There’s more Automation then required, and needs to be balanced out.
Automation’s fine the way it is people are making too much of a fuss about it.
It feel’s like im playing a movie!
I dislike automation but im willing to forgive it this one time.
"If I don't lose control, explore and not explode/ A preternatural other plane, with the power to mantain/ Like a tear in all we know, once dissolved, we are free to grow/ What is human, what is more? I'll answer this when I get home..." - Pearl Jam, Severed Hand
Would be a fun game tho hahaha! Reminds me of that Yugioh episode where they ask you to have a drink everytime they mention "Friendship", i Should make an counter on how many boosters/springs there are on both episodes, as im sure they alreasy surpass the amount of boosters/ springs in Sonic 3 as a whole, and that is saying something, taking into account the boosters you find in Carnival Night act 2.
When Zepaladin made the comment where he disbelieves that Sonic 3 has so few boosters, or anyone that believes in that for that matter, replay the entire game, and you shall find yourself that most of the times you shall be running fast due to the level enviorment, and others by smart usage of springs to make your way, thats the thing, springs also serves as boosters, but here? God forbid, i only saw that "smart" usage of springs in the very last levels, at least i am happy to find there now exists 2 models of springs (pay close attention on Sky Fortress act 2/3 and Death Egg MK II act1, you shall find it) and hopefully itll be there to at least break the mold from the insane amount of boosters that corrupt the Sonic 4 saga.
Again, making boosters unique, and with some interactivity uppon the player shall go a long way towards less automation, more freedom, more player input, and most fun. Not to mention springs are only half the job done! (if they ever decide to cut diagonal springs and get us some more of those springs to lunch you foward, because you, the player, choose to use it to advantage), that is also saying that some springs may cause you more harm then good - use them to your best, but a spring should never be "the way to go" they can, and should, but also encourage you the player the reflex necessary to not always hit them (Sky fortress act 3 comes to mind as it has some of these, to what i was happy to find, usualy im always on my toes to Co-up - lift my partner from not taking the lower path).
Last edited by Saberclaws; 06-01-2012 at 06:16 PM.
Just posting this here as i believe it wasnt posted yet elsewere:
Oh and warning there's very little but - present - foul language.
I personaly enjoy Clement quite alot, and believe this video should also have a place on the forums.
Last edited by Saberclaws; 06-02-2012 at 08:26 AM.
Even tho i disagree with Clement on a couple of parts, like - underwater levels, altho he did clear up saying it's just not he's style of gameplay and we can all agree that each individual has he's own style, he does enjoy the pit warning, while i believe it shouldnt be present - at all, i get that they were trying to make the player understand "i do not want to end up there", but c'mon, when else in the past did you not understand that it was a bottomless pit, bottomless pits made sence in levels like sky chase, wing fortress, death egg, ice cap lower path - scrap brain zone, Chemical plant lower path they were levels where the surrounding already told you, that if you fell down there, there would be no way around.
It would also benefit from making levels more fluid and make exploration benefit from such, not in a tragedy meaning, but more on an "well, you failed to get on the top path, but we also have the longer lower path available for players like you. And then by the 2nd take you go around you already know you wish to stay on top, but know that "failing to do so" doesnt penalize you with a death, altho you still do not wish to go there deliberately.
What's with people saying "They fixed the physics completely." Yeah that's why everyone rolls so much in Ep 2.
So here's my feedback for Ep 3: Get rid of Dimps.
This just to say - rolling is somewhat present, but it aint all that rewarding for several reasons, one beeing the physics are yet to be rock solid, they sometimes make you go faster, and when you expect them to go even faster, they dont work out, they come with trial and error and sometimes in Co-up provides more frustration then good - that comes from my own experience.
Not to mention that if you want rolling rewards you will have to forcefully use tails anyway to reach the higher routes, quite sad - but true.
Even if the physics were to be rock hard, the level enviorment still hands out much more boosters/ springs providing automation so you cant be in control all the time, and i believe people want better physics so they Can be in control All the Time, these two (Level design and physics) Are yet to coexist with one another, and this entire game is the proof of that, the physics are a little bit better, but the level design and the addition of the Co-up roll, destroys any purpose on you - the player - pulling your best stunts as the game most of the times already pulls them off for you.
What, now you have to do the Co-up roll and jump in specific times to eat the entire game? Look at say - even Sonic 4 Episode I's speed runs, do they not at least require MUCH MUCH more input from the player? I mean check this video i have linked several times before (And a great speed run from Paraxade0 this is)
Springs and boosters overall may kill some of the level design aspects, but overall, they are still present, as said before, if they were to be reduced, the level design overall aint bad (not awesome either) but pretty decent. It stills lacks exploration and some lenght, but it aint bad.
Episode II however has the exploration aspect, but has yet to feel more player controlable, because of this automation - physics that are not yet in its spotlight and the addition of tails to give some (nice explorability) but most of the times cutting your own freedom - making sure you have to use him in order to progress.
Last edited by Saberclaws; 06-02-2012 at 11:02 AM.
And here is one more review (Mind aswell sort them all out here):
- From MegaGWolf
do you guys think theres anyway that the homing attack can be used challenging? i mean its not going away in episode 3. So as fans, is there possible way of challenge for sonic's homing attack?
I mean i can the homing attack as a way of getting to "sonic" only areas, but thats about it.