SEGAbits Forums
Gaming => General Gaming Discussion => Topic started by: max_cady on October 06, 2015, 05:03:16 pm
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http://www.eurogamer.net/articles/2015-10-06-sonic-lost-world-is-coming-to-pc (http://www.eurogamer.net/articles/2015-10-06-sonic-lost-world-is-coming-to-pc)
Wasn't this game a Nintendo-only title? Well, anyway for those who couldn't get on the Wii U, Sonic Lost World is another SEGA game that gets a PC port some time after it's original console release.
Price is about 20£ / 25USD / 22€, includes DLC and will be out on November 2nd 2015.
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Im just gonna paste what I wrote on the front page:
"Pretty happy about this. With the low wiiu install base, a huge chunk of the sonic fandom hasn’t played this game. It is very divisive in terms of enjoyment but is a great conversation piece concerning the future of the franchise."
I personally really enjoyed this game. It had a lot of great ideas mixed up with poor level design. As someone who was boosted out of the boost games when this came out, I was very ready to embrace a slower more deliberate gameplay style. I hope they don't ditch the things they've learned from SLW completely with next year's inevitable game.
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I'll say it again as I did on the article.
Who asked for this, and where did Sega see a demand for it?
I mean, it's a average game, nothing too awful...but there so many better candidates, especially in light of the HOTD and VC ports around the same time years prior.
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Nobody had to ask for this, its Sonic, it'll sell better than every other game people are asking for.
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Oh well, at least Gamatsutra confirmed that Sega is to continue bringing more games over, so more games are a given....eventually.
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I'm happy about this port, or rather quite pleased, mostly since I have resisted to buy a Wii U and now I will be able to play it on the PC.
On the other hand, however, this is still a small consolation compared to what I would expect from SEGA and that could realistically produce and offer ... but in these days better settle :(
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This is a smart move, my only issue is that the shortcomings of the game aren't going to be addressed. Its nice that its coming to PC tho.
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Usually I double dip with this kind of stuff. But since the game already runs at 60fps on wii u, plus the visual being simple to take advantage of higher resolutions, ill pass.
Good for the people who dont have a wii u tho. Hope ya'll enjoy it
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I guess since SEGA had to delay their 3DS Sonic Boom title that left a vancancy for their mandatory yearly Sonic release. A PC port is a somewhat low risk investment that hopefully will bring some much needed coinage.
I don't expect this to do Valkyria Chronicles bussiness since the Sonic brand is a considerably more damaged atm (no thanks to SB: Rise of Lyric), but a good enough PC port should at least fix some broken hearts.
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I don't expect this to do Valkyria Chronicles bussiness since the Sonic brand is a considerably more damaged atm (no thanks to SB: Rise of Lyric), but a good enough PC port should at least fix some broken hearts.
I genuinely don't think the Sonic brand is as damaged as people think, on the internet, in videogame forums sure, right now it's in the gutter but out there in the real world? Sonic Boom cartoon is one of the most popular cartoons for its age range and Sonic Dash has been downloaded over 140 million times. Sonic is probably more recognisable right now amongst kids than he has been in a good decade.
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You probably shouldn't pre-purchase the game yet if you don't live in the UK. SEGA messed up the price outside of that. In the US it's $29.99 and in Europe €29.99 right now, while according to the press release it should be $24.99 and €22.99 respectively.
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I'll say it again as I did on the article.
Who asked for this, and where did Sega see a demand for it?
I mean, it's a average game, nothing too awful...but there so many better candidates, especially in light of the HOTD and VC ports around the same time years prior.
It's particularly perplexing because not only was the game a critical failure but also a commercial bomb.
So they'd rather take to porting this game than say Sonic Colours which was both a critical and commercial success, and if they were willing to overlook critical success then Sonic Unleashed is a candidate too.
Might dip into it when it's a bit lower, heard the opening portion is good at least.
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Sonic LW, to me, felt more like a prototype with loads of different ideas then a solid game. Some of it worked, other parts not so well. The bigger news for me here is the comment on SEGA bringing more games across to the PC.
