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Posted: Sat May 21, 2005 8:10 am
Sonic Rush gameplay movie: www.n-next.com/SonicRush.wmv
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Posted: Sat May 21, 2005 10:55 am
Wow. This is a pleasant suprise. Thanks Nua.
*Downloads*
WOW! Looks just as fast and frantic as Advance, and seems to flow like a dream. Only worry is the level design from that viewpoint seems too "Run to the right"
Still. I'm happy so far biggrin
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Posted: Sat May 21, 2005 11:16 am
Samwise Chubb Wow. This is a pleasant suprise. Thanks Nua. *Downloads* WOW! Looks just as fast and frantic as Advance, and seems to flow like a dream. Only worry is the level design from that viewpoint seems too "Run to the right" Still. I'm happy so far biggrin If it wasn't for the eye candy, I'd say that it looked pretty much like a copy of the original Sonic Advance engine to me. And being able to just stick a brick on the right-hand button of the d-pad (unless you were hunting special stage rings) was the major flaw of the first two games as far as I was concerned.
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Posted: Sat May 21, 2005 11:24 am
The link's not working for me crying
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Posted: Sat May 21, 2005 11:34 am
ChibiMaryn The link's not working for me crying Are you trying to download it directly to your desktop or play it as-is? Either way, have you any kind of firewall or pop-up blocker installed?
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Posted: Sun May 22, 2005 11:03 am
http://robert.host-masters.net/vids/e3-2.mov
Boss fight footage. The 2.5d really shines here, showing that the camera does move about (at least, during a boss fight it does)
Imagining "double the danger" boss fights, with this format is making me grin.
Note that the boss is very much like Egg Viper.
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Posted: Sun May 22, 2005 12:49 pm
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Posted: Wed May 25, 2005 7:35 am
Let's bear in mind the games have always had run-right sections. It's just a matter of whether they break them up properly.
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Posted: Wed May 25, 2005 8:55 am
Xagarath Ankor Let's bear in mind the games have always had run-right sections. It's just a matter of whether they break them up properly. Indeed. There's a difference between having to run left-to-right, and the sort of game where you could just stick a brick on the d-pad's right-hand button whilst you make the tea.
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Posted: Wed May 25, 2005 8:57 am
Nuala Xagarath Ankor Let's bear in mind the games have always had run-right sections. It's just a matter of whether they break them up properly. Indeed. There's a difference between having to run left-to-right, and the sort of game where you could just stick a brick on the d-pad's right-hand button whilst you make the tea. Like Sonic Advance 2, for instance. (Coughs)
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Posted: Thu May 26, 2005 3:50 am
Yeah, I know. That's why I want levels to be like Marble or Chemical Plant zones. Sure the exit is on the right, but there's alot of going up and down, left and right to get there.
It feels like they've been too lazy to make any detailed and mazed maps since about Chaotix. Even S3&K shows signs of them not really bothering to pad out the map (but, S3&K had HUGE maps in the first place, so it didn't really matter. Either way, you're not finishing in less than 2 minutes)
Sonic Advance 3 was a return of decent level design. Let's just hope the quality stays up.
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Posted: Thu May 26, 2005 5:46 am
Samwise Chubb Yeah, I know. That's why I want levels to be like Marble or Chemical Plant zones. Sure the exit is on the right, but there's alot of going up and down, left and right to get there. It feels like they've been too lazy to make any detailed and mazed maps since about Chaotix. Even S3&K shows signs of them not really bothering to pad out the map (but, S3&K had HUGE maps in the first place, so it didn't really matter. Either way, you're not finishing in less than 2 minutes) Sonic Advance 3 was a return of decent level design. Let's just hope the quality stays up. Except, possibly, Chaos Angel 3. I never took to that style of level...
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Posted: Thu May 26, 2005 7:23 am
Xagarath Ankor Samwise Chubb Yeah, I know. That's why I want levels to be like Marble or Chemical Plant zones. Sure the exit is on the right, but there's alot of going up and down, left and right to get there. It feels like they've been too lazy to make any detailed and mazed maps since about Chaotix. Even S3&K shows signs of them not really bothering to pad out the map (but, S3&K had HUGE maps in the first place, so it didn't really matter. Either way, you're not finishing in less than 2 minutes) Sonic Advance 3 was a return of decent level design. Let's just hope the quality stays up. Except, possibly, Chaos Angel 3. I never took to that style of level... Funnily enough, I loved that level. That actually having to slow down, keep your eyes open and think ahead a little was something that's been missing from the franchise since somewhere around S3&K.
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Posted: Thu Jun 02, 2005 3:22 am
Nuala Xagarath Ankor Samwise Chubb Yeah, I know. That's why I want levels to be like Marble or Chemical Plant zones. Sure the exit is on the right, but there's alot of going up and down, left and right to get there. It feels like they've been too lazy to make any detailed and mazed maps since about Chaotix. Even S3&K shows signs of them not really bothering to pad out the map (but, S3&K had HUGE maps in the first place, so it didn't really matter. Either way, you're not finishing in less than 2 minutes) Sonic Advance 3 was a return of decent level design. Let's just hope the quality stays up. Except, possibly, Chaos Angel 3. I never took to that style of level... Funnily enough, I loved that level. That actually having to slow down, keep your eyes open and think ahead a little was something that's been missing from the franchise since somewhere around S3&K. Suppose so, but I would've thought that'd apply to the first two Acts as well. Them I really liked.
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Posted: Thu Jun 02, 2005 10:32 am
Xagarath Ankor Suppose so, but I would've thought that'd apply to the first two Acts as well. Them I really liked. Yep. The landscape actually seemed - for once - as though it was designed by the sort of enemy who wanted to kill you.
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