Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)

HokutoNoBen · 249520

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Offline Mirby

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Reply #1050 on: May 29, 2010, 12:07:41 AM
I still hate the in-game version of Seven Rings In Hand.  The guy singing sounds utterly lifeless.  At least Gioeli puts his heart into it.
Are you saying he... opens his heart? 8D

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Reply #1051 on: May 29, 2010, 12:28:04 AM
I just used the Time Slow in the Erazor fight.  It made it much easier.
That doesn't make the responsiveness any less sluggish.



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Reply #1052 on: May 29, 2010, 12:30:09 AM
That doesn't make the responsiveness any less sluggish.

Again, it's something I never had a problem with, in the game or the Erazor fight.



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Reply #1053 on: May 29, 2010, 12:47:34 AM
Again, it's something I never had a problem with, in the game or the Erazor fight.
Well, different people, different experiences, I guess.



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Reply #1054 on: May 29, 2010, 12:49:49 AM
Well, different people, different experiences, I guess.

At least you don't suck at the game like KG does!   8D



Offline Fxeni

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Reply #1055 on: May 29, 2010, 03:28:46 AM
Yeah, it's been said by Ben quite well, but I feel the need to mirror his views. I don't mind getting my ass kicked when I feel like it's my own fault for playing badly. When it's something like a faulty camera that can't even display what I need to focus on properly, then it doesn't quite feel like my fault anymore.

That said, as far as Unleashed is concerned, I have more issues with the night levels personally. I can usually react quickly enough in the day stages (not always mind you, some of those spots are devilish) but the night stages had much more annoying elements to me, like the aforementioned camera. I also managed to drown while I was outside of the water a few times, which is kind of a bad thing, wouldn't you say? Stuff like that just kind of turned me off the game, and there was enough instances of defects like that for me.

At least with Sonic 4, they'd have to work extra hard to mess up the camera. It's not beyond their capabilities, mind you, but at least they have one less dimension to worry about. As long as they get the rest of the stuff working well enough that I can't pull stuff like drowning outside the water, I'll probably enjoy this more than some of the more recent outings.

I did like SatSR, though. It's controls could be wonky at times, but it certainly felt more solid overall then some of Sonic's other offerings.



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Reply #1056 on: May 29, 2010, 03:37:01 AM
Yeah, it's been said by Ben quite well, but I feel the need to mirror his views. I don't mind getting my ass kicked when I feel like it's my own fault for playing badly. When it's something like a faulty camera that can't even display what I need to focus on properly, then it doesn't quite feel like my fault anymore.

That said, as far as Unleashed is concerned, I have more issues with the night levels personally. I can usually react quickly enough in the day stages (not always mind you, some of those spots are devilish) but the night stages had much more annoying elements to me, like the aforementioned camera. I also managed to drown while I was outside of the water a few times, which is kind of a bad thing, wouldn't you say? Stuff like that just kind of turned me off the game, and there was enough instances of defects like that for me.

At least with Sonic 4, they'd have to work extra hard to mess up the camera. It's not beyond their capabilities, mind you, but at least they have one less dimension to worry about. As long as they get the rest of the stuff working well enough that I can't pull stuff like drowning outside the water, I'll probably enjoy this more than some of the more recent outings.

I did like SatSR, though. It's controls could be wonky at times, but it certainly felt more solid overall then some of Sonic's other offerings.
With Sonic 4, all they have to do is work within the same principles of the old Sonic games. Sonic is fast, but the game doesn't run on his speed, it runs on platforming through irregular grounds. His speed is used so that some cool sections can be mixed with the platforming, so we have a good challenge, and you can still see everything in front of you. While games like Unleashed and Secret Rings focused more on him always running, the normal formula used through the first game up to Adventure 2 has never been that. It's good, stable platforming action.



Offline Fxeni

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Reply #1057 on: May 29, 2010, 07:15:02 AM
With Sonic 4, all they have to do is work within the same principles of the old Sonic games. Sonic is fast, but the game doesn't run on his speed, it runs on platforming through irregular grounds. His speed is used so that some cool sections can be mixed with the platforming, so we have a good challenge, and you can still see everything in front of you. While games like Unleashed and Secret Rings focused more on him always running, the normal formula used through the first game up to Adventure 2 has never been that. It's good, stable platforming action.
Yeah, but it also depends how they limit the speed. Even in the older games, sometimes the game had a hard time keeping up with Sonic if he was going especially fast, particularly if he was Super/Hyper Sonic. I just hope it isn't an issue here.



Offline Kieran

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Reply #1058 on: May 29, 2010, 07:17:26 AM
I think you mean only if he was super/hyper.  I can think of a few places where the camera lagged behind a bit during a speed bumper sequence in Sonic 2, but it typically dumped you somewhere you wouldn't take damage.  Beyond that, it was nigh impossible to outrun the camera.