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I genuinely don't think the Sonic brand is as damaged as people think, on the internet, in videogame forums sure, right now it's in the gutter but out there in the real world? Sonic Boom cartoon is one of the most popular cartoons for its age range and Sonic Dash has been downloaded over 140 million times. Sonic is probably more recognisable right now amongst kids than he has been in a good decade.
I have to agree. In the Sonic "circle" they were spitting feathers out years ago, but the rest found them fine. The only real damaging games they've had is Sonic 06, SB:ROL and that's about it. To the rest of the world, the other Sonic games ranged from decent to good.
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It's particularly perplexing because not only was the game a critical failure but also a commercial bomb.
I'm assuming its because
- It was built with a pc port in mind whereas Unleashed/Colors were not.
- the game is still relatively new and still somewhat in the public space.
- they felt that the game was a commercial flop because of the hardware it was shackled to.
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It's particularly perplexing because not only was the game a critical failure but also a commercial bomb.
It was a critical failure but it actually gave rise to a movement against gaming outlets, since they clearly did not even knew how to play the game. Between players it is considered pretty good.
Every WiiU game is a commercial bomb. The WiiU is a commercial bomb, being downplayed because it's ok when Nintendo does it.
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I liked Lost World. Not as good as Generations, but still a solid well built game.
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It was a critical failure but it actually gave rise to a movement against gaming outlets, since they clearly did not even knew how to play the game. Between players it is considered pretty good.
Every WiiU game is a commercial bomb. The WiiU is a commercial bomb, being downplayed because it's ok when Nintendo does it.
This some dank ass console warrior we have here.
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Critics wanted another Generations/Colors style of game and they didn't like it for not being that....and also Sonic clickbaits articles are always a ton of revenue.
I don't know why people put Colors in a higher position . There are a lot of problems in that game IMO.
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This some dank ass console warrior we have here.
What did he say that isn't true?
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I'm assuming its because
- It was built with a pc port in mind whereas Unleashed/Colors were not.
- the game is still relatively new and still somewhat in the public space.
- they felt that the game was a commercial flop because of the hardware it was shackled to.
But none of these points go hand and hand with Valkyria Chronicles, showing they're happy porting difficult to port titles and or older games.
I dunno, the decision making doesn't make much sense to me, just hope it doesn't flop and cause them to stop doing PC ports of other SEGA titles.
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@Sharky
Well, that is true. Video games aside, the Sonic Boom cartoon is the best thing that's happened to the franchise in years.
@Aki
Sonic Boom: Fire & Ice was delayed into 2016 and SEGA more than likely wanted a Sonic game to be released on November 2015. A PC port is good enough.
It's not like SEGA hasn't ported every other Sonic title (like Sonic Riders and Sonic Heroes, for example). And I don't think, it'll deter SEGA from porting more games.
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But none of these points go hand and hand with Valkyria Chronicles, showing they're happy porting difficult to port titles and or older games.
Why would you assume these releases were mutually exclusive? The reasons why VC were released on steam could be very different from why they've decided to release SLW. I'm leaning towards this being a matter of convenience.
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This some dank ass console warrior we have here.
For stating the obvious?
If you can name a 3rd party game that sold more than a million on the WiiU I'll give 200.000 dollars.
Protip: I won't because there is none.
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Nice news , though the game should have been from the start.
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Seems like an odd decision. But I'm okay with it. Wasn't a big fan of the main game but really curious to see what fans do to fix up the game mechanics. Making it so holding the button to make Sonic go slower instead and raising his default speed would be a good start. Game is way too slow by default.
Game was probably released to fill the void of there being no major Sonic release outside of smartphones this year.
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Well the game is designed to be slower. I don't think its slow, just slow compared to modern Sonic game. I would say its running speed is actually around the same pace as the Genesis games.
Though Lost World just tries a lot with gimmicks that aren't the best fleshed out. Though in the end of the day, Sonic's retro outings also had gimmicks at stages.
Its a weird ... thing. Its 3D, but tries to take stuff from the 2D games and just didn't feel right. Why? Everytime I play modern Sonic games I'm looking for the boost button and stuff. SEGA has done it so long that going to a moderate paced game is too jarring for new fans.
