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General Sonic the Hedgehog Series Discussion: Sonic Lost World!

Minato

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I heard, although I don't know how I feel about this. The bad is if we're stuck playing as characters/styles we don't like for 2/3s of the game.
I'm curious on the level designs though. I'm hoping that it reaches a pretty good medium on speed that's not too much of a race track designed level.
 

zyth

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If its anything like the other Adventure games where theres more exploration and not so much, "Run as fast as you can through the Level!" it should be good
 

finalark

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If its anything like the other Adventure games where theres more exploration and not so much, "Run as fast as you can through the Level!" it should be good
Well to be honest the only real exploration there was in those games were in Knuckles/Rouge level and the adventure fields in SA1.

I heard, although I don't know how I feel about this. The bad is if we're stuck playing as characters/styles we don't like for 2/3s of the game.
Makes you wonder if they're going to stick to the "only sonic" thing they've been going with for the past few years or if they're going back to having a bunch of different play styles in the originals.

On the off hand this conflicts with rumors for earlier this year about a full on reboot of the franchise supposedly coming in 2014. Then again, I believed that rumor about as much as I believe Dreamcast 2 rumors.
 

finalark

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How are you two still alive.

:phone:
Well, we still have to finish Silver and Shadow. I actually like Silver's game play and I think it could have been super fun if the game actually had some polish.

Or maybe I just like throwing boxes at people.

Anyway, what's ironic is that one of my friends went back and played Heroes right after we played '06 and he claims that '06 is more stable than Heroes is.
 

Kuraudo

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.... oh lawd. To be honest I'd agree that Shadow and Silver's gameplay is the most polished. I liked how they played, especially Shadow with his mixture of speed and using chaos powers to dismantle enemies. Teleporting was wicked. A little more work and it would have been a masterpiece. ...still they should re-release it one day. And also? Sue me, I loved Shadow's story. And I love his character in that game. He's practically got his **** together at that point, doesn't let Mephiles play games with him, and just straight up says "If the world is to become my enemy, then I'll fight like I always have." Until then? He'll just do his own thing.

Sonic's gameplay makes me cringe though.
 

finalark

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I CALL UPON THE FORCES OF THE UNDERWORLD TO RESURRECT THIS THREAD. NOW, AWAKEN!

With that out of the way, I'm just posting to say a friend and I went and picked up a Genesis along with Sonic 1-3&Knuckles. I'll be honest, I never beat Sonic 3 as a kid because I couldn't figure out what to do on Carnival Night Act 2. I actually had to go and look it up as an adult.

That being said, **** this game is ****ing hard.
 

Tetra's Tracker

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I CALL UPON THE FORCES OF THE UNDERWORLD TO RESURRECT THIS THREAD. NOW, AWAKEN!

With that out of the way, I'm just posting to say a friend and I went and picked up a Genesis along with Sonic 1-3&Knuckles. I'll be honest, I never beat Sonic 3 as a kid because I couldn't figure out what to do on Carnival Night Act 2. I actually had to go and look it up as an adult.

That being said, **** this game is ****ing hard.
Out of curiosity, what do you find hard about it? The barrel in Carnival Night Act is unfair and Sandopolis Act 2 can be a bit tedious, but if you ask me there's nothing else remotely difficult about that game. I can breeze through it 100% in a couple of hours.

If you want a very hard Sonic platformer then try Sonic 2 8 bit.
 

Minato

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I found Sonic 3 rather easy besides getting lost in Marble Garden, but I haven't played it in awhile. I had more problems on 1, 2, and Knuckles (without the saving).
 

finalark

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I actually have no issues with 1 and 2, I can blow through those games without even thinking about it.

Maybe it has something to do with my play style
Out of curiosity, what do you find hard about it? The barrel in Carnival Night Act is unfair and Sandopolis Act 2 can be a bit tedious, but if you ask me there's nothing else remotely difficult about that game. I can breeze through it 100% in a couple of hours.

If you want a very hard Sonic platformer then try Sonic 2 8 bit.
I never slow down in a Sonic game.

EVER.

EDIT: To be honest it probably has more to do with the fact that I don't have the game memorized like I do Sonic 1 + 2.
 

Tetra's Tracker

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I actually have no issues with 1 and 2, I can blow through those games without even thinking about it.

Maybe it has something to do with my play style

I never slow down in a Sonic game.

EVER.

EDIT: To be honest it probably has more to do with the fact that I don't have the game memorized like I do Sonic 1 + 2.
If you never slow down in a Sonic game then how do you get through Marble Zone or Labyrinth Zone? What about Sky Chase Zone or the rising water part in Chemical Plant Zone?

