Sonic Adventure™ 2

Sonic Adventure™ 2

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Ikagura 29 Jan 2021 @ 10:40pm
Somersault isn't that good of a game mechanic
At least the boost game's gliding was good for the flow but in SA2 your momentum was killed by this action.

Also light spin dash shouldn't be bound to the same button as it.
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NBOX21 29 Jan 2021 @ 11:07pm 
Eh, you rarely ever use it anyway, so it's not even that big of a deal to me. In in the times where it's mandatory, it doesn't even feel like much of a pace breaker considering how infrequent they are.

And there's an easy way to avoid using the spin dash instead of the somersault - tap the button instead of holding it down. Not sure why you would though seeing as the spin dash is vastly superior in every way and actually allows for some cool shortcuts if done properly.

I do agree that the slide in the boost games was better seeing as they keep your forward momentum going and don't slow you down like the somersault does. I'm just saying that's it's barely an issue, at least not enough to harm my enjoyment of these games.
Diposting pertama kali oleh NBOX21:
Eh, you rarely ever use it anyway, so it's not even that big of a deal to me. In in the times where it's mandatory, it doesn't even feel like much of a pace breaker considering how infrequent they are.

And there's an easy way to avoid using the spin dash instead of the somersault - tap the button instead of holding it down. Not sure why you would though seeing as the spin dash is vastly superior in every way and actually allows for some cool shortcuts if done properly.

I do agree that the slide in the boost games was better seeing as they keep your forward momentum going and don't slow you down like the somersault does. I'm just saying that's it's barely an issue, at least not enough to harm my enjoyment of these games.

I agree with you NBOX.

Speaking of the slide being better, that's why Shadow the Hedgehog uses both the Spin Dash and slide instead of the somersault. The former is great for putting out fires & getting through low gaps from a standstill (since you gain momentum from using it) and the latter is just as useful as it is in later games since you can get through those same gaps while running without any speed loss.

It's also very useful for speedrunning past those two fans on Air Fleet with the right timing, plus you can get some good air from a well timed slide up a slope when running fast enough. You can even slide tackle groups of enemies to get past them without taking damage like in a game of football while keeping your speed. That comes in handy more than a little bit, especially in the trench areas of Final Haunt.

Sonic 2006 did the same thing, but it only really works in the fixed fan remake. (Sonic P-06) The original spin dash and slides were downgraded from Shadow in the original 2006 due to its unfinished state so you were better off abusing the blue gem.
Terakhir diedit oleh Dark Redshift; 30 Jan 2021 @ 8:13am
NBOX21 30 Jan 2021 @ 11:52am 
Diposting pertama kali oleh Dark Redshift:
Speaking of the slide being better, that's why Shadow the Hedgehog uses both the Spin Dash and slide instead of the somersault. The former is great for putting out fires & getting through low gaps from a standstill (since you gain momentum from using it) and the latter is just as useful as it is in later games since you can get through those same gaps while running without any speed loss.
Wait, Shadow also used the slide? It's been a while since I last played it (only have the PS2 version at the moment) but I don't recall ever using the slide mechanic, nor do I even remember its existence. I will say I definitely used the spin dash a lot for the same reasons I did the Adventure games, sometimes abusing it to take shortcuts and secret routes that would normally not be possible.
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Speaking of the slide being better, that's why Shadow the Hedgehog uses both the Spin Dash and slide instead of the somersault. The former is great for putting out fires & getting through low gaps from a standstill (since you gain momentum from using it) and the latter is just as useful as it is in later games since you can get through those same gaps while running without any speed loss.
Wait, Shadow also used the slide? It's been a while since I last played it (only have the PS2 version at the moment) but I don't recall ever using the slide mechanic, nor do I even remember its existence. I will say I definitely used the spin dash a lot for the same reasons I did the Adventure games, sometimes abusing it to take shortcuts and secret routes that would normally not be possible.

You can only slide in Shadow by pressing the B button/Circle button when running fast enough unlike the somersault. (Action & Fire are swapped around on Gamecube so the latter uses X) If you're too slow or end up stopping, it's sometimes easier to spin dash instead of getting a run up for a slide.
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Barkey 5 Feb 2021 @ 1:25pm 
It's unnessasary
Ikagura 5 Feb 2021 @ 4:03pm 
Diposting pertama kali oleh Bark Bark:
It's unnessasary
I agree a lot there.

I'm glad that they replaced it by gliding in the boost game, it had a better flow and wasn't too annoying to use.
Barkey 5 Feb 2021 @ 4:14pm 
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It's unnessasary
I agree a lot there.

I'm glad that they replaced it by gliding in the boost game, it had a better flow and wasn't too annoying to use.
yeah, it only is like barriers to break, and crap. The game would lose nothing of value if it was removed.
Ikagura 5 Feb 2021 @ 4:19pm 
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I agree a lot there.

I'm glad that they replaced it by gliding in the boost game, it had a better flow and wasn't too annoying to use.
yeah, it only is like barriers to break, and crap. The game would lose nothing of value if it was removed.
I still don't get the whole deal with SA2 and boxes, they added a ton of them in the game and it was not necessary...

