06-05-2011, 06:33 PM
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Rev Up Those Sonic Cycles
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Thanked by: DavidCaruso, Iceman404, Chris2Balls [:B], Cshad, JackMan
06-05-2011, 07:46 PM
Thanked by:
06-07-2011, 06:17 PM
So, City Escape
Stage looks really really nice. I love how Classic Sonic destroys a monitor to get his skateboard, that's so Sonic Chaos. Thanked by: ~DrakoRero~, Keychain, Gwen, DioShiba
06-07-2011, 08:43 PM
Boy Sonic sure does look different in the 3DS version... wait a minute.
Anyway I'm glad City Escape made it in. Thanked by:
06-07-2011, 08:57 PM
dont worry thats mighty they're like the same guy
Thanked by: DavidCaruso, Cshad, Rökkan
06-07-2011, 09:52 PM
(that looked more sonic than sonic itself)
06-07-2011, 10:29 PM
that city escape video is awesome, aaaa sega if you mess this up
06-07-2011, 10:33 PM
06-08-2011, 06:44 AM
See that would be the uh
'wrong kind' of mascot platformer. Y'know; how they largely break down into 'collectathon' and 'score attack'? Open Environments really don't lend to Score Attack. Collectathon platformers are fine (I don't like 'em, but w/e), but Sonic isn't really the right mascot for that style of game. Go get Knuckles.
06-08-2011, 07:15 AM
This is supposed to be on my wishlist. I keep forgetting.
I'm all like "I want Mario 3D, Kirby Wii and Paper Mario" and stuff, but I really want Sonic Generations for 3DS (because I do NOT want to have to rely on my brother's PS3) According to the Sonic Wiki, Fang makes a cameo in City Escape. Assuming it is true, just for the fact that he is not forgotten by SEGA and Sonic Team, I am psyched! (06-08-2011, 04:42 PM)Rökkan Wrote: ey fuckers you like the snipers fuckers? Just gets better and better. Though apparently the game is very slow for classic Sonic. Meaning he reacts to your button pressing with delay. http://screwattack.com/videos/First-Impr...enerations Hopefully that'll get fixed.
fang the sniper
what a strange name for an animal hes actually a cool character too bad he never made many apperances he was cool in TT
06-08-2011, 06:14 PM
I hope what he said will get fixed. Floaty and weird controls ruled (and sort of ruined) Sonic Colors' 2D platforming. But Sonic Colors had a second jump to aid that, and jumping from platform to platform was only a fifth of what the main gameplay offered. On Classic Sonic's gameplay, tight and smooth controls are a must, so that players can keep their speed and bumping into obstacles will be the player's fault, not the game's.
And I hope that pressing X won't be the only way to Spin-Dash (that means being able to just crouch and press A). It also bugs me how you can Spin-Dash RIGHT out of running (instead of stopping and then charging), and how much speed it gives you - that's not balanced at all. Like DavidCaruso said last page, Sonic is about keeping your speed - if you give Sonic another button just so that the player can boost with little to no stop, and if by doing that you'll get more way more speed than someone who keeps running non-stop, avoiding obstacles and doing well-timed jumps... Then you just change the way Classic Sonic is meant to be played, you screw up with the whole design of it again. Jeez, being able to play with just one button was the main constant with Classic Sonic, even Sakurai admired that. SoA listens (or does a good job into foiling us to believe that) to feedback, let's hope that feedback goes to SoJ's ears. If that happens, then I'm sure that Classic Sonic's gameplay will be mostly fixed - SEGA is inviting all the Sonic Retro nerds to give Sonic Generations a hands-on, anyway. Meanwhile, gameplay of City Escape is released: http://www.tssznews.com/2011/06/08/city-...reenshots/ I gotta say, the level design looks amazing, and I love how there are deathpit signs - on a platformer which level design consists of multi-paths, it's pretty unclear whether, by falling down, you'll actually die or actually just get thrown to a path below, so that's a sign of thoughtful design right there.
06-08-2011, 08:17 PM
You mean there won't be any Sonic Advance/Rush enormous pits of random death?
Sweet. |
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