Gamespot's Site Mashup

Written By Kom Limpulnam on Jumat, 18 Oktober 2013 | 21.51

Gamespot's Site MashupMetal Gear Solid V won't be "limited to one console", says KojimaRandom Encounter - Saw II: Flesh & BloodSonic Lost World Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 18 Oct 2013 07:01:53 -0700 http://www.gamespot.com/articles/metal-gear-solid-v-won-t-be-limited-to-one-console-says-kojima/1100-6415654/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2346455-3749208371-maxre.jpg" data-ref-id="1300-2346455" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2346455-3749208371-maxre.jpg" data-ref-id="1300-2346455"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2346455-3749208371-maxre.jpg"></a></figure><p style="">Metal Gear Solid creator Hideo Kojima has teased the idea of <a href="/metal-gear-solid-v-the-phantom-pain/" data-ref-id="false">Metal Gear V: The Phantom Pain</a> incorporating itself around multiple devices.</p><p dir="ltr" style="">Speaking in <a href="http://uk.ign.com/videos/2013/10/17/metal-gear-solid-5-kojima-on-reinventing-the-series" rel="nofollow">an interview on IGN</a>, Kojima said that he considered the idea of multiplatform development after Metal Gear Solid 4, and created Peace Walker around the idea of a game players could access whenever they wanted.</p><p dir="ltr" style="">"When making [Metal Gear Solid V prologue chapter] Ground Zeroes," he said, "I wasn't thinking along the lines of 'what went wrong last time?' or 'what improvements do i need to make?' That's not really the way I work. I try to think 'what do I want to do?' Then I try to make that happen. With Metal Gear Solid 4 we were somewhat limited technology-wise. At that point, I wanted to work on multi-platform development, which is why I started work on the Fox engine. I wanted to make something in an open world. Snake infiltrating in the rain, all those things I wanted to make six years ago, I think those are becoming a reality here in Ground Zeroes."</p><p dir="ltr" style="">"MGS 4 was a turning point: the engine, the multi-platform, and online elements. Moving forward I wanted to have a Metal Gear Solid that you could play on whatever you wanted. And that's how we created Peace Walker. Now we're presenting something again that's console-only, but that's not actually true of Metal Gear Solid V."</p><p dir="ltr" style="">"Metal Gear Solid V will have many more elements that aren't limited to one console. You'll be able to play the game on whatever you want, whenever you want."</p><p dir="ltr" style="">Kojima acknowledges that hardware restrictions will be a factor to these ambitions, however. "There are always hardware limitations though. Technology will always impose restrictions. Although so many things can be done with next-gen hardware, that means we have to make some hard choices. And that's the soul of the creative process--making choices and deciding what to do with your time. One thing that has helped us deal with many of those hard choices is the Fox engine."</p><p dir="ltr" style="">Elsewhere in the interview, Kojima discusses the relationship between Ground Zeroes and The Phantom Pain, and talks about the challenges of making Metal Gear Solid V an open world game. "Metal Gear Solid V: The Phantom Pain is a huge game with a vast open world. Ground Zeroes serves as the prologue episode. For Metal Gear fans, it may be a bit confusing to step into that huge open world of Phantom Pain, so Ground Zeroes is the first step in between, where players will experience a more compact and controlled prologue episode."</p><p dir="ltr" style="">"Metal Gear, so far, has been a somewhat linear game. We expected players to go through the game in a certain way, and we placed enemies accordingly. When we turned MGS into an open world game [with Metal Gear Solid V], it turns out the player wound up in situations where they could be spotted from any direction 360 degrees around them. Sometimes, you wouldn't know where you were spotted from. We first wanted to give the player a notice--you were spotted here at this angle, and also to give them one chance to defeat the enemy within a certain time frame. Then it wouldn't be counted as the player being spotted."</p><p dir="ltr" style="">"That's part of the gameplay modifications we're working on now. One thing I want to make clear is that this will not make the game much easier. With the stress and tension levels that players will experience going through the game, I can guarantee that it's not going to make the game easier for anyone."