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IGN: A Tour of Sonic Lost World [Gameplay]


Carbo

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I like we ignored every other part of Chooch's post and just focusing on the Wisp part :V

 

Okay? I don't didn't really have a problem with the rest of his post so I just choose the part that I personally felt need addressing imo :u

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So it looks like the level system is back to the Colors system. Windy Hill Act 1 is obviously a full blown level, but both Des(s)ert Ruin Acts seem to be short, and gimmick oriented levels (pure 2D, canons, auto-run). My guess is that those Desert Ruin levels are more of an acts 5 and 6 sort of deal, I will be very disappointed if the honey-comb level is really a full-fledged act.

 

And I don't get the hate for wisps. I would understand if they were forced on you like the werehog, but they are purely optional and very unoffensive. You can get by Windy Hill Act 1 without touching a wisp. We also haven't seen how the execution is either, since it takes place on the gamepad. eh

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You guys just got to find something to complain about. ;p

I find the issue that the game is capable of making people feel ill more worrying than anything.

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You guys just got to find something to complain about. ;p

You don't need to look hard when it's Sonic.
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I like how this game is looking and playing.

There is one thing I noticed though. When Sonic is doing all the parkour stuff, he gains speed if he chains parkour moves. Really visible in  3DS Windy Hill Zone. So you got your jogging speed, insta-run speed and then "chaining parkour OH GOD FAST" speed if you can keep your flow or so I believe. So, speed is still a reward, if you know what you are doing. I'm going to love watching people speed run this.

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I wouldn't even say I'm not excited about the game, because I am its a Sonic game after all. But at the same time, I'm not going to jump on the "ZOMG SO GUUD" bandwagon just because it has a few things that I liked it. I'll keep an eye on it and judge in the upcoming months, if there are things I don't like I'll make them known.

 

I'm so neutral right now, I might change my color to Grey :V

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As I said before, Parkour has me the most excited out of anything else in the game. That and the speed levels. All Sega needs to do is top it off with an existing difficulty curve and I'm all set. Note that I would be more excited if this game had a story and progression system more similar to Adventure/Unleashed than Colors, but beggars can't be choosers I guess. Overall, I'm more positive than anything.

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I'm starting to think I'm just too easy to please. My only real complaint is how the Wisps seem they'll be used in the console version. I'm not big on all the dash pads, either, that I can easily look past that.

 

Almost everyone else, on the other hand, has managed to write up small laundry lists of problems they have with the game.

 

I just have to wonder if it's me at this point.

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As I said before, Parkour has me the most excited out of anything else in the game. That and the speed levels. All Sega needs to do is top it off with an existing difficulty curve and I'm all set. Note that I would be more excited if this game had a story and progression system more similar to Adventure/Unleashed than Colors, but beggars can't be choosers I guess. Overall, I'm more positive than anything.

What do you mean by progression system? Because I'd rather not have Unleashed's medals back =P

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So I'll be a lazy guy and repost (with some minor edits) my thoughts on what I've seen.

 

This game has so much more automation than I would've thought and  it seems to have brought back the long in game transitions, which I'm not a fan of. And the Desert Ruins stage feels barren, in the same way Game Land in Colors felt barren. There's not a whole lot of interesting things going on in the stage itself and feels like the majority of the effort went into the level aesthetics instead. And I'm not too happy about an entire stage being and auto runner, I didn't like it Starlight Carnival and I doubt I'll like it here.

Also I was actually considering picking up the 3DS version after seeing it's Wind Hill, then 3DS Desert Ruins was shown and Dimp's (in)famous level design reared its head, and who the hell thought bringing back the 3D Blast methods of area progression was a good idea?!  Overall doesn't feel like I'll miss anything if I skip out on Lost Worlds so far.

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The only thing that bothers me is that people keep using the word Parkour like it is a verb. 

 

Another problem that I have with this, as someone already mentioned, was the dash pads and boosters, and the multiple spring pads in succession. I never liked these in any 3D Sonic game and they just seem to take away from the experience here. I mean Sonic is slowed down and is given the option to visibly slow down so the play can make the turn themselves. We have the wall jump which seems to hinge on the speed that the player is going, and I just think these things should have been fixed or thrown out a while ago. I don't have a problem with the wisps as they can be used as unique power ups to the franchise like Mario's bee form or fire hat shit. That is cool with me as long as they aren't over powered. His speed seems to be of SA2 levels which isn't bad. It is a bit jarring that the player isn't given the option to break the sound barrier(My problem with boost is that it was a two speed game and both speeds were vastly different). If they, I don't know, gave Sonic the walking/jogging speed as default, the parkour speed as a middle, and boost speed without the parkour mechanic, then they give the player optimal control. Although this could be a problem of button assignment, but hey, it is a neat idea.

 

All and all, I am pleased with this game and I'm glad that the franchise is trying something different. It looks pretty cool from where I stand.