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Slowing Sonic down didn't bother me personally. I kind of felt they needed to, but like you said, they added a lot of other mechanics that for me, just didn't feel right. The Mario Galaxy style, the power ups, level design etc. It's not at all a bad game as such, just not that great either.
I'm not sure how they can balance Sonic right though as fans from different generations etc will want different things.
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For me SEGA just needs to go back to Sonic Adv - That to me nailed Sonic in 3D . Just build on that game (if its nothing more than a next gen remake in part) That's what I like to see .
I really thought with Gen and Colors and the daytime sections of Unleashed SEGA were getting very close to an totally amazing Sonic 3D game . There are almost there and the team and tech is always good . So I have hopes the next Sonic will be great too
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I have to agree. I'd love to see another Sonic Adventure style of game where they refine it. Lose some of the unnecessary stuff (other pointless playable modes) and at least try and have a story etc.
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I have to agree. I'd love to see another Sonic Adventure style of game where they refine it. Lose some of the unnecessary stuff (other pointless playable modes) and at least try and have a story etc.
Yep just work on it and build on that game. Even if its little more than a remake with flash next gen graphics and no issues of clipping or camera work . It's still the best Sonic game I played in 3D with the best Sonic 3d levels in any of the 3d games and still 'for me' feels the most Sonic game since he went 3D.
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Sorta related, but I gotta say, after seeing how Sonic Team potrays Zazz in Sonic Runners, my liking of the deadly six went up a lot. Zazz comes off as some crazed Satanist, keeps yelling about how hes going to send Sonic and friends straight to hell. It's hilarious. To be honest this personality fits his design so much better too. Makes me wish someone would translate the Japanese Lost World script in English. I get a feeling its really different from the filtered unfunny SEGA West version.
(http://i.imgur.com/CsbssMj.jpg)
(http://board.sonicstadium.org/uploads/monthly_2015_10/image.jpg.87a0bfee0b4503d3d57a62a504e44a6a.jpg)
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The thing is, that's not a writer trying to be funny. It's just a barebones, unlocalized translation of the original Japanese text. This is very standard anime badguy banter.
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The thing is, that's not a writer trying to be funny. It's just a barebones, unlocalized translation of the original Japanese text. This is very standard anime badguy banter.
Why would anyone want anything else.
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Why would anyone want anything else.
That mostly comes down to taste. A great localization can give something its own identity and flavor without compromising the integrity of the original. Phantasy Star Zero for example had a fan-fucking-tastic localization behind it, giving the characters a life and flavor that would have been completely lost in a direct literal translation of the Japanese script. When you try to port conversations from one culture to another directly, it can lead to some confusion.
地獄 or "Hell", for example isn't a curse in Japanese. It doesn't carry the same stigma or weight at all. So Zazz saying "hell this" and "hell that" is actually not a completely accurate translation. People often mistake the original Japanese script for being "more mature" when that really isn't the case at all. The precise diction just doesn't carry over 1:1.
EDIT: I'm having intense Deja vu right now I'm pretty sure we all argued about this not more than a month ago ahaha
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(http://i.imgur.com/ugpEFfa.png)
intersting. This port is being done by Sonic Team right?
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(http://i.imgur.com/ugpEFfa.png)
intersting. This port is being done by Sonic Team right?
I believe so.
Also, positive reviews on this Steam port are going to pay off big and help make up for the money SEGA didn't make 2 years ago.
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That's exactly the type of feedback that will make me double-dip on this one.
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We'll see... I bet it still gets a tepid reception. Was the controls ever a big complaint about the game?
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How are the controls better? Because it is using the usual controller we're used to and not the Wii U Gamepad?
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We'll see... I bet it still gets a tepid reception. Was the controls ever a big complaint about the game?
Yes. They were.
It was the very first Sonic game for Wii U designed for the stylus controller. Stylus itself is not easy to manipulate especially since OLED is much,much better executed.
I'd imagine this game will be fun on Ultrabook.
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(http://i.imgur.com/ugpEFfa.png)
intersting. This port is being done by Sonic Team right?
Holy shit if its (a bit) more than just a port
We'll see... I bet it still gets a tepid reception. Was the controls ever a big complaint about the game?
