Huh, looks like it was taken down, because searching Sonic 4 Episode 2 on their website only returns that trailer we've all seen. Nevertheless it did say that when it was up, along with the quote XCubed quoted, and some other insignificant stuff that we already knew.
Does anyone have a completed PS3 save file of Ep. 1 they can give me? I hate the game too much to get past Mad Gear 3 but I'm interested to fart about.
Seriously, the game takes about 30 mins to get through if you don't try for the Chaos Emeralds, it's relatively easy, just have a playthrough :v:
I'll admit that Sandopolis is probably my least favorite zone in S3&K, but it's not because of how the level was executed, it's because I have always found desert tropes to be one of the lest interesting tropes in videos. Hell, desert biomes are the only biomes I have never felt like building in Minecraft because they're so boring to me. I'll also admit casino levels never really interested me much in Sonic games.
If you're at Mad Gear 3 there's not much left to fart about in aside from the Final two Boss acts. You can net most of the Chaos Emerald in the early zones so really, barring achievements, you don't even have to ever see that act again.
The GameInformer article was cached by Google before it was taken down: http://webcache.googleusercontent.com/search?q=cache:http://www.gameinformer.com/games/sonic_the_hedgehog_4_episode_ii/b/ps3/archive/2012/03/06/sonic-amp-tails-team-up-to-bring-fans-hope.aspx&hl=en&strip=1 Certainly sounds promising, but I want to see more gameplay (or play a demo) before I make a judgement call.
I'm with you 100% on the whole thing about Deserts being boring. They're just dry, flat wastelands filled with sand! And adding ruins doesn't help.
Forests are boring, they're just trees in a field. Factories are boring, they're just a bunch of machines. Cities are boring, they're just buildings and streets.
Now, now fellas. Let's think of this from a new perspective. Deserts could be hell of a lot more creative. You just have to introduce the idea of Sonic and Tails getting sunstroke and seeing mirages and having the levels play off of what they imagine seeing until the delusions fade into thin air.
Now THAT would be cool! It would be cool if they worked like the Sandopolis ghosts that they become more and more crazy until you jump into an oasis or something and it goes back to normal
I must have an affinity for fecal matter, Kogen. I'm certain that I've played that game a bajillion times now. Whether or not for throwaway-fun or killing time, I'll never know.
I do get that you don't like it but I think for that amount of time and the fact that the game is SO easy it's worth doing it if you want to mess about in Mad Gear. You can then actually say you've played the game enough to warrant the hate and never have to touch it ever again! Ah Kogen, you're back. I much preferred your avatar as a smiley shark. :v:
I don't like deserts so they are objectively bad and everyone should hate them What's wrong with you people.
Look, the problem I have with desert levels is that there's nothing that makes them interesting, in my opinion. I mean, in a factory you can have all of these machienes moving about, in a forest you can have all of these trees to climb around, in a cave you can have lava and make it maze-like, but deserts are dry, flat land, sometimes with some ruins. and that is how they tend to be used in videogames. Sandopolis: Dry flat land. Desertland from Super Mario Borthers 3: Dry, flat land. That desert level from Sonic Blast: Dry flat land. Now, I'm sure there are ways to make them more interesting, but I have yet to see that happen in a platformer. If you love desert levels for one reason or another, good for you! I honestly can't see why people like them, but I respect your opinion.
You're describing the problem with desert levels as if the fact that they are desert levels is the problem. That couldn't be further from the truth. Especially your comment on Sandopolis being flat. Sandopolis is a lot of things, flat isn't one of them. Heck, I'd argue that the flat land in that one stage in SMB3 was part of it's challenge. Your threat was the scarredsun that hated everything about you, not tricky platforming. And Sonic Blast is a bad example...most of the game is boring :v: Deserts have a lot of hazards that can be made use of in a platformer. Heat, shifting sand, sandstorms, and even cliffs in some deserts. The odd oasis can even be a hazard! It's alright if you don't like deserts in platformers, though. Nothing wrong with that. That is, after all, like, your opinion, man.
Over at the SEGA Forums, Ken Balough is asking this in regards to Knuckles' story inconsistencies in the Death Egg Saga as told on the Sonic 4 website. I had to help the cause! http://forums.sega.com/showthread.php?400362-The-story-is-still-not-fixed!&p=7163682&viewfull=1#post7163682 Did I do good, Retro? Did I miss any details?
Exactly what AerosolSP said. Desert levels can be some of the most interesting levels, it's just how they're conceptualized. A desert could have many themes. It could be a hot and grassy African style, or an Arabian style with lots of stylized buildings and ruins, or it could even be a wild western themed one, like this; They've already done the egyptian one to death, so I wouldnt be so interested in that, seeing as it was one in Sonic and Knuckles, Sonic Adventure 2 and Sonic Rush, but I'd like to see others. Mario games have always pumped out decent desert levels, and SEGA could rip a page or two out of Nintendo's book. Sonic's in it's basic form is a really fast Mario game, so imagine, for example, a desert level which overground is hot and barren with a very difficult bit linear overground, but when you fall below the sand it brings you to a red hot underground maze cave. The homing attack could be put to good use over quicksand pits which don't instantly kill you, but give you the ability to try and jump back out and try again, or even take a lower route and find a hidden item or something. Anyway, I'm rambling as always.