telling him where to go.

*Info TVs are obtrusive and take away player involvement and figuring out exactly what to do on their own.

*Only 4 zones.

More pros than cons, but the levity of the cons is more severe than that of the pros. It looks fun enough and if I enjoy the demo I will likely buy it since I did enjoy Episode I to a degree, I just wanted to see more improvement in level design than I did here, I'm glad I didn't get myself too excited, I guess we'll just have to wait until we get real footage of people playing to get a good idea of the full experience.

#1286 User is offline Dark Sonic 

Posted 23 February 2012 - 05:00 PM

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If this game is anything like generations I expect there will be an option to turn off the help monitors and pit warnings. But those monitors may help every now and then, after all do we really want another carnival night barrel?

#1287 User is offline Solid SOAP 

Posted 23 February 2012 - 05:06 PM

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View PostDark Sonic, on 23 February 2012 - 05:00 PM, said:

If this game is anything like generations I expect there will be an option to turn off the help monitors and pit warnings. But those monitors may help every now and then, after all do we really want another carnival night barrel?

I hope so, but something tells me that they will be there no matter what. Call it a hunch, but I dunno, I guess we'll see when it comes out.

I'd like to assess that my main problem with Snowy isn't that he has a health bar, it's that he's plunked in the middle of level design and is a normal enemy you encounter at least twice. If he was a mini-boss and every stage got a mini-boss ala Sonic 3 & Knuckles, that'd be great. However, he's just an enemy and it's just kind of lame that you'll likely have to defeat him to pass by level design, and the act of beating him just looks like bashing him with the homing attack over and over again.

#1288 User is offline HarrisonJ 

Posted 23 February 2012 - 05:10 PM

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View PostDark Sonic, on 23 February 2012 - 05:00 PM, said:

If this game is anything like generations I expect there will be an option to turn off the help monitors and pit warnings. But those monitors may help every now and then, after all do we really want another carnival night barrel?


I do. Now that I'm not a child anymore I can probably figure it out the first time. If not, it makes for a nice nostalgic addition. Although I did get a time over in Lost Labyrinth Act 2 at the torch puzzle, but it was still fun.

#1289 User is offline Mykonos 

Posted 23 February 2012 - 05:10 PM

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Honestly the most exciting thing for me was the ASR menu mix, which means that the ASR sequel is pretty much all but officially confirmed.

Episode II looks okay, but nothing in that trailer really wowed me. I really need to see a solid couple minutes without frenzy video cutting to get excited for games anymore. I just want to see how the game actually looks, not how they want the game to look.
This post has been edited by Mykonos: 23 February 2012 - 05:10 PM

#1290 User is offline JackSkellinghog 

Posted 23 February 2012 - 05:21 PM

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View PostSkyler, on 23 February 2012 - 04:39 PM, said:

View PostGeneHF, on 23 February 2012 - 04:36 PM, said:

View PostSkyler, on 23 February 2012 - 04:23 PM, said:

View PostGeneHF, on 23 February 2012 - 04:14 PM, said:

Looks alright. Looking forward to wrecking this game on co-op.

Hit me up, Broski. XBLA all day.

My apologies sir. That means I'll have to pay for Live and move my 360 around.

I'll be on PSN and Steam.

I like the cut of your jib. Steam, it is!


Hate to burst bubbles but check it at 00:37 when just after the spring barrage Sonic loses half if not complete momentum. We fixed the physics guys we promise! . While I wasn't expecting much, I was expecting at least a slight change in the physics, guess not.
This post has been edited by JackSkellinghog: 23 February 2012 - 05:28 PM

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