Posted: Fri May 31, 2013 9:06 pm
I'm going to like the PARKOUR in this game, as long as it's good.
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None of this makes any sensekadosho wrote:I dunno, parkour may work out well. Its not the typical Sonic action game that we're used to. Past tense since its formulated off of X-Treme's engine design vs Tony Hawk. And it will be up to us to "tilt" the in-game world, so Sonic has a bit more fluid movement. Think of it as pinball without a skateboard.
I legit smiled and even did a small chuckle at your response to kadosho's.Reknoc wrote:None of this makes any sense
Ever heard of freerunning? If not, it's pretty much this: http://www.youtube.com/watch?v=NX7QNWEGcNIQuills on Wheels wrote:Alright now I'm serious what this Parkour means. I thought it didn't mean anything important probably but with so many posts mentioning it, I'm curious. Are we just talking about the automated walking or what?
That’s also where the Parkour system comes into play. “In previous 3D Sonic games, even if you're running through a level at top speed, if you hit an obstacle you stop instantly,” Iizuka explained. “To avoid this, we added a new action to keep Sonic running, even when you hit an obstacle. To make sure it only happens when you want it to, it's triggered by the player holding the run button.” Like any game, automating actions brings a certain risk, but doing nothing means Sonic games continue to run into a brick wall – literally in the case of gameplay.
What's so hard to understand? When there's a wall and you run into it at high speeds Sonic will automatically grab the ledge and continue running except pressing the jump button to get over it. Or when there's a tight corridor with walls running along the side you can try to run on them when there's a obstacle in the way. (Prince of Persia and Mirrors Edge comes to my mind.)Quills on Wheels wrote:I think I understand now... a bit...