Or have you tried unplugging and replugging the controller? [/dumb obvious suggestion
Sonic Generations
#241
Posted 06 November 2011 - 01:50 PM
Or have you tried unplugging and replugging the controller? [/dumb obvious suggestion
#242
Posted 06 November 2011 - 02:13 PM
#243
Posted 07 November 2011 - 09:32 PM
Green Hill Zone act 1&2
Chemical Plant Zone act 1&2
Sky Sanctuary Zone act 1&2
Speed highway Zone act 1&2
City escape Zone act 1&2
Still working on the others But so far so good
And another Glitch In Planet wisp Act 2
Okay This is even Crazier O_O, When Going the one of the side-view area's With modern Sonic I picked up a rocket upgrade And shot up into the air, After that i went off screen with it...And found myself in classic sonics stage You couldn't pick up any rings or be hurt by any Baddies At all, After awhile of being stuck i had to restart my 360..That was Weird But neat!
But you know thats the only 2 Glitchs i Ran into so far..But whatever.
#244
Posted 07 November 2011 - 10:33 PM
And I kinda wish I could access those glitches...
Anyways, I'm probably gonna give it a review here soon since I'm "done" with it. I'm gonna keep playing it, no doubt about that, but I'm finished with pretty much every objective, so it's about time to give my thoughts. Figured I'd at least post this up first before starting on it though.
#245
Posted 08 November 2011 - 01:18 AM
As for glitches, I've had Sonic get stuck in a 2D part of the level with a 3D camera angle before, and vice versa. Very interesting... to say the least.
#246
Posted 08 November 2011 - 06:17 PM
Story:
You would think that, with a game that's revisiting moments from across Sonic history, they would have a rather large story with plenty of references that could really make an exciting story and homage to the entire series. It certainly seems to start that way, particularly with a handful of in-jokes relating to Green Hill and Chemical Plant, but then it sorta... falls flat. The story never seems to go anywhere, the references and in-jokes all but vanished, and you're left wishing for a lot... more. Props to the writers for making a script that doesn't make you want to cringe, and making some really funny dialogue not just with Eggman, but with the heroes as well (surprising, considering how unfunny the heroes' dialogue in Colors was), but there's so much left out when there could have been so much more. Yeah, it's nice to have there not be so much story that this starts to play, but not when it feels so... incomplete.
4/10
Controls:
Players familiar with the controls utilized in Sonic Unleashed for 360/PS3 will feel simultaneously right at home and confused, since the controls are fairly similar and at the same time different. You boost, jump, stomp, slide, and quick-step the same way, but homing attack has been moved to the jump button, drift to the triggers, and switching rails to the control stick. It doesn't take long to get used to, though, and for an even greater treat, the controls are much more tighter when moving and drifting than they were in Unleashed. It's solid, it works, and is, for me, the most comfortable scheme yet.
As for classic Sonic, the boostless, momentum-relying speedster, his controls hearken way back to the Genesis days; all you have is move, jump, and spin dash. And it's as simple yet as perfect as it always was, and is a great throwback to the days when it took true skills to use a meager set of attacks and string together an impressive run. Now, the controls are not identical to the Genesis days, nor are the physics. You can simply press and hold X to spin dash, and press B to crouch. I feel the holding X makes it too easy, and I miss holding down and tapping A repeatedly to build up speed; you can still do the latter, but you only have to press it once as it builds up speed itself. The physics are only slightly off from the Genesis version, but to me, they feel more like an improved version of those physics, kind of like a small update, so that doesn't hurt the score. Like modern Sonic, the control scheme is a scheme that works.
10/10
Level design:
Both classic and modern level design completely blows away every Sonic in the modern era, and perhaps before that. The classic levels are all designed with obstacles and paths that perfectly reflect the stage and era it was based on, then comes complete with the trademark multiple pathways that was so astounding about the Genesis levels to begin with; you will lose count of how many ways you can beat most of the levels. The camera does move a little, but only during scenes where there's no action to just show off the level and the updated feel; they're a welcome addition for me, as watching your level change angle and seeing the rest of the level you've already completed or alternate pathways you haven't discovered yet in the background is incredible, particularly in Sky Sanctuary.
