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Homora Gaykemi posted:the Knux/Rouge stages wouldn't be quite so bad if they'd kept the SA1 style radar instead of deciding that it'd now only go off in the order they wanted you to grab the shards To be fair, SA2:Battle at least added a fourth level to the sensor where when you’re right on top of a shard an exclamation point will appear over your character’s head, the Dreamcast original had no such indicator (which was annoying as poo poo when the shard in question happened to be buried underground).
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# ? Mar 1, 2021 02:00 |
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kirbysuperstar posted:BEEP BEEP BEEP BEEP BEEP BEEP yosh It has this really awesome design and track, and those rotating spinners you run up/across are cool in theory, but the camera sucks poo poo so it’s hard to see all the enemies and obstacles and occasionally you get to the top of the up ones only for the janky rear end physics to break and flick you off to your doom, so instead of going fast and it being awesome, you have to take it slow and cautious so you don’t have to do this over again. Still better than Sonic’s.
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Lance of Llanwyln posted:What’s Shadow’s last stage? Final Rush or Final Chase? Final Rush was Sonic’s stage and it was about 90% grind rails over bottomless pits (and the rest was floating platforms you could easily fall off of). Shadow’s was Final Chase and it was slightly better by comparison.
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Dabir posted:I can't possibly overstate how badly Tails and Eggman control in SA2. Their levels are borderline unplayable. they're a straight downgrade from Gamma's stages Larryb posted:Final Rush was Sonic’s stage and it was about 90% grind rails over bottomless pits (and the rest was floating platforms you could easily fall off of). Shadow’s was Final Chase and it was slightly better by comparison. Chase was the bad one because it relied entirely on a wonky gravity mechanic. Rails in SA2 are actually affected by momentum so Final Rush is good.
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I remember quite enjoying that rails level at the time, but it was blummin hard. Hey, here's a thought that's been going through my head lately. Wouldn't it be nice if they did a remake of Sonic Unleashed -- waaaait for it -- and they took out the Werehog stages, instead turning the Werehog into a powerup for the running stages, and they built onto those running stages so that now they're bigger, with different routes to go through if you have the Werehog. He becomes basically Knuckles gameplay, where you can punch through walls to uncover secret tunnels, or haul yourself up flat surfaces using your claws and teeth to climb. I reckon that would be quite fun. Can't decide what would be the best way to turn into him though, probably a voluntary powerup, so you CAN just run through as Sonic, but then as you replay the levels and start to want to know what that far-off platform or that glimmer of hidden ring just visible through a crack in a wall might be all about, you go Werehog, get in there, and maybe find your way to a new, better running but for Sonic. Yes I know they won't do this, I am an old Sonic fan so I live in a world of fantasy and you're just going to have to allow it. Buml0r fucked around with this message at 00:55 on Feb 22, 2021 |
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Augus posted:they're a straight downgrade from Gamma's stages To be fair, I like Final Rush a lot better now than I did back when I first played the game on the Dreamcast (Protip: Spindash onto rails that are connected to platforms to automatically start grinding them at top speed, in the case of the ones on the floating platforms going upward do a homing attack instead).
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Dabir posted:I can't possibly overstate how badly Tails and Eggman control in SA2. Their levels are borderline unplayable. Tails and Eggman stages are perfectly fine and might actually be the most fun to A-rank cause finding optimal score combos and executing them on the various waves of enemies is actually pretty intense. ![]() Unless we're talking about Eternal Engine, that level is very bad.
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Super Jay Mann posted:Tails and Eggman stages are perfectly fine and might actually be the most fun to A-rank cause finding optimal score combos and executing them on the various waves of enemies is actually pretty intense. Aside from Lost Colony I also generally found Eggman’s stages to be a lot more fun than Tails’
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Larryb posted:Aside from Lost Colony I also generally found Eggman’s stages to be a lot more fun than Tails’
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i cannot fathom all the sa2 hate occurring in here right now
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Despite hating bottomless pits I loved Final Rush and got good enough at it that I could speedrun it, at least by 11-year-old standards.
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final rush is sick, final chase is sick, and i love the treasure hunting levels (except rouge's pyramid caper)
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Looper posted:final rush is sick, final chase is sick, and i love the treasure hunting levels (except rouge's Mario Galaxy prototype)
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Eggman and Knuckles were fine. Tails' levels were too platform-y and Rouge's levels were too gimmicky.
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The first time I played Sonic Adventure was when I hired a Dreamcast from the video store close to launch. I had a lot of fun with it, but also I had chicken pox and was taking anti-itch medication that made me high as all gently caress. Was everyone else that liked it hosed up on drugs too?
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Am I missing something? Was I playing wrong or something? The rail grinding levels in SA2 were brutal! Jumping from rail to rail felt like it was impossible and I died so many times. I haven't really played it since I was like 14, and this is a big reason why.
