Sonic Lost World and Mario & Sonic at the 2014 Olympics Games

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Also, Reverie from #srb2fun hated the game so much that she returned it and bought Tales of the Abyss instead, so clearly something's wrong here.
Wait, that person was able to return an opened game for a completely different game? I thought it was usually only an even exchange for the same item if the original was damaged. And usually they don't accept just returns either because of piracy law issues I think (at least at Target).
 
I admit, the 3DS version was complete crap, but the Wii U one was pretty damn good. Sega is going on a good direction so far. I'm not giving up on them yet.
 
I take this as the most powerfully negative post in this entire thread. Riders didn't have a difficulty curve; it had a difficulty 50 foot brick wall. My attempts to play it back at its release had me slamming into the wall no matter what I attempted to do on a gentle curve in the first stage. I was unable to even complete the first stage on the easiest difficulty level in an hour of attempts, said "fuck it" and played something else.
My personal opinion about Riders would be pretty biased knowing that I always read the instruction manuals, so I instead took the opinion from another person who played that game and that seemed to fit mine: The Great Clement.

Nevertheless I believe that game is for another topic.
 
I take this as the most powerfully negative post in this entire thread. Riders didn't have a difficulty curve; it had a difficulty 50 foot brick wall. My attempts to play it back at its release had me slamming into the wall no matter what I attempted to do on a gentle curve in the first stage. I was unable to even complete the first stage on the easiest difficulty level in an hour of attempts, said "fuck it" and played something else.

It's possible to have difficulty curve issues in an otherwise good game. Sonic 2's Chemical Plant 2 comes to mind immediately. This still doesn't prevent the player from learning how to play the game from the previous stages and eventually obtaining the skill necessary to complete the overly hard section. Games with a difficulty wall at the start don't have that luxury. Sonic Riders essentially has a sign at the entrance to the ride that says "you must already know all of these mechanics to play". Anyone that doesn't already know how Riders works is told they aren't wanted and quickly gives up and plays something else. That's not a way to get people to play your game, and of course any game that does this is going to get a lot of negative reviews.
From what I've been playing of it, it's kind of janky, but perfectly playable in spite of that. There are admittedly a lot of new concepts you need to wrap your head around, but most at least make sense on paper - the run button, the wall-running, having a "kick" button, auto-chaining homing attacks (you get more points/animals if you lock onto multiple enemies at once than you would by doing it one enemy at a time, the Sonic Adventure way) - which just leaves a little bit of experimentation to see what works and what doesn't. It's nowhere near as bad as Riders, where you have to understand the air and trick mechanics if you want to get anywhere in the game; the first few stages are fairly playable without fully getting all the mechanics down.

It helps if you remember to pause the game when the ? icon shows up so you can read the hints, though, because you're not gonna get what information they have otherwise (admittedly most of it's kind of obvious shit like "collect rings to not die", but they also hide things like the ability to rev the spindash and keep the speed indefinitely if you don't mind the loss in control). They really could've delivered information on how to play the game in a better fashion.

The bigger problem, that my friends at GAF are telling me about, is that the levels take a serious nosedive in quality soon after where I am (I just finished Tropical Coast Act 2 - or World 3-2, if you prefer - and apparently it dives somewhere in Frozen Factory), and it doesn't really get better thereafter. There are a lot more gimmicky stages that don't really mesh with the core gameplay, and from what I've been told, the final few stages straight up reuse assets from earlier levels. Sky Road and Lava Mountain come up semi-regularly as examples of how bad it gets.

That said, they say the highs are much higher and the lows are much lower, so the average is just kind of "well, that certainly was a thing". I'll be able to form my own opinion on the matter better once I finish the game personally.

It's worth a rental. I'm not sure I'd advocate buying it, just yet, though.
 
I take this as the most powerfully negative post in this entire thread. Riders didn't have a difficulty curve; it had a difficulty 50 foot brick wall.

As someone who really enjoyed Riders, I have to agree with that statement.

The game will mercilessly beat you over the head until you master it, and THEN you will have fun with it. ...And then it becomes way too easy. :P

Riders Zero Gravity is even worse. That game DEFINITELY has a brick wall for a difficulty curve. But once you scale that wall and master the mechanics, it becomes a total blast as you start breaking levels with the gravity boost and gravity control. :P

A friend literally gave me his copy of Zero G, saying he absolutely hated it, but I told him (after a few races at his house) that I saw some potential...And now I love the hell out of it.

...Anyway, as much fun as it can be once you know what you're doing, I really don't like 50 foot brick wall difficulty curves. It makes it way too hard to get into the game and enjoy it. It's the reason I can't get int o Dwarf Fortress, no matter how awesome it's supposed to be. :(

So yeah, Lost World 3DS is comparable to that. It takes mastery and training before you can have fun with it. I hated most of my first playthrough. Now that I have super sonic, and a good grip on the mechanics and levels, I enjoy it a lot.
 
Riders Zero Gravity is even worse. That game DEFINITELY has a brick wall for a difficulty curve. But once you scale that wall and master the mechanics, it becomes a total blast as you start breaking levels with the gravity boost and gravity control. :P
Really now, I thought it did a good job explaining the most important stuff via its Tutorial.
 
I got the demo on the 3DS and played through the tutorial and Windy Hill 1. I'm pretty sure I got a hang on most if not all of the mechanics available thus far. (Full spindashing, using dash when you are about to fall off a wall and then double jumping once you are as high as you can go, skipping through many sections with spindash + parkour). I enjoyed the first two stages, but have read that the game starts getting extremely gimmicky and limits the player's sense of freedom and flow.

What I liked most about it is that I felt the tutorial and Windy Hill 1 captured "Sonic" pretty well. How badly do the gimmicks and bad design end up affecting the game? Do you guys think it would be worth it for me to get the game given that I enjoyed the first stage?
 
I recently played the Sonic Lost World demo, and I was pretty impressed. I don't know why the game received so many bad reviews.
 
As incredibly picky as I am about how Sonic controls nowadays (I hated Colors, unlike most people), I've played the 3DS demo and must say, I really love how Sonic controls (besides parkour). I can honestly say, I haven't felt so free in any Sonic game since the Adventure games (and somewhat Heroes). I just felt like I was free to roam around and explore, to an extent, and I loved that feeling. Of course I could only play the tutorial and WHZ 1, so I don't know if that freedom is mutual between all of the levels. Plus, I'm not even getting the 3DS version - only the Wii U version.

As for the gimmicky stuff...we have parkour and we have the whole "cylindrical" setup of the levels. The latter I don't really have an opinion of - I suppose it could create some cool effects, but aside from that, I don't think it wasn't really much to me. As for the parkour...I'm not too fond of it, really. Its controls are pretty tough to get used to, but that aside, I didn't really feel like it was very fun or innovative. The fact that it happens automatically on some walls doesn't help.

Overall though, I thought the little I played was really good. Of course, I'm still miffed that Sonic is the only playable character (because SEGA somehow picked up the stupid notion that Sonic being the only playable character was a wonderful idea), but at least this seems to be a step in the right direction. Can't wait to try out the full version!
 
I have Sonic Lost World 3DS, and, it's really not that bad. Sure, it has its bad stages (I'm looking at you, Frozen Factory 3) but it still has it's good ones. Most of these good ones were brought into the online multiplayer mode, so I tend to stick to that. But, I must advise staying away from battle mode. It's not even remotely fair. The person who gets the Wisp first is practically guranteed first place, as they can do 30 rings worth of damage, and are invincible to other players' attacks.
 
I have Sonic Lost World 3DS, and, it's really not that bad. Sure, it has its bad stages (I'm looking at you, Frozen Factory 3)

I used to feel that way about Factory 3...

But once you have super sonic and the Quake wisp, it's actually a pretty good level, because you can SKIP the stupid snowball rolling on ice while evading the snowman monster.

It IS a shame how crappy that level is the first time you play it, though. >: s
 
Sonic Lost World Wii U got a patch.

Blatantly copy and pasted changelog
• Collecting 100 rings will now grant the player an extra life.
• In the event of a Game Over, we have doubled the amount of lives the player will begin with when continuing. (From 5 to 10)
• The Indigo Asteroid, Crimson Eagle, Orange Rocket, and Black Bomb Color Powers can now be controlled using the analog stick and buttons.
• Fixed a rare graphical issue that would sometimes appear during the pinball section of the Frozen Factory casino area.
• When completing the NiGHTMARE DLC, users will be notified that they can re-play it after scoring 100,000 points.
• Items will now appear on the world map.

This is certainly an unexpected little surprise for some of the issues this game has to be fixed and it's nice to see some of the wisps now have more precise control schemes rather than the unwieldy gyro controls.
 
I should point out that the 100 rings granting a player an extra life is pretty broken.

If you're super Sonic, you won't get an extra life. If you get 100 rings, as in, counter wise, you get a life. Always. I tried this out by going super after getting a 100 ring life, going unsuper, getting like 3 rings to get back up to 100, getting a life, and repeating.
 
I should point out that the 100 rings granting a player an extra life is pretty broken.

If you're super Sonic, you won't get an extra life. If you get 100 rings, as in, counter wise, you get a life. Always. I tried this out by going super after getting a 100 ring life, going unsuper, getting like 3 rings to get back up to 100, getting a life, and repeating.
I guess SEGA isn't that good at bugtesting their content, even post-release.

Still, it's nice to hear that they've given the wisps not-stupid controls.
 
The Yoshi's Island DLC is awesome! You should try it out for yourself (If you own a Wii U, that is.) It would be cool if they released it on the 3DS version, too.
 
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