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'Sonic Lost World DS discussion "3DS, 2DS, ONE DS! Thunder Wisps are go!' Title credits to Hogfather


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I love the look of that preview of the 3DS Zazz fight shown in the TGS trailer. It looks just like the Wii U version, with a different shader.

 

Just a nitpick, but why is Sonic's model kinda low poly, but other models are so polished? Not even the badniks are as polygonal as Sonic, iirc.


And what part of "IN MY OPINION" didn't you understand?

 

You can't use that phrase for facts. That's like if I said, "In my opinion, Sonic Lost World is a game."

Edited by Auto
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I love the look of that preview of the 3DS Zazz fight shown in the TGS trailer. It looks just like the Wii U version, with a different shader.

 

Just a nitpick, but why is Sonic's model kinda low poly, but other models are so polished? Not even the badniks are as polygonal as Sonic, iirc.

 

You can't use that phrase for facts. That's like if I said, "In my opinion, Sonic Lost World is a game."

 

1.- Dunno, hope that's fixed on the final release.

2.- No, when you add "In my opinion", it's what YOU think, independently if it's right or wrong.

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1.- Dunno, hope that's fixed on the final release.

2.- No, when you add "In my opinion", it's what YOU think, independently if it's right or wrong.

 

I know what an opinion is, but it's a fact that there are more limitation-caused flaws other than watered down graphics. I'm not gonna list them again, because I'm not that much of a broken record.

Edited by Auto
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I know what an opinion is, but it's a fact that there are more limitation-caused flaws other than watered down graphics. I'm not gonna list them again, because I'm not that much of a broken record.

 

Oh, now I get it, I'm sorry =).

Well, anyways. Again, I'm agree with you that this looks really good to be an SD counterpart. 

And about Sonic's model, yeah it's not as polished as the other models in the game, but it's certainly better than the model of the E3 demo. It may be just me but the model of the most recent demos looks a bit better.

Edited by Dan a hed
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I love how this game's turning out, don't get me wrong, but there are flaws that have to be admitted. Even the best games, like Rayman Origins, had flaws. (Rayman Origins' biggest problem was the sporadic difficulty, but I digress)

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Yeah, yeah, I know that, it's OBVIOUS that this version has flaws, like the limitations and sometimes the level design. Sorry how I acted before, it's because I'm so hyped for this game! I'm not gonna deny it has flaws (anymore), but for a 3DS game, and even better, for a handheld counterpart of a console game it's pretty good. 

And I don't know anything about Rayman Legeds so lol but I understand your point.

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Well im amazed Dimps(And Sonic Team) pulled off this version being exactly like the Wii U version, in this one video review of the TGS trailer this one guy said the 3DS version was better than the Wii U version for Wisps, Unique Level Design & the controls were great =D.

My hint of advice on the controls, when your running in an open area  hold onto the L & or R if you want to get around & explore quicker, use the Spindash if you just wanna speed through & blast at enemies though, holding L & or R in the 3D stages is what I recomend, expect when your doing precise platforming. Then for the 2D stages, holding the L & or R is alright but dont do it when your platforming cause in some instances, Sonic might speed off the platform.

 

Parkour is pretty easy & fun to do in the 3DS version, in the Wii U version the Spindash is the fastest move & unables your Parkour abilities, but in the 3DS version you can get a quick speed boost & head start if you spindash towards the wall or platform your facing to activate the parkour, then when Sonic starts sweating hit the Spindash button again(Y button), & Sonic will keep using the Parkour like a breeze, I think using the Parkour in 3D stages is more straightforward, like in Windy Hill theres this one Parkour portion where Sonic has to jump between walls, avoid enemies & hit springs to get to the higher path. In this instance you pretty much hop between wall to wall, it starts to get fun though when you hit the jump pad & get to the higher portion of the Parkour section. I guess the usage of the Parkour varies between Area's though =). Anyway, in 2D stages the Parkour is always used to run straight onlong the side of the wall to reach a greater height & different level paths, while in the 3D stages you can run, hop, spindash between walls & run up walls too.

