![]() FHZ is not that fun to navigate, even if you know where you're going because visually everything looks the same because its all the same ice and snow texture plastered around everywhere and the stage for me at least does not visually signify where to go that well in some sections.I just want to play Azure Temple Ultimate Mode without having to relaunch the game after a death. You can't play Ultimate Mode on the unlockable maps normally unless if you do specific launch options with either a batch file or through launcherblast2.frick those guys they suck they are so small its hard to hit them and they fly about and- ok imma stop here before i go too deep game good bye! yay i vented my frustrations! :D oh wait i forgot the bees and the bee hives. just egg rock., castle eggman not being big enough though thats probably because i like the stage too much its fine the way it is i just wish i had more of it, having to stop moving in multiplayer to change characters though thats fine i get it but not the color part why do i need to stand still to change my color i dont get it? and i think thats it other than all that this is a great game that can only get better. ![]() some small gripes include: THOSE FLYING WHATHCAMACALLITS IN RED VOLCANO!, the blue ball enemies though there not too bad i used to despise them but there not that bad but i could do without them, egg rock. and this last one is not something i hate but something i wish and hope would be in a future version a Super Sonic Final Battle like if you collect all the emeralds and beat Brak or whatever the final boss will be if and when Dark city comes back you get to do a secret final battle sonic 3 and knuckles style i guess. Well i hate some things but not everything i think the thing i hate most is the multiplayer special stages idk they are just boring to me glad theres a mod that brings the NiGHTS mode back to multiplayer. You don't typically end a roller coaster ride with an uphill climb, the finale is a final overall downhill rush of speed designed to be the most iconic section of the ride. Uphill sections do exist, but they serve the purpose of building up anticipation for the next speedy downhill section. The way I think about it is that Sonic stage design is similar to designing a roller coaster. SRB2's stages on rare occasions have setpieces that feel designed like this, such as the big ramp near the end of GFZ2 leading into the big open area, but the general trend is for the player to have to platform upwards on their journey to the goal sign, a trend that advantages vertical playstyles such as Tails and Knuckles. However, by curling into a ball the player can take advantage of big bursts of speed, and in some cases can even avoid uncurling for the entire stage. Sonic's speed is usually capped while running, so the player can stop themselves from going too fast if they desire it such as playing cautiously or exploring for goodies. I've gone in depth regarding this topic in other threads, so I'll try not to go super in depth here and just cover the overall point, but Sonic stage design generally functions best when the overall trend is for the player to be led downhill so as to be able to take advantage of the speed this makes possible if the player so chooses. I'd say probably my biggest nitpick is the often uphill stage design. ![]()
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