So I just checked out Sonic 4: Ep 1 360 demo, and well, I have to say it's a lot better than I have originally thought. Still gotta get used to the whole D-Pad= No momentum what-so-ever (especially when reving up your spind dash to jump), spin dashing not really sending me anywhere and all that stuff, but still, it's really fun, just as I hoped. Also for you speed runners out there, what's your record so far for Splash Hill Zone 1? Right now I got 00:54:52 right now =). Still can shave the time by a lot, though. When I get a perfect run, I'll post it on Youtube
I think my record is about the same as that, although I'm not sure. The top time on the leaderboards is like 38 seconds and I have no idea how the fuck they do that. Also I love being able to use the D-Pad again :D Just like back in the day. I want that Saturn controller though
Lol jeez, I thought I was all sweet with my 00:51:49 so far. Oh well. Time to demolish that record Hmm unless people are already hacking their records like in the Sonic Adventure leaderboards...but then again I doubt they'll do it this earlier... Edit: Just got 00:47:55. Getting closer and closer!
Nice video, it really does look like they did a poor job on the physics. I'm sure I'll enjoy it none the less. This video should be spam emailed to the guys who made this, maybe they can make a patch or something in time for Ep 2?
Aside from the level design being inconsistent with the physics, the biggest complaint I have is the sheer amount of alarm fatigue used in both Mad Gear Act 3 and the + - second stage of the final boss .
I can't say I've encountered too many oddities with the physics, though I do have some hilarity of flipping Sonic on a pinball flipped and watching him sharply turn at a 45 degree angle straight up in mid-air. That's not how pinball works, Sega. :3c Otherwise, to get a nice fast start I always need to airboost. Still, this isn't terribly different from gaining speed in the classics by jumping at the start in the classics. Otherwise, all they really need to do is work on air momentum and ball physics. I find it amusing that if you try to do an arc jump like the classics but don't hold down the left or right button, he just stops and goes straight down. Eitherway, I've little doubt those will be addressed in part 2. There's other nagging issues, sure, but it's still a decent start and a fun platformer. EDIT: As for bottomless pits, I've only ever died to one in Mad Gear Zone 2.
Sweet, only 4 minutes to download it. I just beat the first zone and now I can choose to play any act of any zone.... wtf why?
Okay, so I got the XBLA demo this morning. Wow. I had a big fucking smile on my face the whole time, from the moment I saw the SAAAAAYGAAAAAAA logo all the way to when I finished SHZ Act 1. Pretty much all the shit I've taken for granted in the Genesis games is present: Revable spindash tapping down while running to roll blasting off from a spindash at an angle hopping around like a retard while the signpost at the end of the act finishes spinning, then being forced to walk off screen by scripting Very nice stuff. I paid for the full version right before I left for work, and I'll be playing the shit out of this tonight.
I've played the game up until Casino Climax right now, and the game definitely grows onto you after some time. The game didn't start too well I felt, Sonic was a bit too sludgy/floaty for my taste, but I eventually got quite used to it and now I'm having fun with it. I might have encountered one or two poor ramp physics but as Dread said, these are only minor that you very rarely ever get and which are only apparent if you forcefully fuck around, and they barely piss you off, they're pretty funny actually. While people might say that "Sonic 4 doesn't exactly deserve said title", I have a bit of a hard time imagining what else it COULD be called. It is nothing like Sonic Rush and it doesnt feel like Advance either. This game so far gives me exactly what I've come to expect from an old-school style Sonic game, the sense of always being on the run with a thrill of survival, and I have to say the level design is a bit better than I imagined it to be. The design might be what feels in alot of ways alienating, but truth be told it doesn't pull off a shabby job in modernizing a classic formula. Also, the Road Of Cards gimmick is really fucking cool.
