well after seeing that its defiantly a labyrinth zone remake but really asks the question are their any stages anyone would like to see on a 3d platform. for me its gotta b chemical plant or hill top zone. oh and for anyone whos seen the vid. did sonic seem faster in this video compared to play test at SoS?Wolfdemon59 wrote:Anyway...Back to Sonic 4.
NEW TRAILER
http://www.youtube.com/watch?v=QFNIgxtL ... _embedded#!
Good look at Lost Labyrinth Zone.
AND IGN preview
http://uk.xboxlive.ign.com/articles/111/1117226p1.html
Sonic the Hedgehog 4
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Alrighty then, after those posts I did about always talking about PAX, etc, etc. I think it's time to focus on one game that many are hyped for, especially here.
And oddly enough, tis Duke Nukem Forever!
...okay, it's Sonic 4. (Duke's still valid, though.)
So, I got a chance to try the demo available at PAX, the game was playable for the public on the 360 and the Wii, thus making me go for the HD version.
And I do admit...the game looks gorgeous. At least, they tried to do a Sonic HD, and that's what they're getting to. Now, the goddamn level designs!
As for the gameplay...well...let's say it's in the middle. It's good, but not amazingly good. Of course, the level design was focused for those who want to use (or not) the homing attack, but still, the Homing attack does kinda help you in the game, I gotta admit that. But most of the time, it confuses you, when you're hitting an enemy or a spring.
As I was only able to play the first act (the rest was playable, but they limited to one act per person), I can't say much, but I can say this: Be ready for Sonic 4. It's happening. It will be good, it will not be good. It depends on how you play it.
And oddly enough, tis Duke Nukem Forever!
...okay, it's Sonic 4. (Duke's still valid, though.)
So, I got a chance to try the demo available at PAX, the game was playable for the public on the 360 and the Wii, thus making me go for the HD version.
And I do admit...the game looks gorgeous. At least, they tried to do a Sonic HD, and that's what they're getting to. Now, the goddamn level designs!
As for the gameplay...well...let's say it's in the middle. It's good, but not amazingly good. Of course, the level design was focused for those who want to use (or not) the homing attack, but still, the Homing attack does kinda help you in the game, I gotta admit that. But most of the time, it confuses you, when you're hitting an enemy or a spring.
As I was only able to play the first act (the rest was playable, but they limited to one act per person), I can't say much, but I can say this: Be ready for Sonic 4. It's happening. It will be good, it will not be good. It depends on how you play it.
I live here now!
New Sonic 4 Trailer showing off Casino Street Zone
http://www.youtube.com/watch?v=Lsqcsz2s ... r_embedded
http://www.youtube.com/watch?v=Lsqcsz2s ... r_embedded
So watcha guys think?Joystiq wrote:Every Sonic game needs a casino level, so it is written in the Sonic Gaming Bible™. In Sonic the Hedgehog 4: Episode 1, that need will be filled by Casino Streets Zone, the latest complete area revealed for the game. Like every other locale, it's split up into three progressively tougher acts, followed by a boss battle with the rotund Eggman.
I couldn't pound on Sonic's portly nemesis, but the three acts I was able to explore offered a mixture of precision-based platforming segments and, uh, cannons. What sort of casinos have you been visiting, Sega?
"Every single one of our traditional Sonic games on the Genesis, whether it be Sonic 1, 2, or 3, we've always had sort of a casino level," Sega's brand manager for Sonic 4, Ken Balough, told me during my preview of the new area. "So keeping with that theme, I think it's kinda important that we continue that here. Casino Streets Zone isn't inspired by any of the previous ones, it's a casino-style zone and we definitely wanted to bring that to the consumers."
[INDENT] One of the more unique areas I've seen from the game.
[/INDENT] Sure, there are some Badniks sprinkled throughout, but navigating through the neon-lit gambler's paradise poses several threats to Sonic. Not every situation can be conquered through brute force; it's navigating the terrain and calculating the next step on the fly that got me through all three acts.
Balough told me that it was all about striking an equilibrium between enemies and environmental mechanics in Casino Streets Zone. "When it came to each of these levels, we toyed with the idea of how many enemies would be overwhelming to the player. The enemies that we do have in it work really well for the Zone -- like the enemies with the shields that Sonic kinda pings off of. Considering that there are a lot of other traps in the environment, those kind of things can really set the player off and kill them, but the fact that you might be running incredibly fast and hit one of the Badniks with the shields and it springs you back, it may end up throwing you back into a trap that you thought you had escaped from. So those ideas, we definitely wanted to toy with, but we wanted to achieve a balance, where the environmental mechanics stood out as much as the enemies so I think we struck a good equilibrium here, but, obviously, it's up to the players to tell us what they think."
I'll admit right now that I'm not the best Sonic player out there -- the people sitting in that room, watching while I played, will all take to the grave how many lives I lost to the floating card platforming segment in Act Two. But even though Casino Nights is a zone that requires a lot of reflexes and quick timing, my initial failure to adapt to that play style never deterred my enjoyment.
A lot of Casino Streets, save for the slot machine segments seen in the series prior to Sonic 4, is all about timing -- anybody can run across the stage, but nailing those homing attacks to reach higher platforms or knowing when to jump from the ceiling during an intense speed-pad sequence yields rewards. For one, there are plenty of pinball launchers Sonic can roll into that launch him high into the air, making more paths accessible and allowing Sonic to flip more cards or gather more rings.
The aforementioned cannons play the biggest role in Casino Streets Zone and are gradually introduced throughout the prior Acts. It's simple: Sonic hops into a cannon; you aim the cannon; and Sonic is blasted out. Rings indicate the best trajectories, but later on the game leaves it to you to make that call.
The benefit to finding these alternate pathways is obviously collecting more stuff, but throughout the level there are cards that Sonic can touch and flip around. The quicker you flip them, and the more of them you flip, gives Sonic a chance to match up cards. Get three Sonic heads and you've got yourself another life, for example. It's only a matter of finding these pockets of cards and touching them.
I came away impressed with Sonic 4: Episode 1's Casino Streets Zone. All of the branching pathways and the interactivity of the level really helped define it as one of the more unique areas I've seen from the game. Compared to the introductory Splash Hill Zone, Casino Streets required a lot more skill and precision, and that felt like a far more rewarding Sonic experience.

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Ladies and gentlemen...
Better start saving. I did that.
Sauce.Sonic Stadium wrote:According to this link from IGN, Sonic 4 will be out as soon as next week.
iPhone will get it first on October 7 (No price mentioned as of yet.)
Wii Shop Channel on October 11 for 1500 points
PSN on October 12 for $14.99 / £9.99 / €12.99 / AU$19.95
And finally, 360 Arcade on October 13 for 1200 points
Better start saving. I did that.
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