Sonic Teams greatest challenge was maintaining a sense of speed for the series while finding controls that made sense. The result is now that, by default, Sonic doesnt burst off with a tilt of the analog stick. He walks until you use one of the GamePads triggers to engage his running speed. This too is actually not full speed. Holding down the second trigger will pull Sonic into a ball, giving him access to his full momentum, which Iizuka likened to the Boost speed from previous titles. By creating a tiered structure to movement, Sonic Team is hoping players will be able to navigate the wide range of level designs, exploring and running as necessary.
it's not only shadow, but every other character in the franchise.
With this, we have 3 games, where you only control sonic. Ok fine, but what about knuckles or tails?
so from now on, no more shadow in a a sonic game? Good job haters.
That style basically removes Sonic from the constraints of a cohesive, grounded world design.
it's not only shadow, but every other character in the franchise.
With this, we have 3 games, where you only control sonic. Ok fine, but what about knuckles or tails?
That style basically removes Sonic from the constraints of a cohesive, grounded world design. Instead, players will find themselves twisting, turning and jumping along floating constructs suspended in mid-air. Levels are now informed by gameplay needs, with some stages focusing on slower speeds with more platforming, and others pushing players to run as fast as possible. Aesthetic ideas are now more free, ranging from the more idyllic, grassy settings of Wind Hill to something like Desert Ruins 1, which consists of cakes, cookies, donuts and all manners of candy. And just to throw a curveball, Desert Ruins 2 drops the sweets theme entirely, and features an entirely different gameplay style, opting for the tunnel racing concept that Sonic games have used for decades. Of course, all of this works within Sonics typical level designs, which feature a wide range of branching paths and exploration options.
Sonic has a run button now!
Everything is ruined forever.
Most interesting part of the preview for me (I put some snippets in the OP)
so? There are more similarities between those than compared to the actual stages, especially Sonic 2 & 3.
Most interesting part of the preview for me (I put some snippets in the OP)
Sega said the gameplay was going to try new things, right? Or something along those lines? The wisps in Sonic Colors were a good way to put in some new mechanics but they didn't hurt the game in any way. Maybe it'll be a similar case here.whelp I guess few people from this thread aren't going to like this part very much.
Says Sonic's the only playable character AGAIN...
so from now on, no more shadow in a a sonic game? Good job haters.
Indeed!
The enemies are just another example of how this game is taking pages from Mario Galaxy.Gameplay looks good but the fucking new enemy designs are atrocious and I'm not a big fan of recycling enemy types from the original game to tug at nostalgia strings
Of course, there’s also the small matter of Lost World being a Wii U (and 3DS) exclusive. On Wii U, the GamePad is specifically used to activate various Whisp-based “Color Powers,” which feature touch-based controls and are mostly used to gain access to side paths and areas.
Sounds like the button initiates ball dash, which makes sense as it's 3D so we can't hold "down".
I wanna fly high with Tails and kick some butt with Knuckles.