</p><p dir="ltr" style="">Metal Gear Solid V: The Phantom Pain will be released for Xbox One, PlayStation 4, PlayStation 3, and Xbox 360. Kojima Productions has not set a release date.</p><div data-embed-type="video" data-ref-id="2300-6414968" data-width="100%" data-height="100%"><iframe src="/videos/embed/6414968/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Fri, 18 Oct 2013 06:39:00 -0700 http://www.gamespot.com/articles/metal-gear-solid-v-won-t-be-limited-to-one-console-says-kojima/1100-6415654/ http://www.gamespot.com/videos/random-encounter-saw-ii-flesh-blood/2300-6415649/ Danny pulls a key out of a dudes face, solves clock puzzles, and fights men with sticks in this random encounter with Saw 2. Fri, 18 Oct 2013 03:27:00 -0700 http://www.gamespot.com/videos/random-encounter-saw-ii-flesh-blood/2300-6415649/ http://www.gamespot.com/reviews/sonic-lost-world-review/1900-6415478/ <p style="">I vividly remember finally nabbing that final star in <a href="/super-mario-galaxy-2/" data-ref-id="false">Mario Galaxy 2</a>. It had taken weeks of planning the perfect route, and timing each and every button press to guide Mario across that agonising collection of spinning platforms and deathly gravity traps. In a way, it was an oddly torturous experience, but--for that feeling of elation upon reaching the glorious golden star--an entirely worthy one. Sonic Lost World so desperately wants to capture that feeling. The trouble is, where Galaxy presented its more difficult challenges only to those who actively chose to pursue them, Lost World bombards you with arduous platforming trials at every turn.</p><p style="">The first level, for example, is a take on the classic Green Hill zones of past Sonic games. Long grass-covered cylinders and floating planetoids are home to complex spring arrangements and rolling spiked balls that leave just the tiniest of gaps for you to squeeze through. Then there are the enemies--some heavily armoured, others camouflaged onto walls--that lie directly in the path of speed boosters and at the end of long spring-aided jumps. It's all the inordinately tricky platforming of Galaxy without any of the gentle trials needed to ease you into it.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/917/9176928/2344078-sonic_%21.jpg" data-ref-id="1300-2344078" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/917/9176928/2344078-sonic_%21.jpg" data-ref-id="1300-2344078"><img src="http://static.gamespot.com/uploads/scale_super/917/9176928/2344078-sonic_%21.jpg"></a></figure><p style="">That's odd considering this is a game that shamelessly lifts ideas from its plumber-fronted rival. Each of its levels are filled with the same free-floating islands and gravity-based trickery that made Galaxy such a success, and even includes those super tricky tunnels and half-pipes that slide you along at a pace while you nudge into rings and avoid deadly spikes. Frozen Factory throws slippery surfaces into the mix, with one wrong move hurtling Sonic off into space, while Tropical Coast throws you into a lush tropical environment filled with some familiar-looking planetoids. Even the boss battles are similar, with one fireball-dodging session an almost like-for-like replica of Mario's Bowser battle atop a small planet.</p><blockquote data-size="medium" data-align="left"><p style="">This is a game that shamelessly lifts ideas from its plumber-fronted rival.</p></blockquote><p style="">Lost World's copying isn't necessarily a bad thing. After all, if you're going to take ideas from anywhere, it might as well be from Galaxy. Sometimes this approach works. You might have to use gravity to guide a giant apple into a mincer on a small planetoid, carefully avoiding enemy fire before leaping into the stream of juice to catapult to another area. Or, you might have to deftly guide a Sonic snowball around a series of intricate platforms, much like the levels in Galaxy where you manoeuvre Mario atop a giant ball.</p><p style="">Unfortunately, a lot of the time Lost World lacks its rival's finesse. Sonic's raw speed sits uncomfortably alongside the gravity-based platforming, making it far too easy to suddenly leap off into oblivion. And while you can at least slow Sonic down to a more sedate pace, his overly twitchy movement makes it tricky to land on certain platforms, or perform the precise movements needed to nab one of the many red coins hidden amongst a level. Plus, a loose sense of depth means it's difficult to jump precisely onto switches to free trapped critters, and line up jumps, making the already difficult levels more taxing.