Edited by turbojet
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I'm starting to think I'm just too easy to please. My only real complaint is how the Wisps seem they'll be used in the console version. I'm not big on all the dash pads, either, that I can easily look past that.

 

Almost everyone else, on the other hand, has managed to write up small laundry lists of problems they have with the game.

 

I just have to wonder if it's me at this point.

 

Perhaps you just don't have any major problems with the game so far? I mean, gosh, I barely have anything negative to say about both versions, and I don't feel like I should be judged negatively for that. It's all opinions, after all.

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Anyone else notice the lack of ranking in the Wii U version? Wonder if it's just not implemented yet, or if they're getting rid of letter rankings.

 

No medal progression system, I assure you. =P But I want a game again where I'm given consistent narrative justification for doing the things I'm doing, not just a general task like temple restoration or generator destruction to be completed across the entire game. Characters are forcefully separated, the villain is racing to the next location, there's a distress call- something. To me, it gives the game urgency, inherently elevating the act of playing the stages themselves, and makes the characters more active participants in the story, especially the villain. I feel like Eggman's just been sitting on his butt the last few games outside of a handful of moments which has been detrimental to his characterization of which witty dialogue can't make up for.

I also want hubs back. I don't care what anyone says about them; I like being given a good reason to explore shit, and hubs populated with collectibles, shops, optional side missions and games like casinos or a theme park, and NPCs that are well-written and lovable are a good reason and something I just can't resist. I also liked Unleashed's idea of needing your platforming prowess and newly gained abilities to find a level entrance. I think that was interesting, although it could certainly be more contextualized as just doors, drops, and pathways like in Adventure.

Ah. Yeah, I'd love that, too.

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Sonic Team used the Adventure style for a long time without switching it up, and I almost wonder if that's why they decided to ditch the Unleashed style so quickly. Generations was as far as they could go with that style of gameplay, and so they decided to take the lessons they learned and try something else.

 

 Sonic LostWorld is like Sonic Adventure or Sonic Unleashed, it's a new beginning. I think it looks(so far) more polished than either of those games at this point, and I think that bodes well for future games with this playstyle. I think Adventure was a huge experiment and Unleashed was such a bold new direction....I think they know what they're doing here and I'm excited to see how it turns out.

 

 I don't think it's perfect, I want HUB worlds like Nepenthe and I'm not sure how I feel about using a pad to use wisps  in a fast paced action/platformer. I like it, though. And it pleases to me to know the reaction is positive from the non-hardcore Sonic fans, that's a good thing.

 

 Also, since the Unleashed formula ended on a high note unlike the Adventure formula...maybe we'll actually get an Unleashed 2 someday.

Edited by Crazizzle
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I guess I've just felt weird about it because they almost act like they've reinvented the wheel a third time. I never really saw a seperation in the classic style and the SA style of gameplay, just limitations of the technology of that time, really; so I always just considered that the "Sonic gameplay". The things that made the "SA" gameplay so different over time was that they kept adding so much stuff to it that they forgot what they were doing and felt the need to reinvent the game mechanics to get a better feel for 3D Sonic. I thought that going back to a slower, more platformy pace would bring it back to how it was again, but it seems they wanna try something completely new this time while keeping the aesthetic throwbacks.

 

But yeah.

 

Blue Blood hit right on the money what I like and dislike about this game so far. There's a lot thats yet to be shown and for all we know the level design could always get bigger and less dependent on boosters. I just have an itching feeling not to depend on that thought.. but yeah.

 

Like BB as well, I'm much more optimistic about this than I let off. I love the parkour concepts, and I love that the Spindash has returned. I do wish the turning, movement and stopping weren't so constant though; and that the automation would go away, but the game still is beautiful and unique. The focus on the animals, the animations, and all that is really fantastic as well and I hope they're at least here to stay.

 

I have pretty big hopes for this game to deliver really well, but also hopes that we'll get the parkour and Spindashing again soon in a more traditional styled Sonic game.

Edited by Azookara
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Wii U gameplay

 

 

3DS game play

 

Wow, this looks great! SLoW just keeps looking/sounding better and better! : D

 

The Wii U version looks nice. I told you guys to wait until more levels, they won't be total classic Sonic level rehashes. The platforming looks good, the graphics are typically gorgeous, and the music is great! I see more and more resemblances to Super Mario Galaxy...which I like very much.

 

The 3DS version doesn't look too shabby either. Nice enemies designs, good graphics, alternate paths of level design and interesting level enemy puzzles! Surely it can't be from those lazy slackers at Di-

 

As in the past, Sonic Team is turning to DIMPS for development of the title.

 

But...no hordes of dash panels! No Bubbles badnik chains out of the wazoo! No idiotic game design choices!...

 

I can't...I just...I...

 

...I don't know what to say.

