| Review - Sonic Lost World (Wii U & 3DS) | |
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| Tweet Topic Started: Friday Nov 1 2013, 05:45 PM (2,522 Views) | |
| SSF1991 | Friday Nov 1 2013, 05:45 PM Post #1 |
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The Wii U has certainly been off to a rocky start despite All Stars Racing Transformed being only of the early titles on the console. One thing this year has changed, however, is that the Sonic franchise have made its official next generation debut on the Wii U and 3DS with the release of Sonic Lost World, taking advantage of the new control mechanics and attempting to give Sonic much more control over the boosting gameplay that he had recieved in the past few games. So how did the world that was lost fare? Read on... First thing's first, before I get into the review, I'd like to take this opportunity to mention that this is my opinion. There are a few things in the review that I feel is factual and I'll get to that when I do but the vast majority of this review will be comprised of the mere opinions of a news reporter after he's played both games, including beating Lost World Wii U from start to finish. Expect this to be rather lengthy as I'm going to address every single criticism that people have had. Because, quite frankly, I wonder if they played an entirely different game sometimes. I'm also going to avoid including any pictures. There's nothing you probably haven't seen already by now. Not to mention the whole intent of this is to read what I'm attempting to express in this review. You're not here for pretty pictures. You're here to find out what I, SSF, think of this game. Another thing I want to mention. A lot of people have overanalysed this game far too much. I personally care only if a game is fun. Because, like it or not, it's a video game. It's entertainment. So it's supposed to entertain you. We get into video games not because of physics, or epic story telling, or the originality of levels. We got into them because we had fun! But because of the overanalysis this fanbase has given the game, far more than normal, I feel it is best to fight fire with fire. To show that every complaint this game has recieved was either made a bigger deal than it really was, is something that Sonic and other games have been doing for years and are only just now getting complaints, or are just inaccurate to what the game, in my opinion, really is. So now onto the game itself. Here goes nothing! I will be addressing both versions in this one article but will be explaining and scoring them separately within the review. Story - I wanted to start off with this for a simple reason: the gaming industry reviewers and quite a few fans seem to completely cast this off. It's completely forgotten for no reason. Those that do talk about it either think it is epic or, because they expect every little detail to be explained in one game, they thought it was meh. We didn't find out how the Wisps became what they are in Colors. They were just there. In Sonic 3 & Knuckles the only thing explained about Knuckles was that he had lived there his whole life and was the last of his kind. We didn't find out more about him for another 5-6 years! Sonic 06 didn't explain anything. Even Sonic himself. Unless you knew about that rather obscure comic issue you knew nothing about him either. Why he was blue, why he was fast. Again he was just there. And so was Eggman. And that never got addressed in the games. In fact unless you read the comics there's a lot of plot elements in Sonic games that go unexplained. Like the sudden appearance of Station Square in Adventure 1. Like Amy's random makeover. The story is so underrated. And it stinks too, because I honestly feel it is the best story I've seen from a Sonic game in a long while. It even tops Colors'. Why? Because there is character development. We see a side of Sonic that has never been seen before when everything goes wrong and things get bleak for everyone's fates. And the interactions between Eggman and the duo are hilarious. Actually, Eggman was bar none the best character in the game. His lines were brilliantly done and he even has a moment of anger that we haven't seen since the Adventure days! The story mixed humor and tension very well. As for the Deadly Six, I find their lines in the cutscenes are a tad worse but only because I didn't get as much of a laugh out of their dialogue as I did the others. That is, if you didn't pay attention to the things they said during the levels. I found their dialogue an improvement during levels themselves as they taunted Sonic along the way. They may be stereotypes but at least they have a personality at all. The Wisps have no personality whatsoever. King Arthur had no personality in Black Knight. Neither was Dark Gaia in Unleashed. The Deadly Six do! They're the first villians in Sonic since Eggman himself to have any kind of character behind