Sonic the Hedgehog

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Re: Sonic the Hedgehog

Post by OCG »


Finally I can fight Zazz :D
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Re: Sonic the Hedgehog

Post by Master »

Wait, this is that Sonic endless runner right? Impressive, seems like they're making it more individual.
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Re: Sonic the Hedgehog

Post by OCG »

Yes. This just gave me reason to play it more often.
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Re: Sonic the Hedgehog

Post by Master »

Hm, the archetype of Sonic Dash never really was for me, Jungle Run was more engrossing for me. However, this development might just change that.
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Re: Sonic the Hedgehog

Post by sonicbrawler182 »

*still waiting for Sonic Dash to come to Android*

I wonder if the Sonic Dash boss fight with Zazz will be harder than all of the ones from the Wii U Lost World. :V
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Re: Sonic the Hedgehog

Post by OCG »

Sonic Dash boss fight is much easier than one from LW.
As for Android release, it wont happen I think. Only Sonic on Android is Sonic CD while iPhone has bumch of them.
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Re: Sonic the Hedgehog

Post by Master »

Ah, no, Sonic 1 Taxman edition and Sonic Jump are on Android.
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Re: Sonic the Hedgehog

Post by OCG »

Really? Cool. Last time I checked Sonic games on Play Store, Sonic CD was only one but that was long time ago. Good to see they brought more.
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Re: Sonic the Hedgehog

Post by sonicbrawler182 »

Sega did say Sonic Dash was coming to Android, and since then, have never cancelled it.

They're just taking their sweet time about it.
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Re: Sonic the Hedgehog

Post by OCG »

I am still surprised Sonic Dash is not avalible on Japanese App Store. I had to download it from my American iTunes Account.
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Re: Sonic the Hedgehog

Post by Rayfist »

SegaNintendoUbisoft wrote:I think the reason we've been getting Sonic only games is because Sonic Team is scared. Notice how the last game with multiple characters is Sonic 06.
And they have much reason to be, despite mixed thoughts on SA1 and SA2, I think those games along with the classics were the only Sonic games (not counting spin-offs) to demonstrate how the other characters worked and played in Sonic universe, Sega should emulate that for future games.
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Re: Sonic the Hedgehog

Post by SegaNintendoUbisoft »

So I found this article on Sonic Stadium.
http://www.sonicstadium.org/2013/10/son ... -memories/
One interesting thing is at the very end.
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Re: Sonic the Hedgehog

Post by sonicbrawler182 »

SANIC LAND WHERE KIDS COME TO GO FAST
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Re: Sonic the Hedgehog

Post by Henchman1028 »

Is it just me, or do the Deadly Six feel like they would fit in a Puyo Puyo game (Ironically, Sega now owns Puyo Puyo and did Robotnik's Mean Bean Machine before they did, which was a different version of the first Puyo Puyo)?
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Re: Sonic the Hedgehog

Post by OCG »

Deadly Six could fit in many games apperantly.
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Re: Sonic the Hedgehog

Post by Rayfist »

I finished Sonic Lost World today, collecting all red rings, finishing all the hidden zones, and playing the NiGHTS DLC. I'm still working on saving more flickies for the sake of unlocking, and the extra missions. But I can easily say my experience was full of suspense, amazement, and a few disappointments here and there. So here is my small review. This game is something totally different from the recent Sonic games we've seen, and the learning curve on this game, at first is pretty fucking brutal. My first playthrough in Windy Hill Zone 1 I was controlling like I was on steroid, I felt everything controlled clunky and seemingly not right, mind the beautiful visuals though and beautiful 60 frames per second to accompany me, I wasn't digging the control scheme for quite a while, after collecting all the red rings on Windy Hill and proceeding to the second world, Desert Ruins. After going back to back on few levels, collecting all the red rings and such, I realized that there was nothing wrong with the control scheme, it was me, I wasn't very well acquainted with this new Sonic, and how it played. This just showed me how uniquely different the game was, it's tight learning curve, while difficult, was truly rewarding in the end, and in no time with many practice, being able to parkour and spindash alongside and upside walls is easy as ever and very fun. Once that's the least of your problems though the game tries to throw many unique obstacles at you, things you'd never think a Sonic game would do, and while yes, it may borrow ideas from Mario titles it does such a clever job at making these hidden items 'hidden' in it's own unique special way, and making obstacles it's own unique obstacles. What I'm saying is, rather than looking too much like a Mario ripoff, it uses it's own clever unique ideas to make it look less Mario-ish. And while many complain the game is too 'slow', I don't see this as a problem, sure Sonic is suppose to be significantly fast, but this unique new idea made it easier for people who wanted to explore, and hell, if you wanted to go fast, you could do this, it just wasn't as straight forward as it was in Generations and Colors. I think it was very clever of Sonic Team having this in mind, giving us the option of running at our own pace or simply jogging. As I've mentioned before, the level design was simply beautiful and the 60 frames really made it look even better. These are more than just your generic levels, they are all truly unique. I can tell Sega took very well advantage of the games gravitational sphere's capabilities, and did a damn fine job at it. The hidden paths are clever and shows the true advantage of the capabilities of what Sega did. The music is also absolutely fresh and beautiful, some of it just really beautiful. For example: http://www.youtube.com/watch?v=0-3IWP_9b8Y The music in this level is a perfect example, as I like the fast paced yet at the same time calm atmosphere it has, is simply perfect, I really want to see stuff like this implemented in future Sonic games. For once, I actually ENJOYED playing through the 2D sections, the problem I had with Colors and Generations were that some of it's 2d sections as modern sonic felt incredibly generic, whileas Lost World had very enjoyable 2D segments, and the pace of Sonic fits perfectly with it. I really do love how this game didn't have to rely on classic Sonic or classic gimmicks like Generations did to be so good. The story in this game while far from amazing, was simple and likable, the comic relief of the Deadly Six truly worked, and I hope to see this direction used in Sonic games. Other than SA1 and SA2, serious stories in Sonic games have never worked out so well, so I think Lost World's story is just pitch perfect, not too serious, or too silly, it just plays at a good pace for me.
I really liked the progression of this one as well, instead of the game simply handing out the emeralds to you as you progress through the story, you need to scatter every bit of the beautiful worlds to find those red rings, making you really want to unlock Super Sonic. Another thing I loved is how the wisps are not needed, they are totally OPTIONAL though your journey, at least most of the time. I really did enjoy how the story in this game wasn't all 'up in your face', it's just a calm, simple story. the Deadly Six had really unique personalities that made them all likable characters.

