New 2D Sonic game "Sonic the Hedgehog 4" announced for 2010

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犬夜叉;691736 said:
I probably didn't notice that because it's rare to just roll off a ledge as opposed to jumping off of it?
Still no reason for me to roll off a cliff and then land on another enemy and take damage for no reason.
Some times there's a Homing Attack chain, and since you can't see very far in this game and you're uncurled, it's simply not fair.
犬夜叉;691736 said:
Accel isn't bad...
Spin Dash is useless for climbing very high walls in this game, so you'd have to go backwards, get a running start, and then go up.
The second (third?) Act of the casino Zone has a bowl-like area where this is mainly noticeable.
Sure, you can "just run", but the fact that Spin Dash doesn't do it and that you'd have to instead waste time running around is just stupid.
犬夜叉;691736 said:
...decel and momentum problems are just extensions of the whole "instant stop when you let go of the control stick" shtick.
It's still a terrible part of the engine.

You also can't really ramp up anything in this game, which was very satisfying to do in the Genesis titles. What happened to using genuinely interesting and creative ways to go on a different path instead of taking a certain platform or simply swinging on a vine (which hardly acts as it should, considering you barely fly in the way your swinging would indicate)?

also lol hasn't this thread gone down this road already
 
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I found problems in the demo. Maybe it's because it's a demo there are problems, but spin dash just doesn't help nor does it last long, I would literally uncurl automatically after a certain amount of time. Then there's the fact that you have to push in the direction you're going to keep up your speed, or else.

So yeah, I'm going to wait for Colors instead.
 
The spin-dash is extremely useful for speed runs. Or even starting one up to gain speed.

The game is worth it. Also, its only 15 bucks. Putting down the game because of the physics? Especially when you'll get used to them?
 
The game is worth it. Also, its only 15 bucks. Putting down the game because of the physics? Especially when you'll get used to them?

OK, see, here's the problem right now. Nobody should be 'getting used to' anything. If we're going to get Episode 2 to any respectable state, you need to stop being all "B-b-but it's a good game really! There's nothing wrong it with, it's perfect!" everytime somebody has a differing opinion. It's fine to like the game, but you shouldn't pretend there's no issues at all.
 
OK, see, here's the problem right now. Nobody should be 'getting used to' anything. If we're going to get Episode 2 to any respectable state, you need to stop being all "B-b-but it's a good game really! There's nothing wrong it with, it's perfect!" everytime somebody has a differing opinion. It's fine to like the game, but you shouldn't pretend there's no issues at all.
Good game =/= Perfect

I've already pointed out that I had several issues with the game. But I got used to them to the point they are just a tiny bit of distraction.
 
In every sonic game I've played with spin dash, I was able to spin dash then jumped afterwards without having to hold anything and continue moving forward. Why did it change here?

Plus this game doesn't neccesarily have the best soundtrack I've ever heard, but that's something else.
 
Finished it on Monday or Tuesday (whenever the Wii version came out).

It was okay, I guess. The physics are pretty shitty, as pretty much everybody who doesn't think this game is the second coming of Christ has said. Any little trick you could do to go faster in the original games (such as rolling down slopes, jumping from the top of a loop to the bottom-left curve, pretty much anything that doesn't involve holding right) has been made either more difficult to do, or flat out impossible.

The level design's pretty nice except for some few minor issues. There's an area in Mad Gear 2 or 3 that has you being shot up from an air blast up to some of the blue "these are the only things SEGA ever wants you to use the homing attack on ever" enemies. The problem here is that you're shot up just too high, so if you tap A/X/2 at the apex of the boost, you do that weird little air-dash forward that shouldn't exist, hit the enemies, take damage, and (as with almost every situation where you fuck up using the homing attack on the blue guys) fall to your death. Also, the difficulty is pretty scattershot. It's a cakewalk when it's easy, and stupidly difficult when it's hard.

And no, the final boss is pretty easy, shush.

EDIT: Also, the Wii/iPhone versions suffer from its resolution. You can't see jack shit in front of you, compared to the HD versions.
 
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Actually on the Wii version, on one HDTV I noticed I see less than the other one. I believe it has to do with the inches of the screen itself.
 
One version on two different TVs really depends on the aspect ratio (4:3 or 16:9; I was on 16:9 and still couldn't see that much) and any of those "HD Zoom/Theater zoom" features.
 
Of course, I was trying to make lemonade out of a lemon.

(In hindsight, I'm pretty sure you're talking about how bad the level itself is.... But yeah, I wanted to make the song not suck.)
 
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me said:
I got this yesterday for the X-Box 360 and have been playing it on and off for awhile, and I'm pretty happy with the game. It's a good game; Sonic the Hedgehog 4 worthy? Fuck no. But a good game regardless. The game took a little getting used to, with running somehow getting you more momentum than rolling, and Sonic's acceleration overall, which made me hate Splash Hill to hell and back (I still dislike Splash Hill actually), but once I finally got used to it around Casino Street, I had a good time. I think Casino Street is the best zone in the game personally; they made great use of the level theme and is probably my favorite Casino/Pinball themed level in any Sonic game to date. Lost Labyrinth had it's ups and downs, the first act was decent enough, the 2nd one was a good concept gone a tad wrong and the 3rd act was the best of them all (I kind of like the water levels in Sonic games a lot). Mad Gear is the 2nd best zone in the game; it was challenging and fun and it looked pretty (Act 3 hands down being the best of them all; Wall of Doom is always fun). E.G.G. Station can burn in hell, seriously. That boss at the end was the most rage-inducing thing in the entire game.
argh.gif


To summarize; it was enjoyable. Casino Street>Mad Gear>Lost Labyrinth>Splash Hill>>>>>>>>>>>>E.G.G. Station. I will be looking forward to Episode Two.

Oh, I also decided to look at the leader boards and see some of the times on there, the top guy on the SA leader boards (or was, I haven't checked in a while) with negative times has the top in this game too with a beautiful 0 seconds in Splash Hill Act 1 (Come on man; the game came out yesterday). He is joined by another 2 or 3 people with the same time. I don't see the point of leader boards when people are going to be shitwads and do that; it pisses me off. At least have better management with the leader boards.

Too lazy to type something different up. I was pretty satisfied with this game for the most part, despite the developers missing the point of the classic games completely.

Nice remix by the way Blue Warrior.
 
Alright, I guess I do have to ask.

What the hell is so hard about the final boss? You're given rings, you can hit him plenty of times (if you don't use the homing attack, I guess SEGA forgot that people don't want to use it all the fucking time, again), and the "NOT THIS TIME, DICKHEAD; I'M UNHITTABLE NOW" overdrive thing is pretty easy to avoid.
 
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