their evil ways! The ending may be underwhelming to people but only due to the build up the game had. I won't spoil it but honestly, people forget that the endings to Sonic games have always had a certain theme. It's done differently each game. Just like this one. Sonic isn't the type of guy that will run into the sunset on a horse after the bad guys have been defeated. You don't get this giant 6 minute long orchestral score. It's a 2-3 minute long ending that merely solves the plot that had been established at the start of the game. Just as it has been since the Genesis days. The Wii U version shows this off well but unfortunately the 3DS version seems to take away a few of the cutscenes. You don't get the whole story on 3DS like you do on Wii U. However on the 3DS you can rewatch the cutscenes to your heart's content while the Wii U has no Theater mode of any kind, one of the five or so issues that I had with the game. This was the Mad World writers' first free reign over the story and dialogue and it was certainly a win in my book! Wii U - 9.5/10 3DS - 8.5/10 Music - Another part of the game that no one really speaks of much. The composer of Unleashed's soundtrack had much to do with this game's soundtrack, which will be on sale in Japan later this month, and once again I felt it hit home. Sonic has been using orchestral pieces since Sonic 06 and more frequently since Unleashed. It fits. The main theme, Wonder World, has no lyrics but it is quite catchy. The circuses, those bonus games you unlock to save more animals, has a short but catchy number as well. There's quite a lot of variety as well. Every level in the game has its own musical score in some fashion. The cutscenes are really the only element in the game that reuses music tracks repeatedly. While you may not have that many favorites I do feel that the music is good for what it is. I can tell you this, and this is a subject I'm going to be touching upon a lot in this review, the music is not like Mario at all. There's certainly that Sonic edge in all of the tracks. It gradually shows more as the game reaches the climax in the story. It's not "generic" either. It's essentually on the levels of Unleashed in terms of uniqueness with each level. I wish this got more attention. Wii U - 8/10 3DS - 7.5/10...but only due to the slightly lower quality. The 3DS version does have better multiplayer though! Replay Value - I'm saving the main aspect of the game for last as that is the one that has been getting the most flack and clashing opinions. The replay value, though, is superb. This isn't a game you'll complete in just a couple of hours like Colors. You will spend 6-10 hours just beating the story. There's also the ability to save more animals post-story and collect all the Red Rings. You get a nice surprise for collecting all those rings, adding a new way to procede through the levels and giving even more replay value. This doesn't even count the co-op or Time Attack either. Needless to say you will like what you see. Wii U - 8.5/10 3DS - 7/10...mainly due to how this version plays will turn you off from it Gameplay - Here we go. Where do I begin? Well for starters I love the parkour system. It is polished, requires momentum to execute, and it has saved my butt in more ways than one. In fact, let this be a theme for this game as a whole. It uses momentum if you want to get anywhere. You'll get more distance from jumps if you make a running start than if you just walk. The parkour will get you further along walls and up trees easier if, again, you got a running start. It rewards you with speed in this game. Something people keep complaining about. Sonic is not slow at all in this game. He has 3 set speeds. The first is the normal walking speed you get by merely moving the left control stick. By pressing the R button you can start running and you'll have the speed you had in the Genesis games. You know, those games people liked. Finally, you can Spin Dash with the L button. This, to me, acts as a mini-boost. It's nice! It feels good to be able to control Sonic again and not boost all the damn time. Honestly, the boost is the only reason people felt speed in the recent games. I just wanted to boost. It was essentually "boost to win" in certain aspects. This doesn't mean I found it bad, mind you, but in my opinion it was starting to get stale after a while. Colors added so much platforming. It was great! Because that's what Sonic is! A platformer! It's not "speeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeed all the speeeeeeeed". Yes, speed is a theme of the series...but it's just a theme! It's what made Sonic stand out from other platformers. That emphasis on speed. I find myself playing the classic levels in Generations more because I have much more fun with them. It's platforming but rewards you with speed. You're not granted the speed off the bat like with the boost formula. You're rewarded it! That's what a Sonic game is to me. You platform, you run, but the speed aspect of the series isn't an element shoved into your face. It's a reward. And that's what Lost World is. It added loads of Genesis elements (badniks, Sonic's max speed, the Spin Dash) and took modern elements (Homing Attack, Egg Pawns, bounce attack) and improved on them. This is the best I've ever been able to use a homing attack in a Sonic game. Not once did it malfunction and I flew off. Not once did it fail to lock on when I felt like it should've. It charges up now when you're still and on land. You can do a homing kick now and it, while something you may forget about from time to time, takes out some badniks more quickly. In fact, Sonic Team didn't forget that you're supposed to be able to hit the badniks in a short amount of time to keep the flow going. While I do feel like they had a few relapses, and the level design is something I'm going to really talk about as it was the thing people hated the most, it's still possible to do. I'm playing a Sonic game. The controls are smooth. I got the hang of the controls after only a few levels! I mastered them halfway into the game! The physics are solid too, as I elaborated on a little earlier in the review. I control like Sonic, I'm fast like Sonic, I'm basically playing the Sonic I knew on the Genesis once again! Only this time he's improved, has more cool moves to show off, and has more attitude than ever. I simply do not understand why people are having such a hard time controlling him when he's not using Wisps. They're simple commands. The instruction booklet explains all the controls for Sonic when a Wisp isn't used! Let me guess, "people don't read them now". That's no excuse when you can understand the controls right then in there. If they give you a manual, read it. I don't care how lazy you are or how much you want to simply jump into the game. You can't expect to do something without learning it first. Tutorial levels in games don't even change much. You're still reading instructions. It's just in the game and you're playing along with it! Besides people loved Colors despite it not having any tutorial levels so there shouldn't be a problem here. Tutorial levels don't explain absolutely everything anyway so it's quite flawed in my opinion. Only those instructions don't remain and break the flow of a game in my opinion. I can understand not reading a manual because of health problems. In that case I'd suggest the in game tutorials or something. But if you can't take a mere minute of your time to read one page of a manual so you have an idea of what to do right off the bat and yet complain when you struggle to control a character I have no sympathy for you. It is just like taking a test in school, not studying for it, then complaining to the teacher that you got an F and didn't know why. It is not the game's fault, it is merely your own because you didn't prepare for it. You also shouldn't expect to master controls immediately when this game is entirely new on its control stucture. This isn't a boost game. So don't expect the controls to be understanding at first. I'm sorry but I just do not agree with anyone that feels that Sonic himself is not easy to control. I don't understand why and I probably never will. The problem I feel is that the manual didn't explain enough. Why? The Wisps. Now...the level design. As I said, people are quite mixed on this. But every person that has outright hated the game has mentioned this as their huge problem. The problem isn't the level design. It's that they expect you to know what to do and when they do try to explain things it's either vague or inaccurate. The Wisps, while forced on you more than Colors, are only required to advance twice in the entire game. And it's with the Drill Wisp, in my opinion the easiest to use. The other Wisps are much more awkward to use because, again, they're not explained well so you don't understand what to do. Asteroid is finicky and not easy to get used to. Eagle is difficult to manuver. Rhythm just won't work for me. I haven't moved forward an inch with it because I can't figure out what they want me to do with that. Hover got more strict with being able to Light Speed Dash into rings. You literally have to line up with them and then dash into them for it to work now. It's awkward. Laser works fine because the gyro control isn't used. Same with Drill. It's funny too. Every Wisp that requires you to move the GamePad around is difficult to control, confusing, and awkward. The ones that don't are simple, easy to control, and fun to use. The bosses are fun. You don't beat them in two hits unlike Colors by just hitting them. The bosses take 3-4 hits, sometimes less depending on whether you kick them or charge the homing move first to do more damage. The same applies with some badniks. People seem to have forgotten that some badniks in the Genesis games would require you to hit the