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Looper posted:i cannot fathom all the sa2 hate occurring in here right now these people are aliens
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sharrrk posted:these people are aliens black creatures
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rail transferring in sa2 is a skill you have to learn but it works very reliably once you do. i honestly kind of don't like how rail transfers work in the modern games because of how automatic it is
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mad space sucks rear end and it rules. one of the coolest stages in a game filled with cool stages
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It’s been at least a decade since I’ve played it but I recall switching rails being as simple as holding the direction you wanted to switch to and then tapping the jump button (or just jumping then repositioning yourself so you land on another rai). IIRC you can use the homing attack on the beginning of rails too.
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Rouge and Tails were later additions than Knuckles and Eggman, right? Kind of makes me wonder if their levels were either just ported over when the other character was added or if their levels were made from scratch and didn't have as much dev time put into them.
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Chieves posted:Rouge and Tails were later additions than Knuckles and Eggman, right? Kind of makes me wonder if their levels were either just ported over when the other character was added or if their levels were made from scratch and didn't have as much dev time put into them. Yeah, based on the first trailer at least it seems like originally the game was just Sonic, Knuckles, and Eggman. Shadow was there from the beginning but I’m not sure whether he was originally planned to be playable or not (early screenshots show Sonic in Sky Rail after all). Also I seem to remember you having to physically jump from rail to rail in SA2 but then from Heroes onward they switched to the easier method (except for 06 which went back to the way SA2 did it). Larryb fucked around with this message at 02:49 on Feb 22, 2021 |
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Hitlersaurus Christ posted:It’s been at least a decade since I’ve played it but I recall switching rails being as simple as holding the direction you wanted to switch to and then tapping the jump button (or just jumping then repositioning yourself so you land on another rai). IIRC you can use the homing attack on the beginning of rails too. I'll have to see if that works. I remember doing normal jumps between rails and missing a fuckton.
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Chieves posted:Rouge and Tails were later additions than Knuckles and Eggman, right? Kind of makes me wonder if their levels were either just ported over when the other character was added or if their levels were made from scratch and didn't have as much dev time put into them. I definitely remember reading that the game started development with branching story paths planned and speculation that whend they then decided to expand out to the hero/dark side stories instead some of the stages that were designed as alternate branches just got shunted off to new story character instead. This explains why there's a bit of an imbalance between the two in the types of stages and would then explain the level of focus given to some over others that were afterthoughts
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Hate the mech stages but Cosmic Wall is genuinely fun. I wonder if every level would have been better with half the gravity
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I actually like Cosmic Fall. I mean it's still a Shadow the Hedgehog level, but..it's cool. The background is rad. FIND THE COMPUTER ROOM
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I really like SA2 but I won’t let that stop me from calling that level ‘Cosmic Fail’
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The Dreamcast games have aged poorly, no matter how many layers of irony you pile on top of the cutscenes or how much you like the music.
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Something can age poorly and still be enjoyable, or even good!
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MJeff posted:Cybershell debated a guy about SA2 vs. Sonic Heroes and I tried to watch it, but found it pretty insufferable and gave up after 20 minutes. See if you can last longer than that, I guess? That guy ranked every Simpsons episode recently and the random bit I saw put a Ricky Gervais ep over The Cartridge Family, so I feel they can be dismissed out of hand now.
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Mad Space is better than Meteor Herd. This is less a defense of Mad Space and more an indictment of Meteor Herd.
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Mad Space was at least creative with its proto-Mario Galaxy style setup and all.
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Lurdiak posted:The Dreamcast games have aged poorly, no matter how many layers of irony you pile on top of the cutscenes or how much you like the music. Lol imagine being this wrong
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The Dreamcast games haven't aged poorly, they sucked when they came out too.
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sharrrk posted:rail transferring in sa2 is a skill you have to learn but it works very reliably once you do. i honestly kind of don't like how rail transfers work in the modern games because of how automatic it is tbh I just recently played through SA2 and at this point I've learned the level layouts enough that I never need to actually do a rail transfer, I usually jump most of the way down that one spiral rail part near the beginning of Final Rush, does anyone else do that? It was always really funny to do that in multiplayer because it looked like you just gave up but nope the rail's down there
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Lurdiak posted:The Dreamcast games have aged poorly, no matter how many layers of irony you pile on top of the cutscenes or how much you like the music. There is no irony in my love for Sonic Adventure 2.
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Lurdiak posted:The Dreamcast games have aged poorly, no matter how many layers of irony you pile on top of the cutscenes or how much you like the music. who said anything about irony
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Lurdiak posted:The Dreamcast games have aged poorly, no matter how many layers of irony you pile on top of the cutscenes or how much you like the music.
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# ? Mar 1, 2021 02:00 |
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Spiderdrake posted:It is time for you to battle... the Hardcore Sonic Fans Before this is over, I'll show you the true power of CHAOS CONTROL
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