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Post by Beeth on Feb 22, 2011 20:33:14 GMT
Well the 2D is part of the appeal, really. It was something they got right in Unleashed, introducing 2D sections. So I believe they did right to build upon it in Sonic Colours. (not Sonic Colour, just for future reference ) As for there being "too much" of it, that's down to personal taste really. Personally I think they struck the balance right, my only gripe was the 3D sections were a little too linear. I would be very interested to hear you expand upon your opinion on the game.
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Post by stc1998 on Feb 22, 2011 21:52:19 GMT
Yea I think your right
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Post by Beeth on Feb 23, 2011 9:09:34 GMT
1) That's not expanding, that's agreeing. 2) I have now deduced from your activity on this thread (and the board thus far) that you're clearly not worth having any sort of discussion with, given your dull single sentence answers and completely one-dimensional personality, your blind outlook of the forum as a whole (if you actually learn to read for just a few seconds of your life, you'll notice that we don't just talk about Sonic all the time, though this fact is clearly completely lost on you), your ignorance of basic, universal board rules (i.e. double posting, necroing old threads) and now I can add to that list deleting posts on the sly to attempt to make an established, long term user look like an idiot (and completely failing in that respect). I'm not picking on you or anything, I'm merely stating the truth as I see it. Edit: Now he's deleted his account. Kinda figured he wouldn't stick around.
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Post by shodic on Feb 27, 2011 23:44:40 GMT
Sonic Colors (Wii) won for best graphics by nintendo power
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Post by Zerolus on May 27, 2011 23:19:28 GMT
*Walks in thread to find a dusty, vacant hall* Fashionably late. As ever. So, yeah, I picked up this game when I heard whispers that this was actually worth playing. Just completed it, and by God, it is. I've honestly not had this much fun with a Sonic game since Sonic & Knuckles, actually. Sonic Team finally got it right. Fingers crossed that they can keep it that way, eh? Good Points: - A plot that isn't up its own arse, for a change. I didn't mind when I was younger but they did keep getting sillier and more pretentious with each game. - A decent script. I actually smiled once or twice. Maybe even chuckled. - Good voice acting, too. When I heard the 4Kids voice cast was being ditched I didn't really care at the time, but Roger Craig Smith fits into the role of Sonic like a glove and I hope he sticks around as long as he can. - Actual platforming. Bad Points: - Repeat bosses are not cool. Developers do this sometimes and I don't know why. Stop making me fight the same guy twice, you lazy hacks. - 9) GET RID OF LIVES ALREADY. I MEAN CHRIST. Also, seeing as how everyone else as brought them up, I may as well as too: Wisps. I'm personally only half-a-mind about them. They're interesting, and add a few spins to the gameplay, but I feel the game could've done just as well without them. Also played Sonic Simulator with a friend. We seriously tried working together but we just ended up killing each other like a pair of idiots. Like with any co-op game, actually. "NO! DON'T TOUCH THAT LEVER!" *Splat*
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Post by Samface on May 29, 2011 9:29:39 GMT
Fashionably late. As ever. Hey, you're doing better than me. I still haven't got round to buying it yet!
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Post by Emilybee on May 29, 2011 11:03:50 GMT
On the comment of lives, I don't see why to get rid of them...
Oneof the reasons why we got good at gaming as children during the pre-pansy-era of gaming is because we ONLY had X amount of lives. Live were also a life over of the arcade era, a typical gaming arcade machine was 10p per life per game when I was a kid (£1 now I note for just 3 lives).
Lives force you to try harder, as annoying as they are their there to remind you how bad your playing the game when your down to just your last life and then it becomes "all or nothing".
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Post by Baron Canier on May 29, 2011 11:08:21 GMT
They're a holdover from an obsolete era of gaming, like random encounters in RPGs.
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Post by Samface on May 29, 2011 18:02:35 GMT
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Post by Juliett. Bravo. Alfa. on May 29, 2011 18:24:39 GMT
Lives worked back then because you didn't have QTEs to fail, checkpoints that could save your place mid level and you were playing games that didn't require you to be at full speed all the time.
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Post by Nam on May 29, 2011 20:56:06 GMT
I dunno, I thught the lives system did, and always had a use in a game. Die and you go back to a checkpoint, lose your last life and you restart the level, losing all the progress you made. Yes, infinite continues is a moot point, but certainly in levels that encourage multiple routes, but don't allow backtracking, it' one way to preent getting completely stuck. If you do get to a point where you can't finish a level, lose your last life, and try the level from the start, then go another way.
Of course, since most games aren't designed like that, it is a leftover relic, particularly when lives become so plentiful, that you have fifty or sixty by the end of the second level.
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Post by Tom J on May 29, 2011 23:04:23 GMT
If you do get to a point where you can't finish a level, lose your last life, and try the level from the start, then go another way. How about a restart level button in the pause menu? >_>
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