badnik in a certain area. Or that every badnik requires you to be in a ball to hit them. Here in Lost World, most badniks can be defeated by homing attacking them. You can even chain a buttload of them in a row and take out 20 of them in just 20 seconds! Some badniks, like for example the Egg Pawns, require two Homing attacks. Others may take a kick and then a homing attack. One boss in particular you have to charge up the homing attack to max so you can ultimately knock them off the platform you and he are standing on. The game gives you hint bubbles that you can activate on the bottom left of your GamePad. Guess what? One of them tells you you can charge Homing Attacks. But I have yet to see anyone even try to read the question mark messages. They give you a pretty obvious indicator that there's something they want to tell you that you should know and it doesn't require you to touch those messages either. They'll show up when that part of the level uses it. Not to mention the gradually higher pitched beeps from the homing target is a good hint that the homing attack can be charged. Once again, this isn't the game's fault. It's people being absolutely incapable of experimenting or learning and expect to master the game and have it hold your hand for you. The game tells you all you need to know. You just need to let it do so. Not a single death I got in this game was because of level design. It was because of human error. The difficulty is certainly higher than it was in Colors and Generations. Why? Because this isn't Colors and/or Generations, people. It has different controls, different levels, different bosses. This isn't a sequel to Colors or Generations. It is its own game. It has its own difficulty too. People seem to hate a few levels in particular. There's one with a section of stealth where you must hide behind owls and bushes if you don't want to get caught in killed instantly. Funnily enough people say that there's a lot of instant death obstacles in this game. Once again, I point to the Genesis games. Because they're all over the place. Things that can crush you, bottomless pits. These are in every single level in Sonic 2. And Sonic 1. And there's even a ton of them in Sonic 3 & Knuckles! In fact in that game there's those barrels. Remember? That obstacle people struggled with and hated. Remember Metropolis Zone in Sonic 2? How the level design was difficult, the bad placement of the badniks, the lava everywhere? So what is so different about this? It, once again, is nothing new. You can't adore everything in a game for what it did then hate on it in a different game for doing the exact same thing in the exact same way just because it is in 3D. This just screams hypocrisy. And that's something I've felt has been the theme for a lot of the problems people have been saying they have experienced. Hypocrisy. People compared one level to Eggmanland all because it's hard. Really? Is every level that's hard in a Sonic game and makes you work to complete going to be compared to a 30 minute long level that throws two entirely different game styles throughout the span of it? This level doesn't take 30 minutes to go from start to finish. It's really short! In fact people only start struggling with the level, from what I've watched of gameplay from fans, at the final third of it! The stealth level, while I admit is rather un-Sonic, is at the very end of the level and only appears once in the entire game! The pinball level, you only need to use a pinball table once. And it only takes 30 seconds to a minute to beat on average. How does that make the game difficult? The final zone in the game and story is difficult for a reason. Because it's the last one! Do you honestly expect the endgame to be easy? That's part of why I felt the final boss was underwhelming. It was rehashed a ton and easy. It shouldn't that way at all. Another problem that people had with the level design: rehashing. The complaints are that elements in levels get reused repeatedly in the game. For example Windy Hill. For some reason every appearance of green grass in a level suddenly makes it Windy Hill. By that logic Hill Top Zone in Sonic 2 is a rehash of Emerald Hill because it has green grass and tall trees just like Emerald Hill. You're going along shuttle loops all the time in the Genesis games. Does that mean they're all rehashes of each other? And note that I keep sourcing the Genesis games for a reason. Because the fanbase loves them and, for some, pretty much perfect in every way. Yet here's a game that does the exact same thing and gives a Sonic game a Genesis vibe not seen in years and yet it's now suddenly a problem. Or is the argument going to be "they're rehashing now"? Am I saying the level design is original? No. I'm saying that Sonic games have always been doing this kind of thing and to complain about it now is silly. It's the green eyes complaint all over again. It's the homing attack