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/917/9176928/2344089-sonic_3.jpg" data-ref-id="1300-2344089" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/917/9176928/2344089-sonic_3.jpg" data-ref-id="1300-2344089"><img src="http://static.gamespot.com/uploads/scale_medium/917/9176928/2344089-sonic_3.jpg"></a></figure><p style="">Lost World's own ideas often fall flat too. Rings placed alluringly up the sides of walls can be reached with a spot of parkour, but its implementation is clumsy. All too often I found myself cursing at the screen as Sonic failed to leap smoothly from a platform to a wall-run and frustratingly plunged to his death in endless space. The wisp powers of <a href="/sonic-colors/" data-ref-id="false">Sonic Colors</a>, such as drill, which lets you burrow through the ground to collect extra rings, and rocket, which lets you jet off to distant planetoids by aiming with the motion sensor, make a return, but they're more of an amusing aside than an integral part of Sonic's arsenal.</p><p style="">Then there are the new powers, such as eagle, which uses the motion sensor to fly Sonic through the air, but does so erratically, with an imprecision that makes collecting the bonus rings it puts tantalizingly within reach a nightmare. Each power is time limited too, and in the case of eagle, if you drift off course because of the frustrating motion controls, you're dropped off the planet to your death. Again.</p><p style="">Lost World fares better in its 2D sections, where some of the classic Sonic platforming magic makes an appearance. Zipping Sonic through loop-the-loops and smashing badniks to free the cutesy animals trapped within is great fun, with the depth and control niggles far less of an issue here. And while the challenges aren't all that imaginative--avoiding falling blocks and navigating banks of bouncy springs--they're way more enjoyable than the frustrating mishmash of speed and exploration found in the 3D sections. Unfortunately, here too a misjudged level of difficulty stifles progress; I defy anyone not to develop an unhealthy hatred of the all-seeing owl that unleashes an insta-death flurry of bats when you wander into its evil, gazing spotlights.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/917/9176928/2344082-sonic_2.jpg" data-ref-id="1300-2344082" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/917/9176928/2344082-sonic_2.jpg" data-ref-id="1300-2344082"><img src="http://static.gamespot.com/uploads/scale_super/917/9176928/2344082-sonic_2.jpg"></a></figure><p style="">The fact that these moments are thrown into the main story arc is baffling and immensely frustrating too. At least you're not missing much when it comes to the story, which plays out like a Saturday-morning kids' show, complete with grating <i>90210</i> voice acting and a gross overuse of the word "bro." Plus, while it's not going to win any awards for its art style, Lost World's colourful visuals are easy on the eye, and even raise a smile or two during its more esoteric moments, with the candy-based platforms of Desert Ruin being a particular highlight.</p><blockquote data-size="large" data-align="center"><p style="">Sonic Lost World desperately wants to be Mario Galaxy, but in overtly coveting the great Italian plumber, it smothers the talents of its blazing blue hedgehog.</p></blockquote><p style="">If you opt for the 3DS version of Lost World don't expect a dramatically different, or better experience: both the story and zones are the same. There are some redesigned levels to accommodate the 3DS version's simplified powers (reminiscent of the shield-based power-ups from Sonic 3), but the same design, control, and difficulty issues remain.</p><p style="">That some inoffensive visuals and a few fun 2D sections are the highlights of a largely 3D game is telling. Sonic Lost World desperately wants to be Mario Galaxy, but in overtly coveting the great Italian plumber, it smothers the talents of its blazing blue hedgehog. There were moments when I thought it might all come together, when Sonic's fun, if slightly erratic, speed would be matched to levels that were intelligently designed to make the most of it. There were some brief glimpses of that, but for the most part, Sonic Lost World is confused and derivative, and tries far too hard to be clever without any clever design to back it up.</p> Fri, 18 Oct 2013 01:00:00 -0700 http://www.gamespot.com/reviews/sonic-lost-world-review/1900-6415478/