The gameplay in the Mega Drive titles are worlds apart from the 'hold right and occasionally press A' of modern Sonic games. Speed is emphasised but the classic games are far more about skilful platforming than running fast. Sonic 3 and Knuckles is no different to Sonic 1, 2 and Advance (the real Sonic 4) in that respect.
 

finalark

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If you never slow down in a Sonic game then how do you get through Marble Zone or Labyrinth Zone? What about Sky Chase Zone or the rising water part in Chemical Plant Zone?

The gameplay in the Mega Drive titles are worlds apart from the 'hold right and occasionally press A' of modern Sonic games. Speed is emphasised but the classic games are far more about skilful platforming than running fast. Sonic 3 and Knuckles is no different to Sonic 1, 2 and Advance (the real Sonic 4) in that respect.
By being ballsy as ****. I'll take the first opportunity I get to progress as quickly as a I can. Slowing down kills your time through a level.
 

Mic_128

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Honestly, this is the first time I've been interested in a Sonic game for a long time. It even looks like they've taken inspiration from the old canned Sonic X-Treme
 

Rutger

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Looks interesting.
The gameplay reminding me of Galaxy is a good sign.

Generations was fun too, I'd love to have another enjoyable Sonic game.
 

Mr. Johan

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Despite its legendary 20-plus year legacy, the Sonic the Hedgehog series has struggled to maintain a consistent track record when it comes to quality. SEGA, in an effort to find a successful formula, has experimented time and time again, moving from the series’ 2D roots to outlandish concepts involving werewolves to 3D adventures and back again. Success seemed to elude Sonic Team repeatedly… until recently.

Although several Sonic games of the past decade have struggled in numerous ways, some of the more recent entries, including Sonic Colors and Sonic Generations, have been on the right track. They've been fun, and started to grapple with the fact that 3D and 2D adventures must be accommodated in unique ways. Generations even went so far as to take the same levels and approach them from both perspectives. With Sonic: Lost World, the Sonic Team is taking that design concept to the next step, blending 3D and 2D mechanics in abstract levels that more than resemble another Nintendo exclusive – Super Mario Galaxy. Derivative gameplay is sometimes frowned upon in this industry, but in the case of Lost World, this is more than welcome, and more than necessary. The development team has now been freed to think of gameplay first and worldly concepts second, and that can only mean good things for the final product.


I recently had time to watch three levels of Sonic: Lost World, and the changes being made to the franchise range from entirely obvious to remarkably subtle. First and foremost – the game’s aforementioned larger design approach, and the necessary control alterations that followed.

“We wanted to create an all-new design for 3D Sonic games with Sonic: Lost World,” producer Takashi Iizuka told me via e-mail. “Ever since the first day of development, we were focused on creating new and unique levels to best fit this new style.”

That ‘style’ basically removes Sonic from the constraints of a cohesive, grounded world design. Instead, players will find themselves twisting, turning and jumping along floating constructs suspended in mid-air. Levels are now informed by gameplay needs, with some stages focusing on slower speeds with more platforming, and others pushing players to run as fast as possible. Aesthetic ideas are now more free, ranging from the more idyllic, grassy settings of Wind Hill to something like Desert Ruins 1, which consists of cakes, cookies, donuts and all manners of candy. And just to throw a curveball, Desert Ruins 2 drops the sweets theme entirely, and features an entirely different gameplay style, opting for the ‘tunnel racing’ concept that Sonic games have used for decades. Of course, all of this works within Sonic’s typical level designs, which feature a wide range of branching paths and exploration options.



Some parts of levels call upon classic Sonic concepts...

More critically, it appears as though Sonic Team has realized that many of the core ideas from games like Sonic Generations and Sonic Colors can co-exist. 2D and 3D don’t have to be isolated so long as they’re incorporated in the proper manner. They can coexist in whatever state Sonic Team wants, allowing for levels that are 2D and 3D hybrids to varying degrees. Speed can also not only be about tunnel-based obstacle avoidance, but the crazier, twistier constructs that first appeared in the Sonic Adventure series. All of this can work together. It’s a remarkably simple realization for the series, but all indications seem to be that it works marvelously, particularly now that Sonic’s controls have been adjusted to accommodate those ideas.

