However, it was also annoying as all fuck. Upon clearing a stage... "You got a new item. Would you like it to keep it or Wisp it away? Haha puns!" > Keep "Whoops you can do that cause your inventory is full. Would you like to Wisp it away or discard it?" > Cancel "Would you like to keep it or Wisp it away?" That dialogue box was actually infuriating. I just disable the Miiverse integration for the game outright.
Man I truly do like Lost World, but that "all missions cleared" notification reminds me of the Sonic '06 Achievement descriptions. Anyway, here's some more things I've noticed through experimenting and watching gameplay videos: Destroying an enemy with the basic Spin Attack gives you a ring. Destroying more than one enemy with a single Focused Homing Attack makes the Animal count build up. So if you were to lock onto 3 enemies and attack them with the HA, you would get 6 Animals (1 from the first, 2 from the second, 3 from the third) rather than 3 (1 from each). Ducking or rolling will keep you from being detected by the giant owl's searchlight in Silent Forest 2. Not as broken as one might think, but useful to know. A lot people here seem to have beaten the game by now anyway but hey, better late than never :specialed: And more opinions! Replaying stages is making me really realize how automated some parts of them can be as some of you mentioned earlier. The higher portions of WH1 and especially FF1 have a lot of Dash Panel-to-Spring setups to clear gaps where a fully charged Spin Dash does the job just fine. Though, I think the few parts where they troll you with them (like in SR1 where you just barely miss a Red Star Ring or those 1UP countdown things) are pretty clever. I also think the couple of situations where they want you to use the Homing Attack rebound to reach an object are clever, pretty creative (and new?) use for the move IMO.
(Quoted from the hacking thread) That's... painfully bad. I shouldn't be too surprised though. Lost World got lukewarm to negative reception and was always billed as a Nintendo exclusive with minimum word about a PC version going out. The game made absolutely no splash. I'd expect '06 or Shadow ports to do better becaue they're notoriously bad, while Lost World is just "eh".
To put things into perspective, this mean it sold only about 1% of All Stars Racing Transformed Steam. What they don't realize is that most people who own a Wii U also seem to own a PC or PS4. Most people on PC who care about Lost World would have already owned it or just not care. I've also seen a number of people who didn't even know a Lost World PC port existed until recently. What's even worse is that ports of old Sonic games sell unusually well on Steam. Adventure DX is actually close to Generations in sales. Really, it comes down to exclusive features at this point because now they're trying to win over Wii U owners and people who feel iffy paying $30 for a mediocre 7 hour game. Steam Workshop modding support and exclusive DLC would have went a very long way.
Eh, this game did what it needed to for them, I honestly don't think they care too much. No Sonic for the holiday, so let's port the game to the PC for $5, strip some features, and charge $30 for it. I mean they didn't even fix two mouthed Super Sonic. It was a cheap, slapped together port just in time for the holidays. Whenever I think about this I just have to wonder what the hell they're up to as far as the legit Sonic title goes.
The problem seems to be that the game was released on the PC too early. The Adventure games are stated to be great games, they're older in comparison, and they're iconic, so rereleases of those games would obviously likely sell very well in comparison.
I doubt it. Lost World was likely ported to PC because it was cheap and easy, as well as being the most recent Sonic game out. It's just about getting it on more platforms. Unless you count RoL, which has had a worse critical and commercial reception than any other major Sonic game ever. Like I said before, I think the issue is that it's a game nobody really cares about and probably never will, plus SEGA just shoved it out the door. And as Dark Sonic said, it's a cheap and lazy port that didn't bother to fix even the most minor of things.
I dunno, it might be worth picking up during a sale. Something to whittle away a few hours (plus the possibility of mods).