Gamespot's Site MashupMetal Gear Solid V won't be "limited to one console", says KojimaRandom Encounter - Saw II: Flesh & BloodSonic Lost World Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Fri, 18 Oct 2013 07:01:53 -0700 http://www.gamespot.com/articles/metal-gear-solid-v-won-t-be-limited-to-one-console-says-kojima/1100-6415654/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/1493/14930800/2346455-3749208371-maxre.jpg" data-ref-id="1300-2346455" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/1493/14930800/2346455-3749208371-maxre.jpg" data-ref-id="1300-2346455"><img src="http://static.gamespot.com/uploads/scale_super/1493/14930800/2346455-3749208371-maxre.jpg"></a></figure><p style="">Metal Gear Solid creator Hideo Kojima has teased the idea of <a href="/metal-gear-solid-v-the-phantom-pain/" data-ref-id="false">Metal Gear V: The Phantom Pain</a> incorporating itself around multiple devices.</p><p dir="ltr" style="">Speaking in <a href="http://uk.ign.com/videos/2013/10/17/metal-gear-solid-5-kojima-on-reinventing-the-series" rel="nofollow">an interview on IGN</a>, Kojima said that he considered the idea of multiplatform development after Metal Gear Solid 4, and created Peace Walker around the idea of a game players could access whenever they wanted.</p><p dir="ltr" style="">"When making [Metal Gear Solid V prologue chapter] Ground Zeroes," he said, "I wasn't thinking along the lines of 'what went wrong last time?' or 'what improvements do i need to make?' That's not really the way I work. I try to think 'what do I want to do?' Then I try to make that happen. With Metal Gear Solid 4 we were somewhat limited technology-wise. At that point, I wanted to work on multi-platform development, which is why I started work on the Fox engine. I wanted to make something in an open world. Snake infiltrating in the rain, all those things I wanted to make six years ago, I think those are becoming a reality here in Ground Zeroes."</p><p dir="ltr" style="">"MGS 4 was a turning point: the engine, the multi-platform, and online elements. Moving forward I wanted to have a Metal Gear Solid that you could play on whatever you wanted. And that's how we created Peace Walker. Now we're presenting something again that's console-only, but that's not actually true of Metal Gear Solid V."</p><p dir="ltr" style="">"Metal Gear Solid V will have many more elements that aren't limited to one console. You'll be able to play the game on whatever you want, whenever you want."</p><p dir="ltr" style="">Kojima acknowledges that hardware restrictions will be a factor to these ambitions, however. "There are always hardware limitations though. Technology will always impose restrictions. Although so many things can be done with next-gen hardware, that means we have to make some hard choices. And that's the soul of the creative process--making choices and deciding what to do with your time. One thing that has helped us deal with many of those hard choices is the Fox engine."</p><p dir="ltr" style="">Elsewhere in the interview, Kojima discusses the relationship between Ground Zeroes and The Phantom Pain, and talks about the challenges of making Metal Gear Solid V an open world game. "Metal Gear Solid V: The Phantom Pain is a huge game with a vast open world. Ground Zeroes serves as the prologue episode. For Metal Gear fans, it may be a bit confusing to step into that huge open world of Phantom Pain, so Ground Zeroes is the first step in between, where players will experience a more compact and controlled prologue episode."</p><p dir="ltr" style="">"Metal Gear, so far, has been a somewhat linear game. We expected players to go through the game in a certain way, and we placed enemies accordingly. When we turned MGS into an open world game [with Metal Gear Solid V], it turns out the player wound up in situations where they could be spotted from any direction 360 degrees around them. Sometimes, you wouldn't know where you were spotted from. We first wanted to give the player a notice--you were spotted here at this angle, and also to give them one chance to defeat the enemy within a certain time frame. Then it wouldn't be counted as the player being spotted."