Does Sonic Lost World PC have any mods like Generations did? New levels are preferred, model swaps are okay though
Just thought I'd check. There's some pretty good stuff for Generations so if the same happens here I might actually buy it.
>I know they're autists but they can't establish a modding community that quickly
How does the game hold up on older hardware? Generations is passable, but is lost world running on the hedgehog engine?
Pretty glad I won't have to bust R$130+ for a copy
From what I understand it's locked at 60fps (meaning if it runs slower than that there's physical slowdown) and there aren't adjustable graphics settings
I could be wrong about that second part though
Well ain't that some neat shit
So it's silky smooth slow-mo? There's no way in hell I'm picturing this the right way
I'm perfectly fine with this
The only dealbreakers for me in games running at subpar speeds are either janky as hell movement or sound effects and music being cut. If it's just slow-mp I'll enjoy the game no problem. Do we have a crack yet?
The game's internal time is set to assume that there are 60 frames being calculated each second (as opposed to using a deltaTime which calculates the physical time it took to produce the last frame which would account for a varying framerate)
What this means is if it takes longer than 1/60th of a second to generate a frame, the framerate will reduce and the overall speed of the game will too because it's still assuming that there was just 1/60th of a second since the last frame instead of whatever longer interval of time it really was
Imagine Sonic, but in a Mario game.
I'm not even exaggerating with this. It was retarded when people claimed that about Colors, but Lost World legitimately feels like Iizuka wanted to make a Mario game.
This, can someone explain the controls? whats this shit about holding triggers to fucking run? x to jump and square to boost was perfect for sonic and now they have to go and add all this other shit.
It's actually the best control scheme I've seen in a 3D Sonic. it basically boils down to
>Sonic has three different control types
>Types are toggled depending on how many shoulder buttons are held
>Standard movement is a jog. Used for platforming segments
>One shoulder button held makes the game control kind of like an Adventure game. Sonic now runs and you still have a lot of control over movement
>Both buttons held down make the game control like Unleashed/Generations. Fastest movement speed, but not a lot of control over direction. Tons of forward momentum
Basically you can toggle whatever type of movement works best for each segment of a stage. Works really well
Default speed is a light jog, to allow for more precise platforming (which they never capitalize on). Hold down one trigger to run at a speed a bit slower than the default run speed of most Sonic games. Hold down both triggers to "spin dash", which is really just a slightly faster run with Sonic rolling in a ball. In normal 3D sections you will be holding down one trigger 100% of the time and you will be holding down both triggers 75% of the time, wondering why the fuck they bothered doing it this way.
R to run and to parkour on walls (either up it or run on the side of it depending on what direction you're going/holding)
L to spindash (hold L, charge by mashing, let go then immedietally hold again until you want to stop)
Doing neither puts him in kind of a brisk jog
Its weird too, you get insta-momentum on the ground but theres actually momentum in the air (you need a running start or your jump will be pathetically short, stuff like that)
I think it works fine since for the most part the game is completely designed around it. Its not like they put in Lost World mechanics and threw you in boost-esque stages
The real problem with this game is the level design, its very hit or miss. My main concerns are the fruit levels, any cloud segments, the desert autoscroller, the 2 gliding autoscrollers (one is optional), the pinball, the stealth level, and the second rail level.
That sounds pretty good actually. Does the level design complement this at all?
i remember trying a wii u demo of it at FUCKING GAMESTOP a while ago and sonic felt very heavy when jumping. like you almost lose control of him when you jump, similar to mario. it actually took me a few tries to jump on the end capsule because of the weird jump momentum cancelling. also when i held down the trigger to run he pretty much lost the ability to turn. is that supposed to happen?
I forgot Lost World come out on Steam.
>Play Lost World at launch on Wii U
>Get all Red Star Rings
>Not even Super Sonic is fun
>Want to buy it
>Know I'll hate it
Fuck, I mean, Classic Sonic in Lost World, and a bunch of other shit is really tempting but fuck the actual game and doing all that shit again. Maybe when it goes on sale for like 5 or 10 dollars I'll get it.
been having a lot of fun with it so far, definitely enjoying it a lot more than generations
feels more like a mix between mario and sonic rather than the normal formula of just PURE SPEED.
>definitely enjoying it a lot more than generations
>also when i held down the trigger to run he pretty much lost the ability to turn. is that supposed to happen
I think you're supposed to use the spin dash for those situations since it doesn't lose momentum when turning up a slope
Hey, the desert autoscroller was good
Did you niggas even play this game, I'm talking about this one
I did the same thing with Sonic 06. I completed the game and got all the power ups for the characters. Fuck the silver medals because they serve no purpose. Lost World is legit bad.
The only tracks I don't like are the Tropical Coast ones because they sound too Mario-ish. The rest is pretty up to Sonic standards I think. Frozen Factory in particular being absolutely amazing.
You can turn off DoF, Shadows, and Grass. You can adjust the resolution, but it almost feels like it did nothing but resize the window.
I didn't care for it and forgot most of the tracks. I think Sonic needs another change up in the composer department and get some new people.
This is the only time I ever heard that, I thought the music was great. One of the few games where I actually really fucking liked the Desert music
The boss theme was kinda eh though, except for the final boss. It just seemed repetitive and slow and almost kind of generic. And like >>315611015 said Tropical Coast wasnt anything special either
>Sonic was originally designed so that it was incredibly easy to play and movement was completely fluid on multi layered level design
>Latest game requires lame as gear shifting mechanic that goes to waste and some of the most God awful level design and a parkour system that doesn't flow well with the rest I'd the gameplay
How far we've come
A lot of it felt incredibly Mario which I didn't like. Tropical Beach Act 3, Dessert Ruins, Desert Ruins Act 1 and the Sky Road Act with the dragons you run on had the best tracks in the game.
Do you honestly believe my statement didn't include that aspect that you had to point it out?
It was part of the original games that's for sure, but you fuckers jerking off to it like that's all there ever was to the games. The series hardly used it outside of set pieces like loops, going down Hills in Chemical Plant Zone or flying around in Launch Base Zone.
Rarely did the level design required the player to get past an obstacle using pinball logic. If they ever did require the player to stop and evaluate a situation, it was through classic platforming maneuvers and timing jumps over pits onto a floating platform.
You and your ilk make it seem like momentum was everything Sonic was about, when it was just a part of Sonic's fluidity.