|
Post by kirbychu on Dec 19, 2008 20:53:48 GMT -5
I actually thought the daytime levels were perfect in this game. The only thing I'd change about them would be... to add more. They're exactly what I want from a Sonic game.
|
|
|
Post by Manspeed on Dec 19, 2008 22:16:19 GMT -5
Granted, I haven't played the game yet, but I'd really prefer it if there weren't any parts where you're forced ahead by speed pads. The Boost should really take care of any speed needs by itself, no?
|
|
|
Post by Koopaul on Dec 20, 2008 1:08:44 GMT -5
Until you find yourself crashing into walls.
|
|
|
Post by kirbychu on Dec 20, 2008 5:23:20 GMT -5
Granted, I haven't played the game yet, but I'd really prefer it if there weren't any parts where you're forced ahead by speed pads. The Boost should really take care of any speed needs by itself, no? For the most part it does. Boost pads are usually just placed to stop yourself boosting into walls or off cliffs, or to give you a helping hand over a long jump or around a loop when there's little run-up space available.
|
|
|
Post by Manspeed on Dec 20, 2008 10:21:27 GMT -5
I can understand having a failsafe for walls and cliffs, but what's the point of even having loops or jump ramps if they're not even gonna give you enough room to build up speed? Isn't that kind of lazy?
|
|
|
Post by kirbychu on Dec 20, 2008 11:04:10 GMT -5
Most of the time they do. But when it's in an area where you're supposed to have already built up the speed before getting there, and you decide to stop before going over the ramp... well, then you'd be screwed.
|
|
BeamClaws
Balloon Fighter
Beam claws closes the gap with his excellent foot speed!
Posts: 934
|
Post by BeamClaws on Dec 20, 2008 12:48:29 GMT -5
Until you find yourself crashing into walls. Only if a wall looks like the correct way to go for you.
|
|
|
Post by Manspeed on Dec 20, 2008 14:33:07 GMT -5
Most of the time they do. But when it's in an area where you're supposed to have already built up the speed before getting there, and you decide to stop before going over the ramp... well, then you'd be screwed. I guess in all fairness the old Sonic games did that too, but generally there were only one or two worlds set up like that in each. Now every friggin' level seems to have it. Which brings me to another point: Whatever happened to having unique enemies and objects for each world? Nowadays you see the same set of robots and the same springs, ramps, dash panels and pulleys in every level with nothing to set each world apart aside from the background art and general design scheme. You know what would've been awesome? Penguin Badniks in Holoska, camel or scorpion Badniks in Shamar, fish or jungle animal Badniks in Abadat and (wait for it)... car Badniks in Empire City! Have they lost all sense of imagination or something?
|
|
BeamClaws
Balloon Fighter
Beam claws closes the gap with his excellent foot speed!
Posts: 934
|
Post by BeamClaws on Dec 20, 2008 15:04:31 GMT -5
Which brings me to another point: Whatever happened to having unique enemies and objects for each world? Nowadays you see the same set of robots and the same springs, ramps, dash panels and pulleys in every level with nothing to set each world apart aside from the background art and general design scheme. You know what would've been awesome? Penguin Badniks in Holoska, camel or scorpion Badniks in Shamar, fish or jungle animal Badniks in Abadat and (wait for it)... car Badniks in Empire City! Have they lost all sense of imagination or something? Let me get this straight, my theory is that they pretty much only care aout the gameplay now, and they add a story to explain new gameplay things like werehog, and real world locations. Now al you see is monkey, bee, and crab badniks in EVERY level. Then they would make a story saying Robotnik only cares about the designs of his bigger machines, in this case Robotnik means makers of the game, only caring about the big things.
|
|
|
Post by kirbychu on Dec 20, 2008 15:52:14 GMT -5
In a way it's probably more in-character for Eggman to just have robots based on his appearance, him being so narcissistic and all. But yeah, it's a shame we miss out on the massive enemy diversity of the older games.
I think, though, if you go through all the enemies in Unleashed (not just Eggman's robots), there's probably a lot more than there were in the older games. It's just that, since they're not level-exclusive any more, you don't notice that.
|
|
|
Post by Koopaul on Dec 20, 2008 17:51:03 GMT -5
Only if a wall looks like the correct way to go for you. When you do that Sonic boost (mostly on the Wii version) you loose control, you only go straight. These latest Sonic games feel more like a try-to-blast-through-the-stage-without-crashing kind of game instead of a fast pace platformer.
|
|
|
Post by Manspeed on Dec 20, 2008 18:09:30 GMT -5
I'd say the best way to describe the current Sonic games is "NiGHTS on the ground" but with some other stuff tacked on every time. The amount of enemy types isn't what bothers me. It's the fact that the enemies in question aren't really as creatively designed as the Zone-themed Badniks of old. Also don't forget what I said about the environments themselves. Copy/pasting the same dash panels and monkey bars in every world is definitely less inspired than having vines in a jungle level or electric fences in a machine level. ...and technically Eggman did have robots based on himself back then. Remember the Egg Robos?
|
|