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I still want to know more about the zones in general though, in the TGS stream we saw that there was 4 main stages, then you had these circus tents that had a certain Red Star Ring number you needed to enter, we all kind of guessed that they were extra zones. As far as we know for the 3DS version, the out of place zones like the Honeycomb, Sweet Mountain, Casino & Underwater Grind Rail Section have yet to be revealed for the 3DS version while in the Wii U version, they seem to be out of place but actually fit into the main stages & bosses like in this screenshot, Zomom is actually in the out of place Honeycomb stage

640px-SLW_Wii_U_Zomon_Fight_03.png

Well in the 3DS version, the out of place stages might be the extra stages that need Red Star Rings to unlock in the Circus Tents =D. Either way, I think you'll need to unlock all the zones in that area to unlock that area's boss & beat the area & iizuka said we would get 6 zones & made the 3DS version the same as the Wii U version with all the same level themes, storyline & other stuff, just different Level Design =P!

Edited by Zazz
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Well in the 3DS version, the out of place stages might be the extra stages that need Red Star Rings to unlock in the Circus Tents =D. Either way, I think you'll need to unlock all the zones in that area to unlock that area's boss & beat the area & iizuka said we would get 6 zones & made the 3DS version the same as the Wii U version with all the same level themes, storyline & other stuff, just different Level Design =P!

 

That would be really interesting =), and would be make the out-of-place stages way more interesting.

The out-of-place acts on the Wii U version don't impressed me that much, but that could change on the 3DS version. I love how those stages look and the fact that they have a totally different style, but the level design looks somewhat bland to me. The Honeycomb stage it's like a mach speed section, DeSSert Ruins it's a really basic platforming and Frozen Factory it's really open and has pinball, but the level design doesn't looks that interesting to me, maybe because I preffer challenging stages instead of open stages. I love how they look and the fact that they're completely different on stage type though. But I think I would like them more if they make it to the 3DS version, because it looks like the 3DS version focuses more on challengin stages, but the Wii U version on open ones.

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I feel like I could just burst out with an epic face right now. Casino stage in the 3DS =D!

28367SLW_3DS_SS_RGB_W652_1.jpg

Look at the expansiveness of Tropical Coast 3DS =D

28353SLW_3DS_SS_RGB_W352_1.jpg

 

 

After seeing that Frozen Factory Casino for the 3DS version, its pretty obvious that the 3DS version has the Honeycomb, Sweet Mountain Stage & Underwater Grind Rail stage =D.

Edited by Zazz
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My fears for this version are gone now. This game is gonna be amazing; both versions! The only worry I have left is how the cutscenes will be handled on the 3DS; speech bubbles or compressed/converted cutscenes from the Wii U version? Maybe just speech bubbles with a few CGI cutscenes like Colors DS?

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My fears for this version are gone now. This game is gonna be amazing; both versions! The only worry I have left is how the cutscenes will be handled on the 3DS; speech bubbles or compressed/converted cutscenes from the Wii U version? Maybe just speech bubbles with a few CGI cutscenes like Colors DS?

My theory is that the CGI scenes will all be there, but there will be a few scenes converted from the Wii U version and the rest will be the speech bubbles. A slight step up from Colours DS, but not by too much. Still, steps up are steps up.

 

As for the rest of these screenshots...

 

tumblr_m78aw8egZZ1qflrjl.gif

 

That is all.

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Man, this doesnt even look like Dimps, then again Sonic Team & Dimps did work on the 3DS version, anyway after looking at Windy Hill Zone 3, this is the 3DS version equavalent after looking at these screenshots again & comparing them to the trailer:

 

Tubular_route_of_fire.png

Welcome_to_the_black_hole%2C_where_light

Still_no_clue_what_this_place_is.png

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Parkour is pretty easy & fun to do in the 3DS version, in the Wii U version the Spindash is the fastest move & unables your Parkour abilities, but in the 3DS version you can get a quick speed boost & head start if you spindash towards the wall or platform your facing to activate the parkour, then when Sonic starts sweating hit the Spindash button again(Y button), & Sonic will keep using the Parkour like a breeze, I think using the Parkour in 3D stages is more straightforward, like in Windy Hill theres this one Parkour portion where Sonic has to jump between walls, avoid enemies & hit springs to get to the higher path. In this instance you pretty much hop between wall to wall, it starts to get fun though when you hit the jump pad & get to the higher portion of the Parkour section. I guess the usage of the Parkour varies between Area's though =). Anyway, in 2D stages the Parkour is always used to run straight onlong the side of the wall to reach a greater height & different level paths, while in the 3D stages you can run, hop, spindash between walls & run up walls too.

That sounds amazing, but i'm still iffy about how the Parkour in the 3DS version moves, since it looks as if in the 3D stages you are locked in one direction when running sideways through walls and cannot do anything else but jump between them. Am i looking at that wrong?

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