9/11/2023 0 Comments Games like rhythm doctorSpeed Jungle is a good execution on this idea. "So, the first zone is going to be the traditional, standard, very core, 'this-is-a-Sonic-game.' But that second stage, we want to be speedy and fun and fast. "For the Sonic games that I create, I have kind of a methodology for how I create things, and I always want the second stage to be this fun, speedy, fast experience," Iizuka says. Speed Jungle Zone, the other level I had previously played at Summer Game Fest, immediately sets itself apart from the opening Zone. This form looks intimidating, but nothing a well-timed jump can't handle.Īfter Bridge Island Zone let me get my bearings and familiarize myself with the controls, I used the rest of my hands-on time to see what other locales this game has to offer. Sure enough, it is, and Eggman abandons the walker and flies toward Sonic with spikes and electricity at his disposal. Using the Avatar Emerald Power, I make quick work of the evil doctor, but in my excitement to use the power, I neglect to consider that it could be a multi-phase fight. Even as a designer, it was a lot of fun to create these drastic changes in the world, drastic changes in gameplay that created that fun element when you play through from Act 1 to Act 2."Īfter Act 1's boss battle, which was essentially just a chase sequence involving a giant fish robot, Act 2's boss battle is a proper fight against Eggman in a walker with boxing gloves. But it was really impactful when we got to Sonic 3 to be able to change the visuals and also change the gameplay style to bring this variation in Act 1 and Act 2, and as a, that dynamic shift was very fun. "That system was put in place because for Sonic 1 and 2, things were kind of static, and you'd have the same kind of fun and same gameplay in Act 1 just carry over into Act 2. "That kind of dynamic change all started with Sonic 3," Iizuka says. In Act 2, Bridge Island Zone transitions from daytime to sunset, immediately setting this second act apart from its predecessor. I also discover a giant gold ring and a giant blue ring, both of which take me to this game's Special Stages (learn more about Special Stages and Chaos Emeralds in Sonic Superstars here). In Bridge Island alone, I find the standard blue shield power-up, a magnet power-up that pulls nearby rings to you, and the always-fun running shoes. That's why multi-pathways are essential for level design even if you fall, there's another route below, or if you play well, you can get to the path above."Įxploration is crucial in these stages, with power-ups and other important points of interest littering each zone. If you die every time that happens, you won't want to go fast. When you combine Sonic's speed with side-scrolling, there's no way to avoid sudden falls or places where you can't see where you will land. "Multi-pathways are one of the critical elements in designing a Classic Sonic 2D platformer," Iizuka says. It's safe to say that the branching-path level design is back in full force in Sonic Superstars. As I speed through the stage, I'm rewarded for exploration. It's our very standard, go-to, 'this-is-a-Sonic-experience' zone."īridge Island features several familiar enemies, including Crabmeat, Buzz Bomber, and Chopper, but it also includes new wall-run sections. It feels very true to the Classic Sonic games. "We see the water it's got that oceanside, beachside, waterfront kind of feel, it's got bright colors, and it's very fun to run around in. "Bridge Island is that quintessential Sonic-y feel," Iizuka says. Sonic Superstars' first zone, Bridge Island Zone, features similar themes and aesthetics to other starting zones like Green Hill and Emerald Hill, but its design is wholly unique from those. While you won't find Green Hill Zone or Chemical Plant, the inspiration from past games is clear.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |