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Sonic 4: Episode 1 Impressions, Thoughts, & Help Topic


Agent York

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Well, I bought this off PSN the other week and finally got all the Chaos Emeralds today, so I feel I can comment on the game properly now.

First of all, I was surprised at how...zoomed in...the camera is in this game, which kind of makes it difficult to judge what's coming ahead of you. This might be because I'm not running it on a HD TV though, and eventually I got used to it, so it wasn't a huge deal.

Secondly, I have no real grips about the Homing Attack. It's well-implemented (unless you're trying to Air Dash past an Orbinaut, in which case not so much) and you don't have to use it as much as you do in the 3D games, but you can see how it could easily have been removed. For the most part though, I'm not bothered about its inclusion.

I have to say that playing the game I finally understood everyone's bitching about Sonic uncurling. I had no idea what everyone was moaning about until I Spindashed off a curve and uncurled, which leaves Sonic completely vulnerable and looks a little awkward. I had to adapt my play-style to compensate for it so, now, it's no longer a real issue but to begin it was a little odd and means you can't just Spinball about the place. Also included in this is the fact that Spindashing is slower that just letting Sonic run, which is jarring to me because I've never experienced Sonic just trotting up and over curves and mounds before. That aside, I didn't really have an issue with the "physics" or anything, or experience any glitches in the gameplay.

The game looks and sounds great, which gives me hope for the future Episodes, and reminds me a lot of the HD Rocket Knight game with its visual style and platforming elements. I liked the challenge of the game; the torch puzzle, rolling balls, and cog sections of Last Labyrinth and Mad Gear were pretty fun once you figured them out, though the wall-of-death pursuits and the Special Stages were very frustrating, at times (the Special Stages mainly due to basing them off the terrible Sonic the Hedgehog Special Stages and the incredible sensitivity of the rotation elements). The new sections of the Boss battles were a nice twist, especially the chase sequence in Mad Gear, though the final boss sure took a lot of hits to destroy. Again though, once you mastered the patterns and levels and such, this became a fun experience, much like in the old games.

Which brings me to the cons of this game, unfortunately. As others have said, the game looks too modern in many ways that are a bit unnerving. "Sonic Acquired a Chaos Emerald", "Sonic Got Through Act One", "Sonic Has Defeated the Boss"...these end titles are really long and elaborate and reek of this odd new font style that Sonic games have been using for a while (big, chunky lettering that really smacks you in the face or this small, nondescript menu font that looks rather uninspired). What is so wrong with "Sonic Got a Chaos Emerald", "Sonic Has Passed Act One", or "Boss Clear"?

I have to say, though, that the biggest flaw is simply naming this Sonic the Hedgehog 4. It should just have been called Sonic the Hedgehog HD and left exactly the same apart from that, because no matter what excuses you use right now this is far from a follow-up to Sonic 3 & Knuckles. Sonic is racing through two Zones that are largely reminiscent of South Island, and two from Westside Island, but they are apparently on the same island now. Splash Hill Zone is, as someone said somewhere, a lot like Green Hill Zone Acts 4, 5, and 6 and is your "basic" first Zone. I can probably let that slide for the nostalgia factor except, between this, Sonic 3D Blast: Flickie's Island,Sonic Pocket Adventure, Sonic Advance, Sonic Advance 3 and a load of other games, we've seen Green Hill Zone done to death by now! Why not merge Green and Emerald Hill Zone and create something a bit more unique and visually different? Why this constant need to reproduce Green Hill Zone when we've played it a dozen times now? I get that they want it to be nostalgic but that doesn't mean using the same format over and over again. Sure, the Zone is fun and it's a great way to start the game but seriously? Green Hill again? Why not something more like Angel Island Zone for a change?

Lost Labyrinth is probably my favourite Zone simply in terms of its uniqueness. It's a cool mixture of Labyrinth Zone, Underground Zone, and Sandopolis Zone; I was glad that the water elements were not overused, and to see the return of the water slides, and the level gimmicks were great - Sonic using a torch to light things, riding a minecart, rolling on balls, were all very unique and stood out to me. Casino Street Zone is fun, but easily the most endless-pit-heavy Zone, and thus the most frustrating. Once you've gotten some of it down, though, it becomes easier, but it's way too much like Casino Night Zone to be that unique. There could have been more elements from Carnival Night Zone used here to spice it up, though the card gimmicks helped to make it less of a Casino Night clone. The only real gripe I have with it is you can rack up 100+ lives wayyy too easily on this Zone; I can only hope all these lives will come in handy in future episodes.