This game is totally something new, and fresh, and probably IGN and Gamespots reason for not liking it. The learning curve is very difficult at first, you'll be like me and totally struggle while playing through, as it is far from easy, but get the hang of things and eventually it will be very rewarding. But as fantastic as my experience was, the issues of the game need to be discussed, as they are very transparent at times.

Few problems I had with the game, bosses were jokingly easy. These bosses had a lot of potential, some of them were just stupidly easy, taking 2 or just 3 hits to beat with a predictable pattern. Another major disappointment is seeing how the final boss was far too easy. You know how all Sonic games lead up to that epic finale when all emeralds are obtained. This game is missing that, which really depresses me. A lot of unanswered questions are in the story, when the deadly six is beat, there is no cutscene revealing what happens after you beat them, this could lead to future sequels with the Deadly Six appearing, however, it would have been more fitting to play as Super Sonic after beating Eggman with the Deadly Six combined together. Making a finale for this game with the Deadly Six would have been perfect, so seriously, why the fuck did Sega ignore it, it would have been so perfect. I found the bonus stages to be very fun, but why not mix it up a bit? There was only one type of bonus stage in the entire game and while fun, got tedious after seeing it for a while. I am happy to say though, the game only recycles levels once or twice in the entire game, the cave level from Windy Hill Zone is only recycled once, and few other levels, but barely at all, seeing this is exactly what I like to see in games in general, I dislike seeing too many recycled levels, but I could tell the game tried to avoid doing this. The new 2 player co-op feature introduced with the RC jets is totally useless, doesn't serve at all, I found it to just be an utterly pointless gimmick. Now I can't say anything about the 2 player racing mode since I have not played it yet, but it seems to be good from what I'm hearing.

Overall for me, Sonic Lost World was a brilliant title. It is far from a title that will impact the franchise as a whole, it's just there, it's certainly going to eventually be a forgotten game, but as for me, I'm still enjoying it. I could list more great things and flaws, but I do have stuff to do. My rating is a 8.5/10.
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Re: Sonic the Hedgehog

Post by Master »

Wild word wall appeared!

Ahem, right then, let's see...

Hm, I have heard that Lost World does take a lot more learning to get used to, compared to past Sonic games, but it's really satisfying and has its own flow when you've mastered it? Alright, so tight learning curve, as you say, but it pays off.
Despite the Galaxy-esque look, Sonic Team were rather clever and added unique spins and ideas to keep things fresh and fun, with nice hidden pathways and more...explorable levels, hm, Generations did have multiple pathways and the like, but it did feel a little on rails at times. Still has 2D sections, but more unique and better to control in compared to the Unleashed formula. For red rings, you'll need to explore about the place, and it feels satisfying to get them all so the Chaos Emeralds, and thus Super Sonic, can be attained. Wisps are not needed to progress for the most part? Hm, I don't really feel either way about this, to be honest.

Story-wise, not deep as some of the Sonic games got from the mid 00's, but funny and with good comic relief, nice way to go forward indeed.

Disappointments, yeah, I've seen footage of the bosses and blimey, did they look lacklustre, I can understand why you're not happy with how they turned out. The final boss did seem rather anticlimatic as well, it seemed to be an easier version of Colour's final boss, which is a shame indeed. Like you said, it'd be nice to have gone against the entirety of the Deadly Six in a more final showdown, but you get what you get, unfortunately. So bonus stages were the same, and got tedious, hm, never seen the bonus stages. Very little recycling as well? Nice.