Then along comes modern Sonic, coming off "endless boosting" design from Unleashed (which worked) and "boost is scarce and squander time painstakingly searching around levels with lame powerups" design from Colors (which didn't). There seems to be a combination here, as some levels boost, some encourage you to take your time, some combine the feels. And it's pulled off wonderfully, and I'd go so far to say as the levels were designed intelligently. And for an even better bonus, there is an astounding amount of multiple paths through the levels as modern Sonic as well! I personally lost count of how many ways you could beat Green Hill. All in all, the levels are put together beautifully, they encourage thought (not that Unleashed's levels didn't), they aren't needlessly frustrating (almost all of the time), and are just more fun than any Sonic game that was released in recent years.
9/10
Features:
Customizeable skills ala Sonic and the Secret Rings return, albeit you can only assign 100 points worth of skills at one time, so you'll have to edit your set or make use of the five different sets for a specific goal, if you use skills at all. The hub world itself is an amazing feature, completely in 2D, where you can access each area and challenge on a sort of "mini-level" that makes use of a few obstacles for fun and almost feels like a neat little puzzle just getting to the challenges. This gets slightly tedious later on, however, when the only way to access some of Planet Wisp's challenges is to go all the way back to Crisis City's section and scale upwards, then go to the right to access them. Then you have red rings to collect in levels and challenges to complete, upon which you can ring a bell and collect a music note. Both these and the red rings unlock concept art both from Generations and the past, as well as 50 songs from Sonic's history that you can have play in each stage instead of the normal theme. Feature-wise, apart from the lack of a two-player mode, this is the best Sonic game to date.
9/10
Replayability:
I mostly touched on this above but I feel it deserved its own section, since early on and continuing into the Dreamcast era, replayability was a main feature of Sonic games. I say, Generations handles it brilliantly, using those challenges, the multiple pathways, and finding the red rings. Unlike in Colors, where the red rings are in incredibly arbitrary locations and make you want to pull your hair out trying to find them, they are a lot less difficult to find in Generations, and more fun to look for. This is one way to make you want to replay a stage. And perhaps you've always wanted to hear what Crisis City would sound like if you were listening to Starlight Zone's theme. ... or for a better example, Rooftop Run with Endless Possibility. And let's not forget, the OCD urge of some people to S-rank everything. There are many, many reasons to keep replaying the game after it's finished. Of course, this is all subjective; some people find ways to enjoy the most non-replayable games ever and find the replayable ones boring. But in my personal opinion, it's the most replayable since the Genesis games.
10/10
Overall:
In summary, the story is incredibly lacking, but the dialogue is enjoyable, and even more so are the levels and the overall design of this game. The Dreamcast and Modern Era levels were incredibly well adapted to a Genesis-style play, and vice-versa with the Genesis Era levels to Modern-style play. It's the most fun you'll have had with a new Sonic game in quite some time, surpassing pretty much all of its entries in the last decade apart from Sonic Adventure 2, and shows that, if Sega can put this much thought into a Sonic game and continue to do so at this level, Sonic should at last be able to outrun his bad reputation.
9/10
#247
Posted 08 November 2011 - 07:04 PM
#248
Posted 08 November 2011 - 11:30 PM
@Plissken: um they broke the sonic cycle? whats that?
And another thing, after playing "City Escape" So many times I have gotten addicted to the default music that plays in modern Sonic's Stage, that song...I LOVE IT!! Thats the first time I've gotten addicted to a song in a Sonic game, I even went and downloaded the Song from Sonic adventure 2 where i can listen to it on my mp3 player....well its not the new Remake song from generations but its almost the same song.
#249
Posted 08 November 2011 - 11:39 PM
@Plissken: um they broke the sonic cycle? whats that?
http://img150.images...84882919by0.png
Anyways, except for one stage, I've S ranked everything through the Dreamcast era. Slowly but surely working my way towards the goal of 100% completion...
#250
Posted 08 November 2011 - 11:48 PM
Unfortunately you can't unlock the original song so I'm stuck with the modern remix. I mean it's not bad but I much, much prefer the original. D:
#251
Posted 08 November 2011 - 11:48 PM
Okay I see what the Sonic cycle is now, lol that made me laugh for some reason, but I have to say they broke the cycle!! then congrats SEGA for making a great game!
Edited by Ventus, 08 November 2011 - 11:50 PM.
#252
Posted 09 November 2011 - 12:07 AM
#253
Posted 09 November 2011 - 07:52 PM
#254
Posted 09 November 2011 - 08:10 PM
Well I'm still working on mine, still Looking for the red rings >_< Why must i have a hard time finding them!!! WHY!!!...Oh well..
#255
Posted 09 November 2011 - 08:19 PM
but I wasn't disappointed at the inclusion of friends (and not just because they were unplayable), and the game turned out awesome.
I hope you mean "except for Charmy".
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