I don’t remember things being tied to the analog stick buttons but it’s been awhile since I’ve played the game so maybe they did an update or something to the game for the color powers or something. Otherwise no…the analog stuck buttons are not really sensitive as far as I can tell. They take the same amount of pressure to press as Sony’s and Microsoft’s controllers.
I’m not entirely sure what you mean by ‘binary move with a start and an end’ @smashbro29 considering this:
Sure, and that’s a fair point. But most Sonic games have tons of things that make the games more enjoyable that aren’t taught because they’re either unintended or not necessary to play/complete the game. Sonic Adventure 2 doesn’t teach you spin dash storage either but if you aren’t going crazy with the spin dashes you’re missing out on a lot of the game, or spindash jumping to make your own shortcuts. Some people would probably be upset to hear this statement, but in my opinion Lost World is the closest the series has been to the Classic games in a long time. No boost, just spindash, you really have to work for your speed, and there’s a more even flow between speed and platforming, it doesn’t feel like Colors or Generations where every time the camera turns sideways it’s like playing a different game entirely. Colors and Generations by most accounts are better games and now isn’t the time for that argument, but I really like how Lost World handled things.
The thing is they’re fun without that one hidden technique. I had no idea you could abuse the levels in SA1 or 2 as a kid, it was fun to do the levels as intended for me.
I asked a friend and he told me it’s LT, Jump button mash, hold LT, press LT everytime you land for free unlimited full spindash and I got it down pat and its basically a slower more convoluted boost mechanic.
Lost World looks and sounds like a classic game but really doesn’t play like one. The speedruns I saw rely on memorizing the level and boosting under the guise of a spindash. The “work” is that technique and not bumping into anything.
And Lost World still suffers from the 2-d segments not meshing naturally with the rest of the game. Everytime it went to 2d I felt this sense of “oh god, not this again”.
I do like parkour though, without the annoying slow ledge shit and an organic speed system that could be a cool mechanic that makes it even more rewarding to go fast.
You don’t need to keep jumping for the spindash. Also that complaint could be made of the classic games as well. You just memorize the levels and when to spindash. Memorizing the levels in the classic games is even more of a requirement because they all have multiple paths with one being the optimal path, which you need to take. Also I didn’t really feel like the 2D sections were out of place. You can still go plenty fast in them with all of the parkour tricks and since you can actually control the spindash unlike the boost, which is incredibly unwieldy and makes anything but a straight line a pain in the ass. I didn’t come anywhere near the level of dread you did.
No, of course not. But it’s how you get away with keeping it going while being able to jump.
Sonic 1-3 is still fun even if you don’t do that, when I started I played slow as balls and I had the time of my life do you see my point? Without this hidden spindash thing this game is miserable and even with it so many of the levels are fighting you/stupid gimmicks it hardly even matters.
You’d go faster in those segments with an Unleashed style boost for sure and the issue with 2d is that they’re not terribly exciting and they always feel so gimmicky, either due to actual gimmicks or because the controls just feel sort of wrong for 2-d.
Also another thing is this stupid homing attack system. How am I supposed to know what to kick and what not to kick? ESP? I mean, you have to kick egg pawns to kill them, you know that enemy specifically made to do like one homing attack and run along?
Gotta say, if it wasn’t for Sega’s incredibly retarded decision to put the infinite Spin Dash inside the manual instead of explaining it in game, I’d have enjoyed Lost World way more when it came out.
Late game’s level design is still fucking ass though.
No still no news on any Sonic games yet aside fromsome rumors that have been popping up. Things seem to be leading to at least a reveal at some point this year on whatever they’ve been baking in the oven for the past 4 years.
its wild that I was watching Alvin’s work in high school and now I’m nearly 30…lol
good that he still has his passion
(time is moving to fast)
its been 5 years since generations came out so with this being 25th year anniversary we may get something
@Sonichuman your av is making me think of a sonic adventure remake/reboot, rework the story and characters with the same elements; make the hub worlds larger and more vibrant,
And cut the fat of course. I’m kinda doubtful that Sega would even think about going back and doing a full on remake of SA. It’d definitely take some reworking…that and the fact that I don’t think they have confidence to make most of the other protagonists any better. Big’s gameplay just needs to be cut all together. He can still be around and they can even make flash backs to what he was doing when he crosses with the other guys but don’t make him playable. Tails in SA isn’t bad really from a gameplay standpoint even if racing Sonic to the end goal is slightly questionable but it does kinda fit with Tails always trying to keep up with him. Knux probably needs more moves to work with…I’m thinking closer to something like an lite action game with exploration elements. If searching for emerald shards is going to stay then it’s going to have to be reworked so that it’s not tedious for most people. Amy’s section would probably also have to be reworked to be sort of lite action oriented with light puzzle elements. When she gets to certain areas she has a limited amount of time to either defeat enemies are find out how to get to the next area before the robot shows up to try to take her away save for the areas where she’s supposed to be running away from it. Gamma I’m not sure what to do with to improve him.
I could remake Sonic Adventure I would drop the hub world entirely. The way it was in SA was sucked balls. There was nothing to do, nothing to explore and serve as an annoying way to get to the different levels. Replace with world map like SA2 level select.
like you stated hawk it was just an empty world, its was only until dx where they attempted to have something to do even though mission mode was in the dreamcast version but you had to have online which was extra ass back then lol, mystic ruins was easily the best part of the experience; music and atmosphere wise it was great to just run around with sonic. hub worlds could use some work doe
The nostalgic part of me wouldn’t want anything to change in an SA remake except for the graphics…
The rational part of me says just make it a level select system…
Like people said though, if anything good came from the hub world it was Mystic Ruins. It’s no surprise for a Sonic game to have great music but the music alone made running through those areas so much more bearable. I think most of us at the time of that game’s release were just excited to see Sonic in a detailed 3D world, period.
That movie probably gonna be garbage. I feel like it’s gonna be like Sonic X you know they with humans and shit, except its gonna be some goofy ass comedy with miniscule action. Fuck.