“Exhilarating and dynamic speed can sometimes conflict with [intuitive] controls, so we're constantly trying to improve the balance between the two,” Iizuka said, noting that improving control in this game was “of the utmost importance” to the team. Two key ideas were born of this focus – being able to control Sonic’s speed, and a ‘Parkour system’ that allows players to automatically accommodate basic obstacles when he’s running.
As mentioned, Sonic Team’s greatest challenge was maintaining a sense of speed for the series while finding controls that made sense. The result is now that, by default, Sonic doesn’t burst off with a tilt of the analog stick. He walks – until you use one of the GamePad’s triggers to engage his running speed. This too is actually not full speed. Holding down the second trigger will pull Sonic into a ball, giving him access to his full momentum, which Iizuka likened to the ‘Boost speed’ from previous titles. By creating a tiered structure to movement, Sonic Team is hoping players will be able to navigate the wide range of level designs, exploring and running as necessary.


While others more than resemble concepts from Mario Galaxy.

That’s also where the Parkour system comes into play. “In previous 3D Sonic games, even if you're running through a level at top speed, if you hit an obstacle you stop instantly,” Iizuka explained. “To avoid this, we added a new action to keep Sonic running, even when you hit an obstacle. To make sure it only happens when you want it to, it's triggered by the player holding the run button.” Like any game, automating actions brings a certain risk, but doing nothing means Sonic games continue to run into a brick wall – literally in the case of gameplay.
Of course, there’s also the small matter of Lost World being a Wii U (and 3DS) exclusive. On Wii U, the GamePad is specifically used to activate various Whisp-based “Color Powers,” which feature touch-based controls and are mostly used to gain access to side paths and areas. The GamePad will also play a role in ‘Support Mode,’ which allows one player to use Wii U’s tablet to assist a second player who is controlling Sonic with a Wii remote and Nunchuck. Speaking of playing as Sonic, while the iconic hedgehog is the only character players will directly control, friends such as Tails, Knuckles and Amy will make appearances in the story.
The story itself is, as you’d expect, remarkably simple. Sonic is chasing his longtime foe, Eggman, and encounters a mysterious floating island known as “Lost Hex.” It’s here where Sonic will run across the “Deadly Six” that SEGA has already teased, and Iizuka noted these foes will bring a “sense of danger and humor” to the story.



SEGA isn't shying away from full 3D levels on the 3DS.

All of this and there are still a wide range of smaller details that will certainly please long-time Sonic fans. Some factor directly into game mechanics, such as the fact that Sonic will once again save animals throughout levels. Rescuing these critters will not only be tracked level by level, but cumulatively, and will factor into unlockable content. And then there are more subtle things, such as the animation for Sonic’s running or the presence of Red Star Rings (collected for unlockable content) and gold cannons (which access hidden paths). For every adjustment to the legacy, there is a similar tribute to it, and that acknowledgement is great to see.

There’s plenty we don’t know about Lost World. The precise world and level structure remains a bit elusive. The size of the game. The nature of the bosses. However the biggest question mark of all is the 3DS version of the game. We know it will incorporate full 3D levels similar to the Wii U game, but the scale or design of these remains to be seen. There’s also the significant fact that we haven’t played this game. Its control and level design adjustments certainly seem to step in the right direction… but will they result in fun gameplay? We’ll find out. E3 2013 is just around the corner – and Sonic: Lost World will be there.
http://www.ign.com/articles/2013/05/28/sonic-lost-world-taking-a-page-from-mario-galaxy


Sweet Mountain 2.0, Not-Sweet Mountain 2.0, speed-based tunnel vision levels ala the last three games, fully 3D 3DS version of the game, a 3-tier speed system, Red Rings, and animal-rescuing serving a purpose beyond score and story. Pretty hyped.
 

SuperMarioKarter

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I've always wondered why Sega hasn't made a standalone Chao raising game. It's an obvious idea, it was a hugely popular part of the Adventure games.
 

Mr. Johan

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Never say that Sonic isn't corny and amusing.



Sonic chasing long-legged demon who's carrying a yellow asteroid with a pumpkin face.

That's about as cartoony as you can get.
 

finalark

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I'll be honest, I'm not a fan of the design of the game's antagonists. IMO they almost seem like they were plucked out of a different game entirely.

But that's just a really tiny nitpick. I'm happy to see that SEGA didn't completely scrap every concept from Sonic Xtreme and I really hope this one turns out well.
 

Gene

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What's this "Sonic Galaxy" nonsense? All I see is New Sonic X-treme for the Wii U and 3DS. And I couldn't be more hyped for this.
 

Rutger

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Because of how the gravity works.