Mad Gear Zone returns to the same form as Splash Hill Zone by simply being Metropolis Zone Acts 4, 5, and 6. I don't mind this so much though, simply because we haven't seen Metropolis Zone or its gimmicks and Badniks since Sonic the Hedgehog 2, and the Zone had am ambiance of danger and threat to it. My problem with it, though, is that it makes it impossible to determine where this game is set. If Mad Gear Zone is to be a revitalised or refurbished part of Metropolis Zone, then it can't really be on the same island as where Green/Splash Hill Zone are...unless all these Zones are on Westside Island and some just happen to resemble those on South Island...whatever. E.G.G. Station is...similarly confusing...the cut scene that takes us there is shorter and gives less information than the transition from Wing Fortress Zone to Death Egg Zone, so is E.G.G. Station a new space station or the Death Egg? How did Eggman manage to build a new space station but NO NEW BADNIKS AT ALL? E.G.G. Station also fails a bit in that it's a glorified boss rush level, much like in Sonic Advance 2. It might have been nice if we faced those same four bosses again with completely new tactics (not just levitating platforms and different squashy-pillars).

And exactly why the hell are we facing wrecking-ball Eggman TWICE in the same game? When Mecha Sonic pilots it in Sky Sanctuary it is a nice throwback (and clearly Eggman using an old machine to stall Sonic), but we've fought this boss a hundred times as well and frankly it's getting pretty sad. The new spinning attack is a nice touch but surely this could have been made even more threatening somehow, for E.G.G. Station at least. The other bosses get similar criticism, except for Lost Labyrinth's boss which actually includes a boss fight for Labyrinth Zone and Mad Gear Zone's chase sequence part. Casino Street Zone's boss, like Splash Hill Zone's, may as wlel be the same damn boss again. if you're going to put these old bosses in the game with a new spin at least make that new spin a bit more prominant than just "get a load of THIS~!....agh, defeated!"

Mostly, though, I'm not pleased with how much this game feels like Sonic 1.2 in that there's only five power-up boxes (ten rings, shield, invincibility, speed up, and extra life) when Sonic 3 & Knuckles left us with nine. Why aren't there elemental shields? Granted they wouldn't be much use in this Episode (although...a fire shield could have the same effect Super Sonic has in Lost Labyrinth...and the water shield could have meant for longer underwater sequences..) but they had little impact in Sonic & Knuckles and were still a fun inclusion. We can only play as Sonic, with the only hint that Tails is around by his logo appearing on that...really rubbish-looking rocket. Why can't we at least see some of the other characters, like Tails or Knuckles or maybe even Amy? I get that they might (hopefully) be saved for future Episodes but would it really have been a stretch to have Tails fly Sonic to E.G.G. Station in the Tornado like before and make this game feel a little less like Sonic the Hedgehog?

I know it's only the first Episode, and it really was a lot of fun and a great piece of nostalgia, and I'm excited to see my issues washed away with future Episodes (and more playable characters...please), but I think it could have been a lot more in some areas. It feels like its sticking way to close to the original game, and could have used more input from Sonic the Hedgehog 2, at least. I am hoping that by the time the full game is available, it will actually feel like a true continuation, with its own identity that compliments and expands and continues the original games, rather than what it feels like now...which is a HD remake of the first two games.

Edited by SKSpawn
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Every fucking time I jump near an object.

Yeah this is pretty goddamned annoying.

*CIick click click click click click click click click click!*

I know everybody encounters this but do you know you can home in on the switches in Lost Labyrinth Zone? Or the Flicky Capsule at the end of a boss?

What really got me was

C7l0t.jpg

...

I still wuv u sonic 4

Edited by AlexM305
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My problem with it, though, is that it makes it impossible to determine where this game is set. If Mad Gear Zone is to be a revitalised or refurbished part of Metropolis Zone, then it can't really be on the same island as where Green/Splash Hill Zone are...unless all these Zones are on Westside Island and some just happen to resemble those on South Island...whatever.

Did you play through the whole thing without ever seeing the map screen somehow? D8 There's a picture of the layout and how the zones connect together (a coastline leads from Hill to Casino, a forest from Casino to Labyrinth, and... Gear is just across the way from there).

It's a very silly island and yeah it's very similar to previous zones, but it's certainly a new location. Not that unreasonable though, the real world has many locations that look similar after all.

In regards to your criticism of the first two bosses being over too quickly, remember everybody's skill level differs. I'm sure a kid or a player new to Sonic would take a little while to beat these bosses just as we probably did with the first bosses back in the day.

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Now I've only got the iPod version of Sonic 4 (because I couldn't wait the extra few days for the console version and I'm not paying for it twice) and you know what? I don't care what people say, this is, along with Super Monkey Ball, among the best games available for an iDevice. Yes, that's including Sonic 1 and 2. They're pieces of shit on iPhone - nothing about them feels at all fluid on a touch screen, the graphics are just blurry and I can't comprehend why anyone would play the iPod version when they could get an emulator for another portable device and play the oldies on that.

