I know he's an edgelord, bit I actually still kind of like Shadow.
The level looks neat too.
... Did the old sonic games always had a minecraft looking world?
[QUOTE=Shakma;52697542]... Did the old sonic games always had a minecraft looking world?[/QUOTE]
I'm gonna wager the Shadow levels have cheaper production qualities due to being a free DLC on the side.
[QUOTE=BlindSniper17;52697562]I'm gonna wager the Shadow levels have cheaper production qualities due to being a free DLC on the side.[/QUOTE]
wait for the paid DLC for silver :P
It's nice to see Shadow as a playable character in a main series game after awhile. It's also nice to get a little backstory on how he joined (or got brainwashed by) Infinite. However the level design looks kind of bland and uninteresting and devolves into a homing attack fest pretty fast. To be fair though it's a work in progress so I can't be too harsh on it.
Looks about the quality of the bonus missions in Generations level design wise, passable but nothing to call home about
That remix of Supporting Me had me sold.
That boost sound effect is ancient light from sonic adventure.
I don't know, every level I see of this game the level desing always seems extremely uninspired.
Sonic Colors also suffered from that a bit, but it was mainly because they decided to add like 7 acts per planet and those levels were usually short.
Here it seems like a major step down from Generations.
[QUOTE=Psyke89;52702141]I don't know, every level I see of this game the level desing always seems extremely uninspired.
Sonic Colors also suffered from that a bit, but it was mainly because they decided to add like 7 acts per planet and those levels were usually short.
Here it seems like a major step down from Generations.[/QUOTE]
Two of the biggest "rooms" in this were the exact same room, and everything looks like blocks.
[QUOTE=Jonii;52702391]Two of the biggest "rooms" in this were the exact same room, and everything looks like blocks.[/QUOTE]
They're just loading already existing stage geometry and slapping different object placement over it. Things like enemies, items, springs, and those generic looking crates that make up 90% of what you see in that level are loaded from a separate file and can be switched around to make a "new" stage out of an old one. They did that in Sonic Colors and Sonic Generations, the latter case was just for side missions. Free or not its lazy as hell.
Why the fuck is everything made of crates? What kind of cheapo level design is this?
[QUOTE=Cyanlime;52706661]Why the fuck is everything made of crates? What kind of cheapo level design is this?[/QUOTE]The game's probably "finished" and they basically took pre-existing levels and slapped a lot of boxes and platforms together rather than dedicate excess dev time to entirely new mapping and content.
Believe me though, I really hate the level design even when they're not cheaping out.
IIRC, even Generations had different versions of levels that sometimes basically prop-spammed the original level, I think as challenges or something.
[QUOTE=Octopod;52706748]IIRC, even Generations had different versions of levels that sometimes basically prop-spammed the original level, I think as challenges or something.[/QUOTE]
It made sense for challenges since they're meant to be like minigame snippets, some using core gameplay and others really messing with shit. Effective resource management to reuse those miles worth of level assets and design with some spikes, boxes and platforms to rearrange them for something new, rather than create whole new fields of stage design solely for what are basically completion percentage filler. Colors did a lot of this too, recycling even main path areas you may of just gone through to have mandatory gimmick acts that, often enough, don't even last a minute if you know what to do.
the whole thing practically played itself
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