complaint all over again. I just can't put it anymore bluntly when I say you guys don't know what you want even though you say you do. Gaming industry reviewers like IGN, especially. This isn't the matter of it being a different opinion. It is that these "opinions" get treated as fact, made as if they're accurate to what the game really is, and ruins the reputation and sales of that game as a result of it even though the game did nothing to deserve that hatred. I've seen some people compare Lost World to 06. All because the game's hard and rehashed? Really? You have to be kidding me. Sonic 06, as my opinion on the game has certainly shifted, has nothing good about it except music. Even these same people who think it's almost as bad as 06 praised, or were neutral about, everything else the game has. Granted the 3DS version is worse, and I'll get to that later, but even I don't think it gets anywhere near the scale of Sonic 06. A game would have to screw up everything for it to be even close to Sonic 06. I'm not a blind fanboy. I've even admitted faults with the game and have some more faults to mention momentarily. This game is not perfect. But it's not the damn trainwreck everyone keeps saying. One last thing about the gameplay, and quite possibly the biggest criticism everyone had with Lost World, is that it's "Super Sonic Galaxy" or that it copies so much from Mario it's stupid. The only reason why it gets compared to Galaxy is because it's recent and still on people's minds. I have never seen the fanbase compare every single aspect on this game to something else before. The Deadly Six are Skylanders...the mechanic of running around "planets" is Galaxy. Heck I've even seen how people found one of the bosses jumping and roaring is somehow Mario. Have people forgotten, yet again, that Sonic and Mario are both platformers? That they both jump and use powerups? That they're both heroes? Sonic as a whole would never have existed without Mario in the first place. Honestly, the only thing that made Sonic different from Mario was speed and the edgy side of the music and character personalities. Take those away, you get something very close to Mario. I look at the Genesis Sonic games, again, and see how they progressed very much like a Mario game. You keep running right, jumping when you need to, not dying and losing lives...oh wait! I forgot! People were hating the lives system in this game too! You know, that thing that has been used for over 30 years now and has never been a problem? It does nothing more than add "artificial difficulty" in the game? Yet Super Mario World was an exception? And the Genesis games? And Adventure 1 and 2? How is it outdated? Just because it is new? It's difficulty. This is, in my opinion, yet another example of how people expect to have their hands held and complain about something that is nothing new or wasn't a problem in the first place, yet this game it is suddenly a problem. You seriously can't take getting a game over and starting a level again? I grew up with Game Overs and continues. The continues were done away with. They weren't needed anymore with save files. There's nothing about the life structure that warrants doing away with. Anyway, back to the Mario argument. While I will admit and say, again, that the level design isn't original it is not a rip off of Mario. It's a rip off of many different games because, whether you like it or not, originality is very difficult if not impossible today. There have been so many different ideas used. Other ideas, like the "generic lava, desert, et cetera" argument are things that, once again, have been used in previous Sonic games before that people had no problem with. A generic lava level. Lava Reef in Sonic 3 & Kncukles anyone? A generic cave level. Mystic Cave in Sonic 2? Generic levels have been seen before. This mindset that Mario owns everything and doesn't rip off anything is stupid. Every Mario game in the last 4 years has ripped off its previous games or they're identical in every way. Super Mario Galaxy 2 is basically Galaxy 1.5. New Super Mario Bros. Wii is New Super Mario Bros 1.5. In fact none of the New Super Mario Bros. games are new now. They're exactly the same. But everyone doesn't care because, spoiler alert, the level design is still in great quality. No it isn't! It's the exact same thing. It's repetitive! I hate going into a Mario game and expecting everything. Even though I went into this Sonic game expecting a lot myself I certainly didn't expect to have fun or enjoy the controls. I was just as concerned about the controls as the rest of you. So what makes Sonic any different? Why is it that Mario can rehash everything a million times over and can get away with it yet when Sonic rehashes even the slightest thing it's a Mario clone? Again this is nothing new. Sonic Shuffle is only a rip off of Mario Party because of the board game and mini game format. It stands out