Yes. The controls were wful. No build up acceleration but instant speed, and stopping is very abrupt. Just very unnatural. Running in circles feels like it doesnt recognize 360 degree circles. only 8 directions like on a d pad. While you could get used to it, going back to the game after a while is a pain
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wait, are you guys pulling my leg? Is the port actually different?
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We'll see... I bet it still gets a tepid reception. Was the controls ever a big complaint about the game?
I've seen people complain about specific things, like for example how finicky the parkour system is when running on walls and you can get caught even on small ledges, or how being forced to use the gyro and touch controls for the Wisp powerups was annoying (which was fixed in a later patch).
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SLW's crippling flaw is it's level design. Anything else is merely annoying. The level design is complete ass for a number of levels. You will throw your gamepad in frustration at the lava mountain mine cart level.
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SLW's crippling flaw is it's level design. Anything else is merely annoying. The level design is complete ass for a number of levels. You will throw your gamepad in frustration at the lava mountain mine cart level.
The Stylus function is a pain in the ass to use when you have a level design feature inspired by a 32X developed game.
Like I stated, Ultrabook's OLED feature may make this a better feature. So if anyone has a Touch screen Ultrabook, might be able to probably utilize the game's core design better.
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My personal "Controls" gripe was that I pretty much had to hold down a button for 99% of the game. That's some Mario crap right there. They fix that, or make it optional and I'll buy again.
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My personal "Controls" gripe was that I pretty much had to hold down a button for 99% of the game. That's some Mario crap right there. They fix that, or make it optional and I'll buy again.
Holding a trigger is not a hard thing to do. Every racing game ever made essentially has you hold a button the whole game too.
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The Stylus function is a pain in the ass to use when you have a level design feature inspired by a 32X developed game.
Like I stated, Ultrabook's OLED feature may make this a better feature. So if anyone has a Touch screen Ultrabook, might be able to probably utilize the game's core design better.
What is this stylus function you keep mentioning?
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What is this stylus function you keep mentioning?
The Wii U Gamepad uses "Stylus" LCD Touchscreen Technology. Which is basic Touchscreen tech that limits index finger use and GUI function to only grids(corners on the screen). Meaning unlike OLED, its incapable of using Free Way Multi sensor touch. This is the same tech used for DS & 3DS.
Stylus was first used on PDAs & Tiger's Game.com in the late 1990s.
OLED is used in primarily ALL Mobile devices and Touchscreen Ultrabooks.
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That much I know but I dont recall the game having any stylus/touch screen control schemes unless I missed something
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That much I know but I dont recall the game having any stylus/touch screen control schemes unless I missed something
All Wii U games designed to work with Gamepad use Stylus for menu function,GUI e.t.c.
Sonic Runners on Mobile uses OLED only for controls. Because of this, SEGA designed a special "Two Way Trackball" function that allows both foward movement with a single roll of your index finger, and a GUI 360 circle function that allows users to balance interface for the configuration on the screen.
Perhaps had Gamepad been design with OLED, SLW could have properly utilized this function.
What I was saying is that, with the PC port and remaster, an Ultrabook can FULLY utilize these features, thus SEGA likely may have been able to add this to the PC version.
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Holding a trigger is not a hard thing to do. Every racing game ever made essentially has you hold a button the whole game too.
Hard no, annoying yes.
Your racing game analogy is bad. The trigger in those are simulating the gas pedal. There is no such equivalent in running. That's why having a "run fast" button is dumb mario crap.
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So its 30€ here. Im gonna pass and just read impressions about the controls then
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Hard no, annoying yes.
Your racing game analogy is bad. The trigger in those are simulating the gas pedal. There is no such equivalent in running. That's why having a "run fast" button is dumb mario crap.