 

So uh...here Dimps. Take this.

 

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Honestly, I'm actually loving that the game seems to be getting a reasonably positive reception, not just on here but places like NeoGAF. It's quite heartwarming really. Even the biggest detractors (save for a few) seem to hold some level of excitement and a positive outlook towards this release. I also think it's much easier to accentuate the negative, which may colour some posts as such, like Azoo and Blue Blood said.

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The Wii U version looks nice. I told you guys to wait until more levels, they won't be total classic Sonic level rehashes. The platforming looks good, the graphics are typically gorgeous, and the music is great! I see more and more resemblances to Super Mario Galaxy...which I like very much.

 

 

 

 

Actually, we had a GHZ remake and a Sweet Mountain remake. Then again, after going through every kind of level trope in the past 22 years, you slowly run out of ideas and have to go back to old stuff. As for that last, Sonic 06 like level, that was different.  

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I'm starting to think I'm just too easy to please. My only real complaint is how the Wisps seem they'll be used in the console version. I'm not big on all the dash pads, either, that I can easily look past that.

 

Almost everyone else, on the other hand, has managed to write up small laundry lists of problems they have with the game.

 

I just have to wonder if it's me at this point.

Its not just you, my only real concerns are if the 2d will be too abundant in this game and the other is the fact that sonic no longer does a little trick after his homing attack anymore but besides those, this game looks as good as the last 3, maybe even better, so i'll probably be getting it for both versions.

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Actually, we had a GHZ remake and a Sweet Mountain remake. Then again, after going through every kind of level trope in the past 22 years, you slowly run out of ideas and have to go back to old stuff. As for that last, Sonic 06 like level, that was different.  

 

Huh. Seriously how is Desert Ruin anything like Sweet Mountain aside from the candy trope. There isn't even a mountain in DR.

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The whole Eggman base/candy factory/theme park all in one is what made Sweet Mountain what it is. Apart from the giant candy, it doesn't resemble Sweet Mountain at all in my opinion. It looks much different.

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I know this is just going to come down to personal opinion, but I can never wrap my head around this. Boost gameplay doesn't make me feel like Sonic; when you play well, Sonic just sort of glides through the level, there's no sense of interaction with the level, just timed button presses to not be stopped. There's no weight, no contact, the game could've been an FMV game with little lost.

I phrased it horribly but my point wasn't necessarily the boost mechanic made me feel like Sonic but that games like Sonic Unleashed and Sonic Generations had an incredible sense of speed that this game does not have from what I have seen.

 

You really felt like you were breaking the sound barrier because of the sounds and such that accompanied the visual effects. The Adventure games seem speedier than this too, mind you, I'm just citing more recent examples. Sonic himself seems really slow in this game and the tubular level structure isn't really in line with anything I consider to be, well.. Sonic.

 

I'm hoping that there are more traditional 3D levels and that not all of them are based on these strange tubes. The parkour system almost seems wasted on these non-traditional 3D segments. Speeding Sonic up from where he is now doesn't seem detrimental to the game. Especially when the player has more control over his speed now that he ever had before.

 

Right now he's really just a speedy Mario without the distinct features like triple jump, long jump and various other acrobatic feats.

Edited by Chooch
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No medal progression system, I assure you. =P But I want a game again where I'm given consistent narrative justification for doing the things I'm doing, not just a general task like temple restoration or generator destruction to be completed across the entire game. Characters are forcefully separated, the villain is racing to the next location, there's a distress call- something. To me, it gives the game urgency, inherently elevating the act of playing the stages themselves, and makes the characters more active participants in the story, especially the villain. I feel like Eggman's just been sitting on his butt the last few games outside of a handful of moments which has been detrimental to his characterization of which witty dialogue can't make up for.

I also want hubs back. I don't care what anyone says about them; I like being given a good reason to explore shit, and hubs populated with collectibles, shops, optional side missions and games like casinos or a theme park, and NPCs that are well-written and lovable are a good reason and something I just can't resist. I also liked Unleashed's idea of needing your platforming prowess and newly gained abilities to find a level entrance. I think that was interesting, although it could certainly be more contextualized as just doors, drops, and pathways like in Adventure.

Yeah, unleashed had the best since of adventure to me in terms of how they utilized hub worlds, I wish we could get something like that again like maybe having the animals be NPC's and each one having different missions for you to go on like trying to find 10 ballons in windy hill as a reference to sonic R's multiplayer or something like using windmills to get yourself to the goal somehow. Also, I wouldn't mind having to unlock moves being put back in along with experience to increase sonics stats and maybe a little minigame area where you have a bunch of different minigames like a laser challenge or some drill minigame where you have to drill as mini rocks in the ground that you can before time runs out and maybe a minigame based on stylishly using wall running and all of the other moves that sonic can do an-*starts to ramble on for days*.

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