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The one thing I hate about Sonic games: Small field-of-view

#16 User is offline Tiller 

Posted 04 September 2014 - 04:37 AM

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It's the problem of having a fast character traversing the unknown with the limitations of the hardware. Growing up with playing Sonic games it's not a big deal when you are used to it. Revisiting everything with Widescreen support also helps. But it really places emphasis on the level design understanding the potential problem areas and building around it. Thanks to 3D, zooming, panning, and twisting perspective works wonders with giving the heads up on tricker level design.
This post has been edited by Tiller: 04 September 2014 - 04:40 AM

#17 User is offline nineko 

Posted 05 September 2014 - 03:13 PM

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Sonic CD's camera is a bad thing which should have never happened.

That said, personally I never had any issue with any of the 8-bit and 16-bit Sonic games.

#18 User is offline Clownacy 

Posted 05 September 2014 - 03:54 PM

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Uhuh, and why are you running into enemies again? You know we consider it to be dick level design when you end a speedy section with a wall of spikes, right? Of course reaction time is a problem when you're outrunning the screen, but in areas where that are things to run into, there sure as hell shouldn't be anything to make you go fast. Lay off the spin dash; you don't gotta go fast, you know? Take your damn time. I'd hate to see your reaction to Marble Zone.
This post has been edited by Clownacy: 05 September 2014 - 03:56 PM

#19 User is offline Covarr 

Posted 05 September 2014 - 04:00 PM

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View PostClownacy, on 05 September 2014 - 03:54 PM, said:

Take your damn time. I'd hate to see your reaction to Marble Zone.

Marble Zone is different. It pretty much doesn't even allow you to go fast unless you memorize it, or at least large chunks. The stage would be too difficult when played quickly, and they know it, so it's pretty clear they prevented it on purpose.

#20 User is offline Sodaholic 

Posted 05 September 2014 - 08:06 PM

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View Postnineko, on 05 September 2014 - 03:13 PM, said:

Sonic CD's camera is a bad thing which should have never happened.
Care to elaborate? I personally thought it was a great solution.

#21 User is offline nineko 

Posted 05 September 2014 - 08:15 PM

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It confuses me, I hate when it moves back and forth, especially in platforming sections where you have to accelerate and slow down and change direction all the times. I know it's a matter of preference, but I just can't stand it, to the point that I usually slow down enough to prevent it from panning the rare times I force myself into playing Sonic CD.

#22 User is offline MartiusR 

Posted 19 December 2014 - 09:07 AM

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Maybe it wasn't something permanent, but I remember that during playing in Sonic & Sonic 2 I had a couple of times problems with a bit small FOV. Especially during longer runs, when some obstacle were beating me "out of the rhytm", and I didn't have any chance to avoid some obstacle/enemy (or generally to react on time). Yeah, probably it was something different from other platformers - "terra incognita" was rather situated horizontally, not vertically (quite common issue with many platformer games). As far as I remember (and I think that I remember it quite good, since I've ended Sonic 3 & Knuckles (Sonic scenario) about one (or maybe two) week(s) ago), this sort of problem was almost absent in last part of "classic trilogy".

I didn't have too much experience with Sonic CD (Steam version), I ended about two levels (or three), and gave up. Don't know why, but even with interesting nemesis (Metal Sonic) this game is not so fun for me as Sonic 1-3 (& Knuckles).

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