Cyron
Waddle Dee Enthusiast
idk, i just felt there wasnt really a thread making it clear who the newcomers were, and felt like it'd be a good idea to have a thread about their perspectives to make the experience better for someone starting off
While I myself am not a newcomer, I brought in about 10 friends to finally try SRB2 recently, making many accommodations to ease their experience. From what I've gather from their playthroughs and co-op sessions, I feel like theres some things, potentially of the hot take variety, that could be discussed.
This one is obvious and is something I assume will just eventually happen, but the lack of shadows in general gives making judgement far more difficult for beginners. Most of them had an incredibly hard time judging their jumps, distance from the ground, etc, due to the lack of shadowing, leading to hits to deaths.
Next is control. While some of them could handle the vanilla control, it's unanimous that none of them wanted to deal with it. 2 of them were able to adapt decently by act 3, while the rest struggled and some were already willing to quit due to the unnatural nature of the control scheme. Fickle's mod swooped in and saved the whole situation, with a little tweaking, they found this to be their preferred method. If I ever felt strongly about the whole control debate, it's because of stuff like this, this was the first time I was about to keep people unwilling to learn the control scheme to stay, and I feel that's a sign the game needs major working for simple, or controller, controls. The controls aren't familiar enough for some folk.
This also leads into the biggest hot take, the level design. I personally am fine with the level design, but I also been on and off of this game since the final demo days, so my friends' perspective had me questioning a few design choices. The game wants a sense of freedom and exploration, and obviously a lot of camera control, but also does a decent job at streamlining the direction the player needs to go...at first. The later levels of the game start to become a bit too open or spacious, like Castle Eggman, and this lead to a handful of them to flat out get lost. One of them even said some really harsh things about whoever designed Castle Eggman and the boss. I know ring trails exist, but you have to think for the lowest common denominator, someone isn't going to catch on.
From this, I think the game could improve with some sort of guidance system, since it's clear that some people are adamant the game doesn't get too streamlined like modern games. One idea that came to mine is a directional arrow like in Crazy Taxi or some racing games, where the arrow points in the direction you should be going based on your positioning, but I'm not sure how plausible a system like this is.
However, even with a guidance system, the game needs some more streamlining, or rather, there needs to be less areas where "going forward" isn't really an option. If going forward is very clearly blocked off, there is no issues, but you got some instances where the solution isn't directly in the players line of view, and that's not great for newcomers.
That just leaves bosses, which by the time Castle Eggman shows up, they didn't seem to like any of them. Castle Eggman in nature just revolves around waiting, even with the buttons, and arguably just needs to be changed outright. Fang is pretty much the only reason you really need heavy camera control in this game, and is also one of the worst bosses for a newcomer, even when I first fought him, I thought it was a mess how he jumps over everything (not great in software), and theres little room to counterattack and insanely easy to get bomb'd off the train in the latter half. Metal Sonic is better but honestly just get rid of pits, maybe rework the latter half where theres SOME notification of where hes attacking from. Braks just a mess, you got to wait for him to become vulnerable and even then sometimes he just has godly aim with nearly no leeway if you're standing still, also isn't easy to track like Fang, but less severe.
tldr from what i got from my friends the game needs simpler controls, some retooled bosses, and some more streamlining and guidance options. so, what about other newcomers? how do you feel about the game as is?
While I myself am not a newcomer, I brought in about 10 friends to finally try SRB2 recently, making many accommodations to ease their experience. From what I've gather from their playthroughs and co-op sessions, I feel like theres some things, potentially of the hot take variety, that could be discussed.
This one is obvious and is something I assume will just eventually happen, but the lack of shadows in general gives making judgement far more difficult for beginners. Most of them had an incredibly hard time judging their jumps, distance from the ground, etc, due to the lack of shadowing, leading to hits to deaths.
Next is control. While some of them could handle the vanilla control, it's unanimous that none of them wanted to deal with it. 2 of them were able to adapt decently by act 3, while the rest struggled and some were already willing to quit due to the unnatural nature of the control scheme. Fickle's mod swooped in and saved the whole situation, with a little tweaking, they found this to be their preferred method. If I ever felt strongly about the whole control debate, it's because of stuff like this, this was the first time I was about to keep people unwilling to learn the control scheme to stay, and I feel that's a sign the game needs major working for simple, or controller, controls. The controls aren't familiar enough for some folk.
This also leads into the biggest hot take, the level design. I personally am fine with the level design, but I also been on and off of this game since the final demo days, so my friends' perspective had me questioning a few design choices. The game wants a sense of freedom and exploration, and obviously a lot of camera control, but also does a decent job at streamlining the direction the player needs to go...at first. The later levels of the game start to become a bit too open or spacious, like Castle Eggman, and this lead to a handful of them to flat out get lost. One of them even said some really harsh things about whoever designed Castle Eggman and the boss. I know ring trails exist, but you have to think for the lowest common denominator, someone isn't going to catch on.
From this, I think the game could improve with some sort of guidance system, since it's clear that some people are adamant the game doesn't get too streamlined like modern games. One idea that came to mine is a directional arrow like in Crazy Taxi or some racing games, where the arrow points in the direction you should be going based on your positioning, but I'm not sure how plausible a system like this is.
However, even with a guidance system, the game needs some more streamlining, or rather, there needs to be less areas where "going forward" isn't really an option. If going forward is very clearly blocked off, there is no issues, but you got some instances where the solution isn't directly in the players line of view, and that's not great for newcomers.
That just leaves bosses, which by the time Castle Eggman shows up, they didn't seem to like any of them. Castle Eggman in nature just revolves around waiting, even with the buttons, and arguably just needs to be changed outright. Fang is pretty much the only reason you really need heavy camera control in this game, and is also one of the worst bosses for a newcomer, even when I first fought him, I thought it was a mess how he jumps over everything (not great in software), and theres little room to counterattack and insanely easy to get bomb'd off the train in the latter half. Metal Sonic is better but honestly just get rid of pits, maybe rework the latter half where theres SOME notification of where hes attacking from. Braks just a mess, you got to wait for him to become vulnerable and even then sometimes he just has godly aim with nearly no leeway if you're standing still, also isn't easy to track like Fang, but less severe.
tldr from what i got from my friends the game needs simpler controls, some retooled bosses, and some more streamlining and guidance options. so, what about other newcomers? how do you feel about the game as is?