But Sonic 4 actually works beautifully as a portable game in my opinion. I love it to bits. Maybe by console standards it's lacking - though I wouldn't know - but Sonic 4 feels right as a nice handheld distraction. The physics shouldn't bother you unless you're playing it with the mindset of the old games (though, calling it Sonic 4 is inevitably going to mislead people into doing so), and I like pretty much everything the game has to offer, from the special stages to, God forbid, the Minecart act. O:

The only problems I have are lack of length (though I let this slide, as it is only one third of the overall game), and lack of creativity in level design, which is a bit more disappointing. Now I can only hope that the next two episodes will have more creative zones, or if nothing else, will rip off zone ideas that aren't so overused, because all the levels in Episode 1 are very stock, so to speak. This may be just to set up as the prologue to the mini-saga, but a bit more creativity later on would be appreciated. Dimps, if you're going to rip off Old Sonic, at least rip off in a more creative way - why make a HD reimagining of Green Hill if you can make a HD reimagining of Palmtree Panic? Why make an homage to Casino Night if you could make a modern era Gigapolis? Retro-era Sonic is a vaster pool of games than just Sonic 1 and 2, you know.

But I imagine both of my criticisms will be addressed adequately by the added length and hopefully more creative features of the next episodes. As a whole game, I imagine Sonic 4 is gonna be pretty great.

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2pob7tv.jpg

FIRST @ SSMB XD Stand on side of loops Hedgehog XD

Lol (sorry for the very poor webcam image it's very ...shit haha XD)

I really like the game, I've had a lot of fun with the game I mean it's no where near as good as the classic games but it's a fun game but without it flaws of course (BOOSTERBOOSTERBOOSTER) and for some reason I've had more fun finding all the flaws in the game than replying the levels for better times & scores so yeah haha really liked the game though short but sweet even with it's flaws =D.

Edited by Shaddix
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I hope when Episode 2 comes out, Sega fixes some of the glitches in the physics, lets you use the Wii Classic Controller, and backports these changes to the first game. It's annoying how the things they got wrong are the things that seem the easiest to fix. The level designs are decent, IMO.

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Looks like SEGA will be holding a 30 minute community feedback session on Episode 1 at an upcoming event they're holding:

8:00 PM – 8:30 PM – Sonic the Hedgehog 4 – Community Feedback Session + Free play on PSP titles

Join Ken (Brand Manager for Sonic 4) and Aaron (Community Manager for Sonic 4) for a special Community Feedback Session on Sonic the Hedgehog 4: Episode I! What did you like about Episode 1? What things do you think could be improved upon in the future? Bring your best ideas to the table and we’ll talk all things Sonic 4!

In the meantime, if Sonic 4 isn’t really your thing, free play of both Valkyria and Phantasy Star will also be taking place in the other rooms.

http://blogs.sega.com/usa/2010/10/27/join-us-in-san-francisco-for-segas-next-community-event/#more-6541

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Looks like SEGA will be holding a 30 minute community feedback session on Episode 1 at an upcoming event they're holding:

http://blogs.sega.com/usa/2010/10/27/join-us-in-san-francisco-for-segas-next-community-event/#more-6541

Oh dear.

I don't think they realise what they've let themselves in for by organising that.

Will be interesting to see the outcomes, though.

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To me the game was great, because modern and retro is combined. Also, the remake Eggman battles some to me is easy and some is hard. The stages and the music was awsome. And the special stages StH1 all over again with a twist. Man, I can't wait for Episode 2.

Also, how Sonic's model on the game almost in little bit look like from Smash Bros. and the bottom of his shoes almost look like from the StH comics. But, that how I see it.

Forgot to mention, I own the Wii version, and I only need to get three chaos emeralds left.

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Also, how Sonic's model on the game almost in little bit look like from Smash Bros. and the bottom of his shoes almost look like from the StH comics. But, that how I see it.

His model is the same as the Unleashed one.

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I have no idea where to post this but Tristan claims he has more infomation on Sonic the Hedgehog 4... or he could be shitting out his arse like he has for the past few hours.

BUT we're capable of October surprises too, and depending on things, you may see one this wknd on TSSZ. It's Sonic 4 related & it's a doozy

http://twitter.com/#!/tssznews

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After beating the game and collecting the Chaos Emerald and the wow factor fading off like a week ago or so, I'm actually starting to see this game as... rather average. I mean it's still fun, but now some of the level designs and physics problems(mostly jumping) are starting to bug me a bit(funny thing is, they weren't until everyone started pointing them out). Then again, I'd probably forgive it all if it weren't for the fact that the game was so short for $14.99 and that it was mostly a rehash.

