BlazeHedgehog, on 16 July 2014 - 01:54 AM, said:
Instead of doing text or whatever I did a general feedback/commentary video.
https://www.youtube....h?v=mk56zpP9-JQ
There's also a regular run at the end where I go through without talking about how I feel.
I'm just gonna copy n' paste and extend what I wrote on your video because I know it's gonna be too long for any idiot to read it all on YouTube.
Thank you for making this. You basically nailed everything wrong with the camera, and its further proof that Sonic Adventure really had such a terrible camera system to begin.
What I should share here in regards to the level as a whole (particularly in Act 3) are that some parts (10:51 - 13:30) are too narrow and hard for players to run through confidently on their first few tries.
This version, while non-linear and open field, has too many paths that branch off to too many alternative passages --- which complicates the level. When I first played this level (I actually have a video recording of my having a candid first-time playthough of the level too), I couldn't tell which was the best path to take. Even when you see a trail of rings that are suppose to guide you, it's difficult to tell where you should run off to. The camera even seems to be working against you, having it facing downward toward the ground that disorients you causing you to miss details that you'd otherwise need to know or would be interested in (as shown in 7:29) and the level's quirky design doesn't help at all either. Don't even get me started on that beta Act 2 tornado; that part was just... yuck. Beta Act 1 is broad but again, the camera spoils the sense of exporation that you would've had to explore the level (I hate that wall/camera clipping in 1:17). Stick to Free Camera for that act.
I know I've said this before, but I thought the final Act 3 nailed the thrilling, yet simple-to-blaze-through railways that guided you through the level. Perhaps it was a tad bit "point A to B", but you didn't have to make a lot of unnecessary stops and turns, or objects to jump over that slows the action down -- which is what this beta version does. The final Act 2 tornado had simple, flat platforms to manuver through and the camera wasn't clumsily caught onto the surrounding objects as the beta did. The final Act 1 loses the broadness of the original, but it's more compact and more "focused." I can actually see what's ahead of me. Perhaps its a camera thing.
Now, I appreciate Dude and the team for recreating beta WW (and I still understand that the camera data wasn't readily available for this level and some were custom-made for this mod) but I honestly prefer the final Windy Valley. I know I might be echoing certain statements I wrote before on a WIP build of the restoration mod, but here we have an near 1:1 replica of the original WW to actually play and compare the final version to, and I can say that Sonic Team made a good call redesigning this level. And given around this time when ST still had a good reputation for making good games, that's saying something.
EDIT: I just can't help refining my post.
This post has been edited by OKei: 16 July 2014 - 03:53 AM