kriswright said:@nate38
...I'd shout at you for that one if I wasn't aware you were a big-time Sonic fan.
There are parts of Sonic games where it takes control from the player, sure. Those are no different, by the way, from those moments in Galaxy where they take control away from the player to whizz around space for a few seconds. They're "beauty shots" and a reward for playing the game, as far as I can tell. If the dynamic camera angles we're seeing here are just from automated sections like that, I'm ok with it. But there certainly have been Sonic games where you've had to run toward the camera and those sections have pretty much always been terrible. I just hope we're not seeing more of that, here.
I was thinking about qualifying my post with exceptions but I knew I wouldn't have to. Not with you, kris baby.
The only running-toward-the-camera section I remember where player input mattered even a little was running away from the GUN Truck in SA2's city escape. Even that was mostly brainless unless you were going for the ramps or ring trails.
But there's a pretty big difference between Galaxy's launch stars and 3D Sonic's showoff-moments. The big issue with the loops and valleys in 3D Sonic is that you DO have some control...but only to screw yourself over. It's like a QTE where the button prompt doesn't show up, which would be a lot worse if the prompt wasn't always EVERYTHING'S CHANGING BUT DON'T PANIC JUST KEEP HOLDING THE STICK DOWN AND YOU WON'T DIE. In Mario Galaxy, it's very clear that Mario's launch star antics are fully automated; they're showy little rewards in between each platforming challenge, and you know it's coming when you see that big orange star. In Sonic Adventure, you just get this sudden camera change after hitting a speed booster and the controls are
mostly inhibited, but not fully. It's not like it ruins the game once you figure out to just keep holding the control stick down, but it's an awkward half-measure that frequently pops up when you might not expect it. And it makes up like half of the stage design in Sonic Adventure. Take them out and you've basically got Crash Bandicoot with aim-assist.
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on: 05/29/13, 03:53 |