Sonic 4: Episode 2 Discussion Electric Bogaloo
#1276
Posted 23 February 2012 - 04:14 PM
#1277
Posted 23 February 2012 - 04:19 PM
jasonchrist, on 23 February 2012 - 04:01 PM, said:
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.
#1279
Posted 23 February 2012 - 04:25 PM
Master Emerald, on 23 February 2012 - 04:12 PM, said:
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
Posted 23 February 2012 - 04:34 PM
#1282
Posted 23 February 2012 - 04:39 PM
#1283
Posted 23 February 2012 - 04:40 PM
#1284
Posted 23 February 2012 - 04:52 PM
#1285
Posted 23 February 2012 - 04:56 PM
*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
Posted 23 February 2012 - 05:00 PM
#1287
Posted 23 February 2012 - 05:06 PM
Dark Sonic, on 23 February 2012 - 05:00 PM, said:
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
Posted 23 February 2012 - 05:10 PM
Dark Sonic, on 23 February 2012 - 05:00 PM, said:
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
Posted 23 February 2012 - 05:10 PM
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.
#1290
Posted 23 February 2012 - 05:21 PM
Skyler, on 23 February 2012 - 04:39 PM, said:
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.