</p><p dir="ltr" style="">"That's part of the gameplay modifications we're working on now. One thing I want to make clear is that this will not make the game much easier. With the stress and tension levels that players will experience going through the game, I can guarantee that it's not going to make the game easier for anyone."</p><p dir="ltr" style="">Metal Gear Solid V: The Phantom Pain will be released for Xbox One, PlayStation 4, PlayStation 3, and Xbox 360. Kojima Productions has not set a release date.</p><div data-embed-type="video" data-ref-id="2300-6414968" data-width="100%" data-height="100%"><iframe src="/videos/embed/6414968/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p dir="ltr" style=""> </p> Fri, 18 Oct 2013 06:39:00 -0700 http://www.gamespot.com/articles/metal-gear-solid-v-won-t-be-limited-to-one-console-says-kojima/1100-6415654/ http://www.gamespot.com/videos/random-encounter-saw-ii-flesh-blood/2300-6415649/ Danny pulls a key out of a dudes face, solves clock puzzles, and fights men with sticks in this random encounter with Saw 2. Fri, 18 Oct 2013 03:27:00 -0700 http://www.gamespot.com/videos/random-encounter-saw-ii-flesh-blood/2300-6415649/ http://www.gamespot.com/reviews/sonic-lost-world-review/1900-6415478/ <p style="">I vividly remember finally nabbing that final star in <a href="/super-mario-galaxy-2/" data-ref-id="false">Mario Galaxy 2</a>. It had taken weeks of planning the perfect route, and timing each and every button press to guide Mario across that agonising collection of spinning platforms and deathly gravity traps. In a way, it was an oddly torturous experience, but--for that feeling of elation upon reaching the glorious golden star--an entirely worthy one. Sonic Lost World so desperately wants to capture that feeling. The trouble is, where Galaxy presented its more difficult challenges only to those who actively chose to pursue them, Lost World bombards you with arduous platforming trials at every turn.</p><p style="">The first level, for example, is a take on the classic Green Hill zones of past Sonic games. Long grass-covered cylinders and floating planetoids are home to complex spring arrangements and rolling spiked balls that leave just the tiniest of gaps for you to squeeze through. Then there are the enemies--some heavily armoured, others camouflaged onto walls--that lie directly in the path of speed boosters and at the end of long spring-aided jumps. It's all the inordinately tricky platforming of Galaxy without any of the gentle trials needed to ease you into it.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/917/9176928/2344078-sonic_%21.jpg" data-ref-id="1300-2344078" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/917/9176928/2344078-sonic_%21.jpg" data-ref-id="1300-2344078"><img src="http://static.gamespot.com/uploads/scale_super/917/9176928/2344078-sonic_%21.jpg"></a></figure><p style="">That's odd considering this is a game that shamelessly lifts ideas from its plumber-fronted rival. Each of its levels are filled with the same free-floating islands and gravity-based trickery that made Galaxy such a success, and even includes those super tricky tunnels and half-pipes that slide you along at a pace while you nudge into rings and avoid deadly spikes. Frozen Factory throws slippery surfaces into the mix, with one wrong move hurtling Sonic off into space, while Tropical Coast throws you into a lush tropical environment filled with some familiar-looking planetoids. Even the boss battles are similar, with one fireball-dodging session an almost like-for-like replica of Mario's Bowser battle atop a small planet.</p><blockquote data-size="medium" data-align="left"><p style="">This is a game that shamelessly lifts ideas from its plumber-fronted rival.</p></blockquote><p style="">Lost World's copying isn't necessarily a bad thing. After all, if you're going to take ideas from anywhere, it might as well be from Galaxy. Sometimes this approach works. You might have to use gravity to guide a giant apple into a mincer on a small planetoid, carefully avoiding enemy fire before leaping into the stream of juice to catapult to another area. Or, you might have to deftly guide a Sonic snowball around a series of intricate platforms, much like the levels in Galaxy where you manoeuvre Mario atop a giant ball.</p><p style="">Unfortunately, a lot of the time Lost World lacks its rival's finesse. