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Old 02-25-2012   #121
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Now you might be wondering, why not Tails & Sonic? I have a feeling homing attack may be essential in the game (again) so Tails may be at a huge disadvantage here.
To be honest, I think Tails flying would break most of the challenges in the game, like he did in the Classics. Having Sonic as the main playable character would mean he would have to finish the level, allowing more challenge, rather than Tails skipping other things and Sonic spawning next to him.
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Old 02-26-2012   #122
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Ultimate has the right idea.

If you look at the trailer, you can areas where Sonic & Tails are forced to work together to pass by. For example, Sonic & Tails had to roll into each other to dig underground. Tails also had to carry Sonic (I'd assume you play as Tails here though) across a bottomless pit. Finally, both characters ended up doing a final slam toward one of the bosses.
Oh yeah. I Haven't really paid attention much to the trailer, I wasn't aware of the literal "co-op play" sections like that.

I wonder how that's going to work with a CPU though...
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Old 02-26-2012   #123
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I'm not saying that the co-op is stupid. Not letting Tails be playable for single player is.
That's what I meant.
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Old 02-27-2012   #124
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http://www.youtube.com/watch?v=avqcy...01FUAAAAAAAAAA New gameplay trailer
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Old 02-27-2012   #125
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This was posted several days ago :P
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http://l.gamespot.com/yaawq4 Trailer Released

HNNNG PERHAPS
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Old 02-28-2012   #126
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http://youtu.be/vpmX-ml36ZA <- crappy cam footage of a demo.

I can't tell if the physics got any better due to all the springs and autopilot.
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Old 02-28-2012   #127
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So, instead of a loving throwback or a proper sequel we get Springs and Boosters: The Game—as that video confirms.
I can't say that I'm surprised, sadly.

Last edited by Kyasarin; 02-28-2012 at 04:05 AM.
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Old 02-28-2012   #128
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Although there isn't too much to be seen in the footage, from what can be seen it looks as if the level designers were thinking:
"Hey guys, too much running and jumping. We better improve the gameplay by adding springs and boosters."

..........
Where did these people learn level design?
(And they aren't even springs like in the originals, where you can actually change your trajectory...)

Last edited by Ultimate; 02-28-2012 at 04:25 AM.
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Old 02-28-2012   #129
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I counted only one booster..but there is a lot of springs.
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Old 02-28-2012   #130
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When I watched the trailer, I remembered counting around 18 spring bounces. Just from that fact alone, I had a pretty good feeling that the level design was going to look exactly like this. Sylvania Castle Zone looks like Splash Hill Zone with different visuals. Same old speed pad, homing attack, and spring abuse, now with occasional Tails gimmicks and... that spin attack... *shudders* I'm probably not gonna buy this unless Dimps somehow surprises us with better level design later on in the game.

*cough*INB4DIMPSANNOUNCESDELAY*cough*
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Old 02-28-2012   #131
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More footage?

http://blip.tv/gamerlivetv/sega-outs...hrough-5987881

Also, for those who check Retro:http://www.sonicretro.org/2012/02/wa...e-2/#more-7101
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Old 02-29-2012   #132
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I hate blip.
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Old 02-29-2012   #133
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http://www.youtube.com/watch?v=1gI3y...layer_embedded

Stop on a dime - Y
Forced homing attack or die - Y
Uncurling - N
Wall standing - TBA

My Government, this is not good. NEVERMIND. THERE IS STILL HOPE.

Last edited by Shiron; 03-01-2012 at 11:22 PM.
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Old 02-29-2012   #134
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Quote:
Originally Posted by Tyler52 View Post
Stop on a dime - Y
I thought stopping when you needed it was good?
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Originally Posted by Tyler52 View Post
Forced homing attack or die - Y
It's the fourth level; by then you should know how to homing attack.
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Uncurling - N
I'm just gonna say that first part must've been automated when the avalanche came out.
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My Government, this is not good.
Sure, like you can judge a game by watching 2 seconds of gameplay.
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Old 02-29-2012   #135
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Stop on a dime - Y
Forced homing attack or die - Y

My Government, this is not good.
1)Stopping on a dime? Where? I couldn't catch it in the 2 seconds of footage they showed.

2)Occasional homing chains don't necessarily equal sheer terror.
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Old 02-29-2012   #136
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2)Occasional homing chains don't necessarily equal sheer terror.
It's not that, I just think they should be optional.
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Old 02-29-2012   #137
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I thought stopping when you needed it was good?
In a game like Mega Man? Sure. Sonic? No.

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It's the fourth level; by then you should know how to homing attack.
One, if this game has a map system like Episode 1, it isn't TECHNICALLY the first, two, situations like that leading to instant death are pretty unfair no matter where you are. If it kicked you to a lower path, sure, but it doesn't.

Quote:
I'm just gonna say that first part must've been automated when the avalanche came out.
Oh, Dimps. :V

Quote:
Sure, like you can judge a game by watching 2 seconds of gameplay.
We judged Episode 1 on 3 seconds of gameplay. And you know what?

We were right.

...Is it me, though, or are there way less people stepping out this time to defend this game? I dunno.
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Old 03-01-2012   #138
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...Is it me, though, or are there way less people stepping out this time to defend this game? I dunno.
Episode 1 was hyped to death when it was first announced. It turned out to be a very mediocre game developed by Dimps. So of course most people are going to be much more doubtful about Episode 2 being any better.
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Old 03-01-2012   #139
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...Is it me, though, or are there way less people stepping out this time to defend this game? I dunno.
I kinda got sick defending the game from people constantly nitpicking every little thing they can find.

It's looking lots better than Generations, by the way.
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Old 03-01-2012   #140
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It's looking lots better than Generations, by the way.
Meh, for the gameplay / story, kinda.

But if you mean the graphics are looking better, then I strongly agree.
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