Look up some videos of Sonic X-treme, sure it does have changing gravity at times but it's mostly these strange spherical levels with flat paths and certain spots that change the gravity of the whole level.

Lost Worlds looks like it's gravity has be influenced by Super Mario Galaxy's. Same with the level design, which for this trailer looks much closer to Galaxy's straightforward design instead of X-treme's confusing mess.

Of course it's just one trailer, but I see more Galaxy than X-treme. :/
 

PsychoIncarnate

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I have to agree, Sonic X-Treme was ALL about Spheres and Spherical shapes. They even used a Fish eyed lens to make everything look more spherical.
 

Mr. Johan

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When the Deadly Six threaten to destroy his world, Sonic's new moves and power-ups are the only way to defeat them before it's too late!

In his latest plot to defeat Sonic and rule the world, Dr. Eggman has harnessed the power of six menacing creatures known as the Deadly Six. However, when the Deadly Six rise up against their new master, Sonic must unite with his arch nemesis Eggman and explore the mystical Lost Hex in order to take them on head-to-head. Use Sonic's amazing new moves and incredible Color Powers to speed across a variety of unique terrains, racing inside, outside and upside down in every level.

NEW MOVES
Sonic moves like never before. Vault over obstacles, free run up and along walls, and sky dive between islands at lightning speed. Plus the Spin Dash is back!

COLOR POWERS
New and improved Color Powers. Sonic can now fly through the air, tear up levels and explode into enemies. He's more powerful than ever!

NEW WORLD
Speed through a variety of exhilarating levels. Explore massive mind-bending courses, vast underground tunnels and colossal structures in the sky as you run inside, outside and upside down.

BOSS BATTLES
Save the world one fight at a time. Take on each of the devious Deadly Six in dynamic boss battles which test all of Sonic's moves and power-ups.

MULTIPLAYER
Race friends in high speed multiplayer races. Take them down across a range of ultra-competitive levels and modes - it's the ultimate supersonic showdown!

Wii U EXCLUSIVE FEATURES:
  • Wield the Wii U GamePad to execute exclusive Color Powers – tilt, touch, aim and more.
  • Someone wants to watch TV? No problem! Play the full game using only the Wii U GamePad screen.
  • Share and charge up items by sending them into the Miiverse to share with players around the world.
  • Play together. Have a friend pilot radio controlled gadgets to help Sonic by destroying enemies and obstacles.
  • Race against a friend as you play on the Wii U GamePad screen and they play on the TV.
NINTENDO 3DS EXCLUSIVE FEATURES:
  • The first handheld Sonic game ever to feature fully realized 3D levels.
  • Unleash Color Powers exclusive to the Nintendo 3DS version.
  • Exclusive Special Stages! Tilt using the Motion Sensor to navigate hair-raising levels and obtain the elusive Chaos Emeralds.
  • Create and customize radio controlled gadgets to help Sonic.
  • Race against friends through local and online game modes.
PLUS: Share your gadgets between the Wii U and Nintendo 3DS versions.
http://www.sega.com/Source/Wireframes/GamesPage.aspx?pageid=5657&LangType=1033

Sonic and Eggman team up for the entirety of the game, Sonic gets his Spin Dash back, Color Powers make a return, and the Wii U and 3DS versions can connect with one another for sharing content. All the stops are being pulled.
 

TheMagicalKuja

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As far as the Wii U version goes, I'm highly impressed. It's taken a new direction, albeit one that's a little Mario-ish for my tastes, and done well for it. Plus we have a good idea of the actual game play this early on and its already looking very promising.

The 3DS version looks a little sloppy--poorly disguised loading screens coupled with quite a bit of predictable running sections. I'm likely going to wait for a price drop to score 3DS Lost Worlds.

And Wii U version has been confirmed to run at 60fps.
 

Mr. Johan

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I'm just waiting for the OST download link. I was jamming to Horizon Heights Act 1 music all day.

Speaking of music:

 

War Anvil

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I'm just waiting for the OST download link. I was jamming to Horizon Heights Act 1 music all day.
Oh, right! Horizon Heights 1! I think the part shortly before the track loops reminds me or "Ai Wo Torimodose" from Fist of the North Star. You know, what leads up to the Seaside Hill riff?
 

TheMagicalKuja

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Personal favorites are Rocks Like This and Serious Influence. Never cared for any of the HH music minus the boss fight.

Never say that Sonic isn't corny and amusing.



Sonic chasing long-legged demon who's carrying a yellow asteroid with a pumpkin face.

That's about as cartoony as you can get.
Just needs some Benny Hill music right here, right?
 
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