Well, it becoming available on Steam, I was able to buy and play it, as I wasn't going to get a Wii U just to play it. Here's a play through of mine (Part 1 only for the moment, more to come but I won't bother posting more parts here on the forums). [video]http://youtu.be/t74o5uHpgd0[/video] Link to YouTube As for my first impressions, I am enjoying it, but it's no Generations. I prefer the sense of speed in Sonic Generations, and even though I believe it's the same engine, it doesn't feel like it. You can tell this was done on a cheaper budget, and it feels like that after our praise on Generations, they decided to change it all again. I hope the 25th anniversary will be following Generations lead, and not Lost World. Sonic Adventure 3 with Generations engine, that'll be nice. Anyway, I'm going off topic. Sonic Lost World is not a bad game at all, just not what I was expecting. I will complete it though! And give a better review afterwards.
Interesting and frustrating to watch someone play the game when they don't know the control at all, despite being a Sonic veteran. The game does the worst job of explaining it's overly cumbersome control setup, doesn't it? If I can give you a couple of pointers... 1. The spindash is basically the boost now. If you charge and the release it with L2, Sonic will dash off as you'd expect. But it won't last for long. Press and hold L2 again after launching the spindash and you'll continue going indefinitely. It makes the game so much more fun once you've mastered it. 2. The homing attack will now automatically hit numerous enemies one after the other. Targets appear on up to six enemies at the same time and you'll get bonus animals for this. 3. You can press the back button on your controller to open the hints.
Yes, most definitely. But then, I don't want to be a master at it from the start, otherwise it would get boring quickly. It was annoying that I had to use the mouse to get the hints up at times though with the bad control layout. Normally hints say "Press the A button to blah", whereas this game said "Press the JUMP button to blah" and I'm thinking, what's the jump button? For example, when it said to do the bounce; what button do I press? lol =P Oh really? Cheers for the tip. Although I have already done 5 parts (only uploaded 1 so far, hoping to upload a new part once every 2 days), so I'll try this out from part 6 onwards More than 6, in one of the levels, I was able to hit 10 or more so in a row. You'll see that in part 2. Hm, this doesn't seem to be the case for me. I have tried every button on the XONE controller, and nothing opens it (I'm sure I tried the back button, but will try again from part 6).
It's interesting that I find the less tubular levels to be the most fun. Tropical Coast 1, Desert Ruins 1 and the likes. Really the game would have been a lot better with grounded level design. It's not like anyone really goes on that lower path of Windy Hill 1 and it doesn't take any skill to reach these alternate paths, making them seem just... there.
I'm pretty certain it's six at once, except during a couple of auto-run sections with chains of bee-like badniks that Sonic will defeat all in one go.
So has anybody tried level importing yet? I would like to see how a Unleashed, Colors, and Generations level mesh with this game.
It's very possible but very messy. Most people are waiting for better tools, but that's not ensured. If you guys want I can port something like Metal Harbor during winter break maybe. Edit: Unleashed and Generations requires lots of custom work to get it working, and even then some. For all we know, Lost World Hedgehog Engine has a smaller poly limit and right now it doesn't have terrain streaming. For the complexity of Gens/Unleashed stuff this would be very inefficient. I mean, it's possible but it would be much less work to try stuff like Colors stages instead. @redhotsonic- Also try his spindash hop. When doing the infinite spindash, jump once and you can still keep the infinite spindash when landing. Remember to use his multi homing, some enemies need you to stand next to them while your homing icon charges on them. You'll need this to beat one boss and it's unexplained. To hop side to side in parkor, let go of the controls and just move left/right and the jump button. You can also spindash up and to the side of walls too. Hope you enjoy the game and not rage as much as we did!
Why? At least with Lost World we can control where we land. Boost games were awful when it came to anything relating to precision platforming. In fact, a lot of people say Lost World is bad because of the physics but the boost games were just as bad. Acceleration doesn't matter if you're boosting 95% of the time anyway. If you need to boost, use the spindash. I can't think of a reason why this couldn't work outside of the technical side of things.
Now that you mention it, I'd be interested in seeing a live playthrough from someone who hadn't done their research and had to rely solely on the information the game presents them. It would help spotlight a lot of the design flaws that people start to forget about once they've learned the game enough to avoid them.
Why? because I want to know just how far we can go atm. but I guess without the proper tools not being finalized for Lost World yet were waiting on our hands. yeah give it the metal harbor test!