way too much. Everything else is different. Sonic travels on spherical platforms. Except he rarely does and Rouge did this first in Sonic Adventure 2. Let me guess though. Because it's bad that doesn't make it a rip off? I feel this game is more like Sonic X-Treme. Just because that game was cancelled, the staff are different now, and they said it's not doesn't mean it won't feel that way. The concept of X-Treme has been widespread and publicly known for years. It being cancelled means nothing. The concept has already been put out there. It being bad means nothing either because one, it was cancelled, and two, no one got to really play the game. Just because a game is bad doesn't mean it didn't rip off something. Sonic bounces on clouds occasionally during Lost World. People think of Galaxy. I thought of Sky Sanctuary in Sonic 3. Sonic deals with giant worms in the desert of Lost World. Somehow people think that only Mario is allowed to fight giant worms. Even though video games have included giant worms for years. Heck, The Binding of Isaac has giant worms you must fight. Does that make it a ripoff of Mario? It has even gone so far that that one time that Sonic is platforming on logs being influenced by waterfalls is a ripoff of Mario. Even though Sonic 2 has Sonic going along waterfalls too. Not in the same way, to be fair, but Sonic is no stranger to waterfalls. The lava rises in one of the latter levels in the final zone of the game. Is that a ripoff of Mario? Nope because Sonic did that in Sonic 2's Hill Top Zone. You might make the argument that "Sonic can't be Mario, he's supposed to be the anti-Mario". Except that's exactly what this game is doing! He's got the attitude, the edge, the story has so much tension at multiple points in the game. He's not collecting stars, he's not rescuing princesses, he's not showing the "goody goody I'll help everyone with everything" mindset that Mario has, he's just platforming from the start to the end of a level with the cool attitude like he's always done! And you know what's funny? Mario's the same. He platforms from the start to the end of a level too. Heck Sonic and Mario both have invincibility power ups. Is Sonic copying Mario? Do you see why I have gotten so sick and tired of this argument? How much it has been shoved down my throat ever since the damn game was announced? Because, while Sonic Lost is not being original with its level ideas, it's not Mario that it's being unoriginal with. It's all sorts of video games! Heck, I mentioned earlier that people found the Deadly Six as Skylanders ripoffs. I recently heard someone say they're a rip off of the seven evil-exes in Scott Pilgrim Vs. The World too. This comparing is ridiculous. If you look at this game on its own Sonic is doing all sorts of new things. You shouldn't look at a game element and say "what a rip off". You should look at a game element and ask how would Sonic handle this. Because it's gotten to the point where a franchise being original is all but a mirage. This is a Sonic game. It's not a Mario game, no matter how many times you repeat this. I'm sorry but I do not agree with this agrument. At all. Other than that people feel the levels are too long despite the fact that they can be completed in just a few minutes, as the Time Attack mode has proven. The 3DS version, I will agree, is bad gameplay wise. There's more having to defeat badniks to advance than there is on the Wii U (which only happens a few times and happens only to get a Wisp) and the special stages are an unplayable mess. The only way to play them is by standing up and spinning around or having a way to spin around while sitting down. How is this fun? Aren't handheld games supposed to be portable? Meaning smaller in size and not as exhausting on the body? I don't play portable games to get dizzy or sore. The level design is, indeed bad. And the gyro controls show up often in the 3DS version as well. Other than the controls and level design the game still has the epic story, a decent replay value, the wonderful soundtrack. It's not of Sonic 06 quality. Wii U - 9/10 3DS - 6.5/10 Graphics - Last but not least, the graphics. They're amazing. Quite detailed, smooth looking, and what I would expect from a Sonic game. If the graphics look too bright and too colorful, then you haven't played the Genesis games. They're just as bright and colorful. It's the graphical kind of style a Sonic game should have in my opinion. Unleashed and colors' graphics, while detailed and pretty, weren't cartoony. It was something I felt was the only issue with the graphics. This isn't "Nintendo graphics" it's "Sonic graphics". The graphics on the 3DS version are great too...but once again it suffers from the unfortunate fate of having inferior graphics. They're just not as colorful and detailed. Wii U - 9.5/10 3DS - 9/10 So with that, the game's been covered. Bottom line: it's amazing and every complaint/criticism the