Overall, it was brilliant for you, hm? Nice, here's hoping Sega addresses what you've said while keeping on this upward path, then.
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Re: Sonic the Hedgehog

Post by sonicbrawler182 »

I'd disagree on the Deadly Six being "unique", but that's not to say I dislike them. To me, they were extremely good parodies of common stereotypes (such as Zeena being made out to be beautiful and sexy, but also easily manipulated by men and very bratty - or Zor's over the top misery, which I found hilarious).

Anyway, I'd like to talk more about this game's faults myself, as I have not really done so:

If I had to point out my BIGGEST gripe with the game, it'd be the Wisps. They're mostly optional, like in Sonic Colours, but I feel no desire to use them (except for the two or three Wisps that are required for Red Rings), because other than the Laser Wisp (which is still as fun as ever), and maybe Rocket (which I find is actually better than ever before) they're not that fun to use, and have no speed running use or anything. And while Drill and Hover function fine, Drill is just a mandatory Wisp for two sections in the game that are not that special except for maybe the boss fight (as well as one optional, but awful and totally pointless use of it in Tropical Coast Zone 1), and Hover is only used for one level, and it's blatantly only put there to help inexperienced players past the trickier platforming sections of that level. I find this to be a much bigger disappointment than the mostly pathetically easy boss fights because in Colours, the Wisps were used EXCELLENTLY, as well as the Laser Wisps use in Sonic Generations 3DS being just as excellent (I even enjoyed the Spike and Rocket enough in HD Generations), so it's amazing how they managed to mess them up. Seeing the little guys, but rarely going near them, is just kinda depressing, as I used to always use the Wisps in Colours.

And while the game has a steep learning curve, that's not a problem - it's the conveyance. The overall control scheme is not fully explained (and even INCORRECTLY explained at times), and even when you know how to control the game well (at which point, it controls like a dream, with little criticism for me to give - would of been nice if Sonic could accelerate mid jump like he can in the Classics and Adventure, but other than that, the controls work perfectly), there are some levels that really mess with your head. Sky Road Zone 3 is the perfect example of this - how the HECK was I supposed to know I had to jump on those big red missiles to beat the mini-boss, when I have been AVOIDING missiles that damage me for the WHOLE level? Or why didn't the game ever inform me of the Chargeable Homing Attack when it is REQUIRED to beat the second fight with Zavok (actually a very well done boss fight besides this issue)? Honestly, the difficulty in this game, while quite high, is fair most of the time - it's just these poorly conveyed moments that are frustrating. Thankfully, there are only about 3 in total off of the top of my head, but they were glaring issues.

Also, while I love exploration and open-ended level design in my Sonic games, I also appreciate the capacity to speed run. This game has that just as much as any other Sonic game, BUT there are a handful of levels that are very "anti-speed runner", or contain a section or two that is. A perfect example is that one section in Tropical Coast Zone 4 where you must defeat some Cluckers by rolling a giant pineapple around the planet. This section is fine and dandy in Normal Play, but I hate this section when playing Time Attack Mode. It interrupts my flow, and kind of "takes me out of the zone". I would of appreciated it if certain levels were tweaked for Time Attack Mode to accommodate speed runners.

And there were some unexplained plot elements, but I blame that less on the writers and more on the level structure (one glaring issue caused by this was that Sonic got absolutely NO interesting interaction with Master Zik - they just feel like two people who fight for the sake of it. Every other member of the Deadly Six gets some kind of build up and chemistry with Sonic, but Master Zik gets next to nothing, other than the fact we know he wanted to test Sonic's skills).
However, it is still unclear over whether or not we are getting a direct sequel to this. So there are some issues with the plot that I cannot really call "issues" until they deny that we will get a direct sequel (or, they make a direct sequel and don't address these "issues").

Besides these few things, I have not got anything majorly bad to say about this game. I love it, and it's definitely a favourite. And it's the most impressive looking Wii U game yet, and it's a title that embraces the capabilities of the Wii U specs wise, and in terms of using the GamePad (even though it's not always done well) and Miiverse.

Oh, and the 2P Mode is actually GREAT fun...only problem is that it's local only, so I'll rarely get to play it myself. I'm annoyed that the 3DS version has 4-player local, download, and online play, but the Wii U version doesn't. A lot of Wii U exclusives have this problem, and it's more Nintendo's fault, as they have a strange view on online gaming. But having online play in the Wii U version would of boosted it's replayability dramatically (not that it's lacking as is, but still, it would of been awesome).

As far as the story goes, it's simple, but the character interactions are much deeper than they mostly have been, ever. And there is actual character development.
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Re: Sonic the Hedgehog

Post by OCG »

I hope next Sonic game is WITHOUT Wisps.
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Re: Sonic the Hedgehog

Post by sonicbrawler182 »

I want the Wisps to stay, just use them like how they were in Colours. Because they are seriously awesome when used right.

And if they decided to remove the concept, keep the Laser Wisp anyway as nobody can say that it doesn't compliment Sonic perfectly.
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