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Reply #1059 on: May 29, 2010, 03:14:26 PM
Yeah, but it also depends how they limit the speed. Even in the older games, sometimes the game had a hard time keeping up with Sonic if he was going especially fast, particularly if he was Super/Hyper Sonic. I just hope it isn't an issue here.
The whole point of that was that you were running TOO fast, mostly in automated areas where there wasn't much danger to begin with, and you'd eventually find a spring that would stop you and bring you to a general safezone.



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Reply #1060 on: May 29, 2010, 04:33:33 PM
The whole point of that was that you were running TOO fast, mostly in automated areas where there wasn't much danger to begin with, and you'd eventually find a spring that would stop you and bring you to a general safezone.
I realize the point... I just hope they don't forget to put that safe zone at the end. Being Dimps, there's a few points in Rush that I seem to recall being like that (been a while since I've played it, mind you, so my memory of it may be a tad flawed). It wasn't always safe in the older games either, as far as the automated sections go. Hydrocity Zone comes to mind. I'm just saying I hope they didn't forget that little detail, and I hope the "camera" follows properly for the most part. Again, I wouldn't put it past them to find a way to mess it up :P



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Reply #1061 on: May 29, 2010, 04:47:00 PM
I had little trouble with the camera in the Rush games; in fact, it worked well. As for the original games, yeah I know exactly what you're talking about.

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Reply #1062 on: May 29, 2010, 05:30:40 PM
I realize the point... I just hope they don't forget to put that safe zone at the end. Being Dimps, there's a few points in Rush that I seem to recall being like that (been a while since I've played it, mind you, so my memory of it may be a tad flawed). It wasn't always safe in the older games either, as far as the automated sections go. Hydrocity Zone comes to mind. I'm just saying I hope they didn't forget that little detail, and I hope the "camera" follows properly for the most part. Again, I wouldn't put it past them to find a way to mess it up :P
Still, the old games had the fact that although you could be really fast with enough momentum, aside from the first levels or so, most areas had enough platforms and obstacles to keep you moving slowly through the whole game. You could move pretty darn fast in certain areas, and use stuff like the spindash to keep you going, but the point remained that although the character had speed, the game wasn't about speed. It was about great platforming. And based on the fact that you didn't attack enemies by pressing an attack button or jumping on them, but by rolling onto them. Making a character attack the second a jump starts was ingenious in the game. That was what the game was based on. And if Dimps are smart, they'll make Sonic 4 about that as well.



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Reply #1063 on: May 29, 2010, 07:26:44 PM
You do jump on enemies, though.


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Reply #1064 on: May 29, 2010, 07:45:56 PM
You do jump on enemies, though.
Yes, but it doesn't require to be with your ass.



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Reply #1065 on: May 29, 2010, 11:24:12 PM
So, what kind of changes do you think they will make to the game since it has been delayed? Maybe some drastic stage layout changes? Or more toned down music changes?



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Reply #1066 on: May 30, 2010, 12:24:50 AM
VERY doubtful it will be anything that significant.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


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Reply #1067 on: May 30, 2010, 01:44:38 AM
VERY doubtful it will be anything that significant.
Who knows? Whole game's out of the bag, so they have to change something significant.



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Reply #1068 on: May 30, 2010, 02:31:39 AM
also depends really, on what the "feedback" theyre using as a basis is.
im not expecting anything BAD, but not anything big. :P

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


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Reply #1069 on: May 30, 2010, 02:47:17 AM
also depends really, on what the "feedback" theyre using as a basis is.
im not expecting anything BAD, but not anything big. :P
Pretty much all of the feedback is the same.

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Reply #1070 on: May 30, 2010, 03:10:50 AM
Adding in a song for Super Sonic. That's it.


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Reply #1071 on: May 30, 2010, 03:13:43 AM
Adding in a song for Super Sonic. That's it.
Hope they fix the non-rotative jumping animation.



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Reply #1072 on: May 30, 2010, 03:17:47 AM
Pretty much all of the feedback is the same.

"GREEN EYES BAD REMOVE IT NAU"
Thats the least I heard.
I heard more complaints about physics, and how it takes too long to get to his top speed running animation.

for that matter- his top speed running animation is pretty bad.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


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Reply #1073 on: May 30, 2010, 04:27:51 AM
The animation's bad, but the speed at which he accelerates is fine.

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Reply #1074 on: May 30, 2010, 04:39:00 AM
Thats the least I heard.
I heard more complaints about physics, and how it takes too long to get to his top speed running animation.

for that matter- his top speed running animation is pretty bad.
So, improving animation and the jumping looks a bit floaty. Other than that, the game itself actually looks pretty good.