I'm hoping that the next game has more content to it and more originality. Too bad it's a digital download title, because if it were physical I could always sell it and get SOMETHING back.

Well, at least there's still Sonic Colors.

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I got Sonic 4 a couple of weeks ago and I'm actually thoroughly impressed with it. Though the physics have some glitches, they don't bother me much, perhaps because I love the Rush games. I played through it several times and had a lot of fun with it. The main things that I think need to be improved is that it is too easy, and the bottomless pits are put in annoying places like in the Rush games. Other than that, I loved it.

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I actually don't care too much that the rolling is nerfed. I mean that sucks, but what really bothers me is that no momentum carries over to Sonic. I really hate how Sonic stops on a dime on the ground and especially in the air. I've tried, but I can't get over it. :/ I still have some enjoyment with it, but it really "ruins" the game for me.

I was playing NSMBW right before playing Sonic 4 today to compare the two for old times sake and controlling Mario just feels so much better. Actually using momentum to clear jumps feels a lot better then just making sure you're holding over. I always liked classic Sonic more than classic Mario, and I still feel that way today. However Sonic 4 is lacking the feeling of the older titles and for me personally that almost completely kills it.

I really, REALLY, REALLY hope Sega take this issue to heart. I know it isn't a big deal to some, but this game will never be anything more than average if they don't get the physics up to snuff. I'm not asking for an exact replica of the classic engine, but I don't think it's asking too much to have ANY momentum at all carry over.

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Super Mario World didn't have any Momentum after Mario Bros. 1 and 3 which did have a bit of momentum that you carry, and nobody bitched about it.

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Super Mario World didn't have any Momentum after Mario Bros. 1 and 3 which did have a bit of momentum that you carry, and nobody bitched about it.

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Super Mario World didn't have any Momentum after Mario Bros. 1 and 3 which did have a bit of momentum that you carry, and nobody bitched about it.

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Mario games are completely different to Sonic games.

They are, but it shows that Sonic 4's physics aren't adverse from a general plattforming prespective. At least it's still precise.

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They are, but it shows that Sonic 4's physics aren't adverse from a general plattforming prespective. At least it's still precise.

Other platformers do not have loop-de-loops and half pipes, so as a Mega Drive-styled Sonic platformer, the physics are somewhat wonky.

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Other platformers do not have loop-de-loops and half pipes, so as a Mega Drive-styled Sonic platformer, the physics are somewhat wonky.

Yeah in terms of Loops,ceiling,halfpipes and going up walls,the Physics are unfortunate,espacially rolling. But I don't see how caring Momentum is that Important.

Edited by ChikaBoing
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It's important because lack of momentum in this game doesn't make sense. You shoot yourself from a cannon or stray minecart, and if you're not holding down the D-pad, Sonic stops dead in the air and falls straight down. Sometimes it kills you. What the fuck is that shit?

Not to mention Casino Street Zone is full of pinball gimmicks, which don't work properly at all because Sonic bounces off of bumpers and flippers ever so slightly but doesn't continue in a direction. It just blows my fucking mind.

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It's important because lack of momentum in this game doesn't make sense. You shoot yourself from a cannon or stray minecart, and if you're not holding down the D-pad, Sonic stops dead in the air and falls straight down. Sometimes it kills you. What the fuck is that shit?

Just hold right, all the time,after you die once because of the problem you mentioned,it should become self-evident.Maybe it's because I'm used playing the old games that way.

Not to mention Casino Street Zone is full of pinball gimmicks, which don't work properly at all because Sonic bounces off of bumpers and flippers ever so slightly but doesn't continue in a direction. It just blows my fucking mind.

It gives you more control tough,basicilly it's like playing a 3D marble Labyrinth game that took out all of the momentum physics of the ball,it's like you tilt the platform and the ball moves, and you even kilter and the ball stops dead.

So the Pinball stuff is something like "plattforms", just obstacles that you overcome, rather than simulating a Pinball Machine. And for many that's okay, since 1. they didn't like or just didn't care much for these segments in the orginal games or 2. Had the most joy of simply launching yourself off a flipper which this game still has. But if you are of those people who enjoyed the Casino Levels cause of simulating a Pinball machine then that's too bad. It's personal preference.

Edited by ChikaBoing
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It's important because lack of momentum in this game doesn't make sense. You shoot yourself from a cannon or stray minecart, and if you're not holding down the D-pad, Sonic stops dead in the air and falls straight down. Sometimes it kills you. What the fuck is that shit?

Not to mention Casino Street Zone is full of pinball gimmicks, which don't work properly at all because Sonic bounces off of bumpers and flippers ever so slightly but doesn't continue in a direction. It just blows my fucking mind.

Edited by SuperStingray
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