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Sonic back to 2D!

  • -HP-
  • September 9, 2009 at 9:44 AM
  • Mazy
    • October 16, 2010 at 10:57 AM
    • #61

    Played the trial, it's pretty awful.

  • Taylor
    • October 16, 2010 at 4:12 PM
    • #62

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    I've not actually got to play this yet, but letting go of the d-pad to drop straight sounds weird. You can see why they did it, but most platformers have a button press to do this (Mario 64, Prinny, etc.). Well, we'll see, professional reviews are really positive.

  • Mazy
    • October 22, 2010 at 7:37 AM
    • #63

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    Ouch Sega, ouch!

  • -HP-
    • October 22, 2010 at 9:51 AM
    • #64

    That is amazing! ;O

    That's almost as good as this! xD

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  • Mazy
    • October 22, 2010 at 10:09 AM
    • #65

    I think the one I posted is better, looks like a more fun game IMO, especially since it actually works as a game and isn't just rendered.

    Regardless then either looks better and Sega has lost.

  • Warby
    • October 22, 2010 at 10:49 AM
    • #66

    just played the unity one and its impressive (looks great)

    but the high frequency/detailed graphics really work AGAINST the gameplay ! at high speed i cant tell an enemy from a plant and reacting fast about the stuff that you encounter was always a key skill in the sonic games ( something that i always thought bordered on being impossible ... you pretty much just had to learn the maps ! ) so something that was already bad now became worse !

    also the framerate is shockingly low ! very poorly optimized !

  • -HP-
    • October 22, 2010 at 10:58 AM
    • #67

    Both those points could be easily fixed with some texture tweaking an art optimization. Remember two guys worked on this.

    I agree that it looks a bit too contrasty (Which is something you never see in the Sonic universe, you rarely see blacks)

    There's no excuse for Sega to fuck up so hard.

  • Warby
    • October 22, 2010 at 12:02 PM
    • #68

    i agree both those things should be easy to fix !

  • Mazy
    • October 22, 2010 at 1:14 PM
    • #69

    Played it a bit, no performance issues at all here, and this machine isn't really that beefy. Controls are great, but I do kinda agree that it's somewhat hard to make out enemies in some cases, but overall I actually like the more contrasty look for it. Definitely the most impressive thing I've seen using Unity to date (Sorry Warby )

  • Warby
    • October 22, 2010 at 2:14 PM
    • #70

    ...why you little !!

    i agree though ^^

    ... i just hope these guys didnt submit this to the unity awards ... or i hope they get disqualified if they did (for using protected ip !)

  • Taylor
    • October 22, 2010 at 2:41 PM
    • #71

    The new details seems fairly abritary though. I didn't expect Emerald Hill Zone to have a city skyline, "roboland" signs, totem poles, light fixtures, chainlink fences, metal signs, burning trees, a whale...

  • Sentura
    • October 22, 2010 at 3:10 PM
    • #72
    Quote from Mazy

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    Ouch Sega, ouch!

    visually, it's stunning. the amount of details is really impressing, as is the fact it's done with the unity engine. but gameplay wise, well, there isn't any... so you run around, and around and around. where is the challenge? there aren't any puzzles, there aren't any dangerous monsters or anything like that. i'd play it to death if the difficulty was actually on par with the first sonic game, and if it had levels that challenged you to pretty much near death experiences all the time. they nailed the visuals perfectly, but they still have that one thing missing.

    also it beats the shit out of the mushroom zone one, since it's goddamn playable (even with whatever is left of any gameplay).

  • MJ
    • October 24, 2010 at 10:39 PM
    • #73

    fan made one is cool but a bit cluttered

    but its wayyy better then sonic4

  • dux
    • October 24, 2010 at 11:10 PM
    • #74

    Wow that is pretty damn pimping right there. I did find it quite hard to focus on anything, though. And hey, that whale was cool!

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