Maybe for the mech shooting stages or even the treasure hunting one but the speed stages should not have artificial way to make sonic/shadow slow down...
NBOX21 5 Feb 2021 @ 4:28pm 
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I still don't get the whole deal with SA2 and boxes, they added a ton of them in the game and it was not necessary...

Maybe for the mech shooting stages or even the treasure hunting one but the speed stages should not have artificial way to make sonic/shadow slow down...
The beauty of crates in platformers is that they use very few polygons and thus are very good ways of saving memory and optimising performance, hence why Crash Bandicoot was well known for its crates since that was the intent of having them in the first place.

Many other platformers use crates as level gimmicks to save on memory and resources, and it's not just Sonic games, but Ratchet & Clank games do this as well.

For the same reasons crates in those games make for clever obstacles to overcome in a 3D space, they work for Sonic games as well.
Terakhir diedit oleh NBOX21; 5 Feb 2021 @ 4:28pm
Diposting pertama kali oleh NBOX21:
Diposting pertama kali oleh Ikagura:
I still don't get the whole deal with SA2 and boxes, they added a ton of them in the game and it was not necessary...

Maybe for the mech shooting stages or even the treasure hunting one but the speed stages should not have artificial way to make sonic/shadow slow down...
The beauty of crates in platformers is that they use very few polygons and thus are very good ways of saving memory and optimising performance, hence why Crash Bandicoot was well known for its crates since that was the intent of having them in the first place.

Many other platformers use crates as level gimmicks to save on memory and resources, and it's not just Sonic games, but Ratchet & Clank games do this as well.

For the same reasons crates in those games make for clever obstacles to overcome in a 3D space, they work for Sonic games as well.

Not to mention Doom 1's Containment Area: that level's main gimmick is a crate maze which allowed id to have large open spaces without taxing the engine. Half Life took it further by hiding goodies inside crates like ammo or health, encouraging you to break them with the crowbar as early as the training level. They also had the benefit of putting crate mazes in areas where it made sense compared to Doom (as far as Goldsrc allowed anyway).

Let's not forget the cardboard box in Metal Gear Solid. Not a crate, but the same idea and easier to render on the PS1 than a bush or haystack.
Terakhir diedit oleh Dark Redshift; 5 Feb 2021 @ 4:37pm
Barkey 5 Feb 2021 @ 4:55pm 
Diposting pertama kali oleh Dark Redshift:
Diposting pertama kali oleh NBOX21:
The beauty of crates in platformers is that they use very few polygons and thus are very good ways of saving memory and optimising performance, hence why Crash Bandicoot was well known for its crates since that was the intent of having them in the first place.

Many other platformers use crates as level gimmicks to save on memory and resources, and it's not just Sonic games, but Ratchet & Clank games do this as well.

For the same reasons crates in those games make for clever obstacles to overcome in a 3D space, they work for Sonic games as well.

Not to mention Doom 1's Containment Area: that level's main gimmick is a crate maze which allowed id to have large open spaces without taxing the engine. Half Life took it further by hiding goodies inside crates like ammo or health, encouraging you to break them with the crowbar as early as the training level. They also had the benefit of putting crate mazes in areas where it made sense compared to Doom (as far as Goldsrc allowed anyway).

Let's not forget the cardboard box in Metal Gear Solid. Not a crate, but the same idea and easier to render on the PS1 than a bush or haystack.
I am a big fan of this game, but come on like the somersault is just a press button to get through, it doesn't ruin the game though
Ikagura 5 Feb 2021 @ 10:52pm 
Diposting pertama kali oleh NBOX21:
Diposting pertama kali oleh Ikagura:
I still don't get the whole deal with SA2 and boxes, they added a ton of them in the game and it was not necessary...

Maybe for the mech shooting stages or even the treasure hunting one but the speed stages should not have artificial way to make sonic/shadow slow down...
The beauty of crates in platformers is that they use very few polygons and thus are very good ways of saving memory and optimising performance, hence why Crash Bandicoot was well known for its crates since that was the intent of having them in the first place.

Many other platformers use crates as level gimmicks to save on memory and resources, and it's not just Sonic games, but Ratchet & Clank games do this as well.

For the same reasons crates in those games make for clever obstacles to overcome in a 3D space, they work for Sonic games as well.
It was fine in Crash Bandicoot or Mario (even if Mario 64 barely had any boxes aside from those punchable blocks) and SA1 was fine without those as well.

I'm very glad they tonned down the boxes after Sonic 2006.
Diposting pertama kali oleh Dark Redshift:
Let's not forget the cardboard box in Metal Gear Solid. Not a crate, but the same idea and easier to render on the PS1 than a bush or haystack.
Because most of the time you're in a base with a lot of metal, not a forest nor a jungle like MGS 3...
Terakhir diedit oleh Ikagura; 5 Feb 2021 @ 10:52pm
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Tanggal Diposting: 29 Jan 2021 @ 10:40pm
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