It wasn't an analogy, I was just using an example of how it's not a big deal at all. And I still don't see why it's dumb just because it's usually a Mario mechanic. It works great for Mario after all? If the walk had been a bit faster and better animated, and the run a bit faster as well, it could have been great.
different ≠ bad
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It wasn't an analogy, I was just using an example of how it's not a big deal at all. And I still don't see why it's dumb just because it's usually a Mario mechanic. It works great for Mario after all? If the walk had been a bit faster and better animated, and the run a bit faster as well, it could have been great.
different ≠ bad
Hey if you like mario, good for you. Personally, I don't like mario games, so that "mario mechanic" doesn't work great in my opinion. Also, I thought the running speed in Sonic LW was perfect. It was just dumb that all of a sudden, for the first time ever in Sonic games, I now had to hold down a button to get it and thus adapting a crappy mario-esque play style. Which hey, might be your thing, but is my "Personal Gripe" with the game.
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Thing was, the Gamepad triggers are a cinch to hold down. They have very little give and your finger is typically placed near or on them anyway. So on the Wii U, it wasn't a big deal. However, I probably wouldn't like it on a 360 pad.
Anyway, so with all this talk of improved controls, do we know what has improved or changed?
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Hey if you like mario, good for you. Personally, I don't like mario games, so that "mario mechanic" doesn't work great in my opinion. Also, I thought the running speed in Sonic LW was perfect. It was just dumb that all of a sudden, for the first time ever in Sonic games, I now had to hold down a button to get it and thus adapting a crappy mario-esque play style. Which hey, might be your thing, but is my "Personal Gripe" with the game.
It doesn't feel too drastically different form the original Sonic Genesis games.
People constantly say Sonic is all about speed, but Sonic games back in the day did have an emphasis on actual platforming a fair amount of times. In fact going at those trademark lightning fast speeds were rare, with only a few zones like Chemical Plant Zone and Mushroom Hill Zone giving you any sort of freedom to do so. Sonic Lost World didn't feel drastically different in that regard, yet now it's a problem when it isn't anything new?
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Thing was, the Gamepad triggers are a cinch to hold down. They have very little give and your finger is typically placed near or on them anyway. So on the Wii U, it wasn't a big deal. However, I probably wouldn't like it on a 360 pad.
Anyway, so with all this talk of improved controls, do we know what has improved or changed?
Ive seen no notable changes in this video
https://www.youtube.com/watch?v=DaYHci2Q1sk
Looks like pretty much the same game.
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Reading the reviews on Steam. They're positive, but no deep graphics or control options.
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Thing was, the Gamepad triggers are a cinch to hold down. They have very little give and your finger is typically placed near or on them anyway. So on the Wii U, it wasn't a big deal. However, I probably wouldn't like it on a 360 pad.
Anyway, so with all this talk of improved controls, do we know what has improved or changed?
As far as I can tell, just placebo from switching from the Wii U controller to more standard controllers. Game plays the same.
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I hate the movement and controls. And the level design fluctuates from mediocre to downright terrible so far.
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People keep saying that the PC port is locked at 60FPS, but the Wii U version was also like that. I played the Wii U version and I never noticed any lag whatsoever, at a consistent 60FPS. Unless they're also saying the cutscenes are at 60FPS too?
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Game is just...I don't know. Who asked this? Not terrible, not great, not even that good, it's just flaccid, is what it is.
Just gimme Boost to Win or Classic Sonic. It's not hard.
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People keep saying that the PC port is locked at 60FPS, but the Wii U version was also like that. I played the Wii U version and I never noticed any lag whatsoever, at a consistent 60FPS. Unless they're also saying the cutscenes are at 60FPS too?
It's just people with $3000 dollar super computers complaining they can't play the game at 300FPS or something. No one except them cares if a game can run above 60.
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I like this game. You all go eat a bag of dicks.
I'm waiting for a price drop tho
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The game has some good and some bad but ultimately it isn't what I want from Sonic... Some levels are great, others are meh, I'm not at all a fan of the whole cylinder level design. The hold a button to run is a terrible design choice for Sonic too.
Music is good, graphics are sharp and nice to look at... I actually quite like the stylized aesthetic and I like Sonics animation, feels like theres just a little bit more care given to the way he animates, little flourishes and such.
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The big thing with SLW is that for all its failures it was trying to address a serious problem with Sonic that has plagued him since SA1: how sonic navigates a 3d space.