Here's my mini-review. For those who hate reading, or think my writing sucks, I just added some "TLDR;" things to sum up the points of each paragraph. So, I wake up, turn the Xbox on, and am greeted with an ad that destroys me nostalgically -- download Sonic 4 now! Without hesitation, I clicked the ad, noticed I didn't have enough points to download the game, cursed at Microsoft for making me waste 20 bucks on the game cause there's no $15 option, and without further due, successfully downloaded the title. TLDR; Microsoft's point system sucks, hurray for Sonic 4! When I turned the game on, the SEGA was brilliant, the title screen was brilliant, and for a good minute, I was in quite awe that I'm playing Sonic 4. I've played 2 full levels (Casino Street, Splash Hill), and let me say, that feeling has went out the window completely. First, Splash Hill Act 1 loaded. My first thought was everything looked huge on my screen for some reason. Didn't care much, and the pure excitement got me through Act 1, with the idea that "this ain't bad!" I even got my first Chaos Emerald, awesome special stage concept! TLDR; Not bad so far. Why is everything so big? Second level, vines. I really don't like the vine mechanics, they just feel awkward when being used. Doesn't seem to go with the flow of the game at all, I wish they were removed, or done ala Sonic 3. That was my main complaint of the level. Though, what complaint was starting to come through was how increasingly much I began to hate how Sonic controlled. I'll get there in a sec, and, believe me, I didn't whine about physics as much as most people here did. There was things I would've loved to have seen changed, but I had the "wait and see" attitude, moreso. TLDR; Vines are awkward to use Anyways, went through Act 3, and the boss. Boss was pretty easy, didn't get hit once. What's beginning to get VERY annoying is the fact I have to press Y to go to the next act. I read about this, and it didn't seem like it'd be too annoying, but it really is. I'm surprised they don't have it to where you press Y to go to the World Map, and let the game flow by itself. Odd design choice, I feel. TLDR; Press Y to play next act needs to change. Please, god. Change. So, Casino Street. Let me say, this level is where the physics start to get wack to me. This game would've benefited so much if it was a 1:1 ratio with the classics, physics wise. First of all, Sonic just controls too heavy/grounded to me. It feels like moving him is work, compared to moving him in the classics. Pretty annoying. The momentum dropping when joystick is let go IS annoying -- something that's commonly complained about. And, at the start of this level, you guys remember, at the very beginning, the area that's shaped like a U, and if you spin, rather than run up and down the sides, you get no where? Yeah, took me like 10 minutes to figure that out. TLDR; Physics is no joke. Sonic feels heavy, momentum dies when stick is let go, and why can't I gain momentum rolling up and down slopes? I think someone here mentioned that the physics killed it for them for the game, and I'm starting to agree with them. Though, it's not just that. Casino Street Act 2, thus far, has pissed me off more than anything. Let me say that, for a sequel, the level design for this game is GREAT! HOWEVER, the obstacles over GIANT ASS PITFALLS has to go. Seriously, it's not fun, it's just frustrating. Especially the final card obstacle at the end of the act that just demands that you die. All my extra lives went to that thing, and if Sonic didn't control so heavy, I probably could've got through it a lot sooner. Jumping on the cards, and getting onto that running card platform that changes way too fast was just a brutal chore. TLDR; Obstacles over giant pitfall is annoying, and takes so much away from my experience. Act 3 ... I could've sworn there was some kind of pitfall in the fucking air, but, I have to play it again. Anyways, that's all I've played so far. The replay-ability factor for me with this game has lessened so much due to the physics, and pitfalls. The pitfall obstacles, to me, ruin the level design. I knew SEGA was going to decorate the maps with annoying pitfalls, because they had this obsession of doing it this whole new generation. No joke. Sonic 06 especially. I'm surprised this game is getting 9/10s, and 8/10s. It's hard for me to believe the journalists that played this game has a lessened experience due to the pitfall obstacles, and the physics of the title. So far, I'm willing to give this a 6.5, or maybe a 7. It has a lot of room for opportunity, but, those two ideals that I noted, thus far, are just really making me hate this title. For a game titled Sonic 4, this really does depress me. I'm going to finish the game, perhaps Labyrinth and Mad Gear will change my perspective. Doubt it, but I'll comment on those later.
I am entirely jealous of you and your computer set up on your HDTV. Nonetheless, amazing video. Something I really wish Sega would take note of, but considering Iizuka himself said that they've been trying to design Sonic to appeal more to Nintendo fans... I dunno. Nintendo fans like stop dead air momentum?
I just played the demo. Didn't get too much enjoyment out of it (probably because Splash Hill's been shown to DEATH already and only the 1st Act's available). How much is this again? $15? Maybe if I still lived Alaska....