game has had, in my opinion, is flawed with hypocrisy and/or of inaccuracy. The fanbase doesn't know what they want. The reviewers don't know what they want. I don't even know for sure if I know what I want. Because I don't care. I go with the flow, admittingly. Everything I've explained isn't how I truly enjoy a game. That's just how I felt the game played. Not how much I enjoyed it. I don't get bugged by physics or unoriginality. I pick up a game I expect to be entertained and have fun. It's a stress reliever for me just as much as listening to music. That doesn't make me a casual player. Just because I like to have fun with my games doesn't make me "easily entertained". Super Monkey Ball Adventure stinks to me. It's not fun. Not because of the loading screens but the gameplay itself felt boring and tedious to me. Sonic Lost World is not perfect and doesn't come close to being so, but it certainly didn't feel like the trainwreck that people seem so intent on making it out to be despite the fact it's their opinion. Even if it was average, big deal. Sonic's had sluggish starts on consoles before. Sonic 2006, Sonic and the Secret Rings, Sonic R...these are not seen as great games by everyone. A lot of people think they're either mediocre or bad. But to go out and say "Sonic sucks again, he's dead again, go back to the boost formula" is silly. Sonic Team wanted to experiment with this. It's not this giant reboot where they wanted to take Sonic in a new direction (Sonic 06). They just wanted to see if they can make Sonic easier to control. It's a nice little romp and whether they'll keep with this is entirely dependent on the reception. Just because this is different doesn't mean it is bad, guys. It certainly didn't feel that way to me. I would recommend you play the Wii U version though. It is much better. All the good fanfare I've been saying has really been for the Wii U version. The 3DS feels meh. Long story short, the Wii U is amazing while the 3DS is mediocre at best. I'd much rather you try it yourself though. I don't see myself as being right but I do see myself as having an opinion. And playing the game for yourself well help you have an opinion to call your own too. Wii U - 8/10 3DS - 6/10 |
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See this hand I'm holding in front of my face? Is it handsome? Is it clean? Good, because I'm married to it. Don't tell it that I had an affair with my left foot, though. ![]() ![]() http://ask.fm/SSF1991 | |
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| Piggybank | Monday Nov 4 2013, 08:41 AM Post #2 |
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I was lucky enough to get to try out the 3DS version of Lost World while at Youmacon (thanks Wax!), and I gotta say, I was surprisingly impressed by it. So much in fact, that I'll probably end up getting the 3DS version as well as the Wii U version I was already planning to get. The control scheme definitely takes some getting used to (like shifting gears in a car with stick shift, which I doubt many kids or people today know the experience of doing yet), but it doesn't feel broken. At least, not for the first world or two, since that's all the further I got. Once I started to understand how the controls worked, it felt pretty natural to "shift gears" and was more my fault when Sonic fell off a cliff than the level or bad programming. And, even more interesting, I felt convinced to try again when I did fall off a cliff or get eaten by something (which has been much easier to do on the 3DS version since you can still get a life for every 100 rings in that version.) The catch though is that I could only enjoy the game when I understood the controls. And, well, there is almost zero explanation on how the controls work in this game. I ended up having to ask Wax how to do a lot of the basic moves in this game, simply because I had either missed a question ring or just wanted to know. With the way this game works, it's just a little too much to figure out without a better tutorial or even a more substantial instruction manual to go with it. The special stages were hilarious at first (spinning around like a crazy person in a hotel room while looking at a 3DS is always fun), but I can imagine them getting old fast. The controls aren't really all that great in that part of the game either, since having to turn your whole body to make a really tight turn almost never works well, leaving you circling around that one last stinkin' blue sphere both in-game and in real life, giving you so many weird but hilarious looks from people watching. Can't really say much about the story, since I never got very far in it or saw any cutscenes. The music is amazing, but I'm probably a little biased since I'm already a fan of Sonic Unleashed's soundtrack. (And of course, I could be biased because I'm a Sonic fan, haha.) |
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9:41 AM Jul 11