Sonic 4 Episode II

Strictly SEGA related discussion.
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Gavvie
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Post by Gavvie »

TheChaosBlue wrote:I know it's personal opinion, but I can't but have a little chuckle at that post. Sorry really...
Please correct me on this, but by what you're saying, I'm feeling that Sky Sanctuary was ruined for you because of those Marben Garden hover/spinning platforms?

And again, personal opinion I know, but c'mon.... XD
No, I'm going to agree with Rek here, the spinning platforms in Sky Sanctuary was a horrible idea which really broke the pace of the level. I wasn't fond of that bit at all.
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Post by Reknoc »

TheChaosBlue wrote:I know it's personal opinion, but I can't but have a little chuckle at that post. Sorry really...
Please correct me on this, but by what you're saying, I'm feeling that Sky Sanctuary was ruined for you because of those Marben Garden hover/spinning platforms?

And again, personal opinion I know, but c'mon.... XD
Boring gimmicks that aren't very fun makes levels not very fun, news at 10.
TheChaosBlue wrote:And other than in Generations, what else has Marble Garden elements have been intergrated into other Sonic games? Just asking.
Sonic 4 Episode 2

edit: Actually, if Sonic 4 Episode 1 was anything to go by then bad gimmicks will be pretty much at home here.
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Post by TCB »

Reknoc wrote:Boring gimmicks that aren't very fun makes levels not very fun, news at 10.



Sonic 4 Episode 2

edit: Actually, if Sonic 4 Episode 1 was anything to go by then bad gimmicks will be pretty much at home here.

Who says this one is particularly boring? It sounds like one thing that you find bad to you or sounds bad to you makes it bad for everyone else. And it that's not the case and I'm being a jerk-ass, then sorry and I understand.

I liked the gimmick and it wasn't that substantial to make the whole level crap.

I will agree on using rehashed gimmicks that SEGA are going to fawn over to make Episode 2 'good'. That's just poor and shows how it's lack of creativity. but again I will remain postive on this.

This is making me smile a lot though.
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Post by Twinny »

I'm fine if they use certain gimmicks in this game, I hope they just don't overdo it.
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Post by metalgamer »

I better duck and cover now then... I like the spinning platforms, it brought a good challenge on generations at first, but once I figured out how it worked, it's not that hard to control, I got a S rank on the amy race first time. I've never played the original Sky Sancturary though.
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Post by TCB »

The spinning platforms are fine for some, and disliked for others that's all there is to it. And I liked how the added incentive of them breaking at a certain point in time and you control from the get go.
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Post by Reknoc »

The thing is though, there was no reason for them to be there in the first place. Not only were they not very fun they also added nothing of value to the level. Just like in Marble Garden really, only this time in a stage where they don't belong.
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Post by TCB »

Reknoc wrote:The thing is though, there was no reason for them to be there in the first place. Not only were they not very fun they also added nothing of value to the level. Just like in Marble Garden really, only this time in a stage where they don't belong.

What? It was there to be a small homage to Sonic 3 in HD Generations, along the lines of Hydrocity elements in Classic Seaside Hill. I found the spinning platfroms to add a little challenge the level itself.

And in Marble Garden, it was one of the main gimmicks in the level to actually progress through. How the original use for them sucks there (where it was actually implemented into the level for the character to utilize)?
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Post by Reknoc »

TheChaosBlue wrote:What? It was there to be a small homage to Sonic 3 in HD Generations, along the lines of Hydrocity elements in Classic Seaside Hill. I found the spinning platfroms to add a little challenge the level itself.
There are better ways to tribute Sonic 3 though, I mean the level itself would have mostly been enough. No need to add something from that one Zone no one really likes all that much.
TheChaosBlue wrote:And in Marble Garden, it was one of the main gimmicks in the level to actually progress through. How the original use for them sucks there (where it was actually implemented into the level for the character to utilize)?
Right, and Marble Garden is a bad level. Being required doesn't make something magically good, it just makes that section a chore on extra play throughs. Just like the Gigante fight on Resident Evil 5, just because it's required doesn't suddenly make it fun!
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Post by TCB »

Reknoc wrote:There are better ways to tribute Sonic 3 though, I mean the level itself would have mostly been enough. No need to add something from that one Zone no one really likes all that much.



Right, and Marble Garden is a bad level. Being required doesn't make something magically good, it just makes that section a chore on extra play throughs. Just like the Gigante fight on Resident Evil 5, just because it's required doesn't suddenly make it fun!

Heh, I never said that that was the only representation on Sonic 3. And yes, there are other 'homages' from said game. However , I see it as Marbl Garden and Sky Sanctuary are both centered around the Floating Island concept. But still I stand with the notion that not everyone hates Marble Garden. Clearly I like the level for what it is. So what you said in the first point is rather moot and already wrong.

That bad is Marble Garden? Please tell me that's personal opinion, because we end this meaningless stuff right here and now if what you posted didn't sound like it's fact and justifiable. Because there's no way that I can't...I mean wow...

Who else here doesn't like Marble Garden? This is really bringing me alive now!

But, really...there's no other disscussion here except between the two of us...slow week huh?
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