I know a lot of people think Colors/Generations/Unleashed play just fine but when you remove the boost and homing attack from the equation, the game is a hot slimy uncontrollable mess. The slightest twitch of movement will all too easily send the poor hedgehog careening off a cliff and precision platforming was more or less impossible. SLW took to this problem and sought to give players a more deliberate and interactive experience. You can climb trees. You can wall run. You can smash crystals for rings. You can bounce off sheep. The whole point was to make Sonic's world feel interactive for the first time in years, not just a twitch based reflex test of homing attacks and rainbow rings.
If the game had showcased levels that emphasized this in the later half of the game instead of resorting to cheap gimmicks and horribly unfair trial and error gameplay, they could have had something special on their hands. What the engine needed to flourish was wide open areas akin to Desert Ruins Act 1 and the Hyrule dlc level. The 2d levels were crap and only padded things out with unimaginative platforming. Lose em.
So, no, SLW definitely wasn't a "flaccid waste of time". It was an attempt (with mixed results) at actually fixing a problem that Unleashed/Colors/Generations just glazed over with the boost mechanic. I want to play a game where Sonic is fun to control with a world that is fun to be in and SLW at least tried to give me that.
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I talked to a friend yesterday while they were playing it, and the impression they gave me definitely got me interested. The thing that set me off was they said it's a game that had a lot of really good elements that was held back by a single thing. Those are the kind of flawed experiences I love, so for what it's worth, the fact it tried something new even if it didn't fully succeed is what's making me want to play it.
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It's just people with $3000 dollar super computers complaining they can't play the game at 300FPS or something. No one except them cares if a game can run above 60.
Sour Grapes and Salt.
I like this game. You all go eat a bag of dicks.I'm waiting for a price drop tho
$30 is not too shabby, but I agree $20 might have been the perfect sweet spot.
This release needs to do well, if you all want your Unleashed or Colors PC remaster.
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If $20 is your sweet spot, Get Games has Lost World for $24 USD, and the code "EGL" brings it down to about $22.50-ish. I know that's a sale as opposed to the actual price, just figured I'd throw that out for anyone on the fence.
EDIT: \/ Yep.
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If $20 is your sweet spot, Get Games has Lost World for $24 USD, and the code "EGL" brings it down to about $22.50-ish. I know that's a sale as opposed to the actual price, just figured I'd throw that out for anyone on the fence.
The Steam version, right?
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If the game had showcased levels that emphasized this in the later half of the game instead of resorting to cheap gimmicks and horribly unfair trial and error gameplay, they could have had something special on their hands. What the engine needed to flourish was wide open areas akin to Desert Ruins Act 1 and the Hyrule dlc level.
Much agreed on this point. SLW was a delight to play when given open spaces. I kind of want to compare controlling Sonic in Lost World to playing Jet Set Radio or Just Cause 2. A lot of the fun comes from simply what the players are able to do with the character they're controlling, and figuring out how to traverse the environments was a large part of the fun.
The problem was, they didn't exploit this, so large spaces or stages that required utilizing Sonic's skills were few and far between. Thinking back, JSR and JSRF did this in later stages.
I recall people pointing to the 3DS version saying it was the better game because it did this. And while the 3DS version did require the player to utilize Sonic's skills more than the Wii U version, it was not the better game (mainly due to too many bottomless pits, recycled content, and a rushed ending).
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Seems to have pretty positive feedback on steam, that's good.
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Music is fucking great and cheery (It's Sega, no surprises there), I think Sonic Team finally managed to land an artstyle that mixes old and new without looking forced but I barely feel the need to finishing this.
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Just managed to play the port. Jesus...seriously SEGA? It's awful. No depth of field, blurry, horrible image quality...Couldn't stomach it.
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You sure it's the port and not your computer? The only complaints about the port I heard is that if your computer's slightly too weak to play at 60fps, then the entire game just plain slows down instead of skipping frames.
I haven't heard any gripes about awful, blurry image quality.
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I'm over specs. Maybe it just doesn't like my computer for some other reasons.
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Okay, got it working fine now. Now sure what that was all about, but after a reboot it worked fine. Still looks a bit rough due to what seems like little anti-aliasing and the images could of been better quality, but still good all round.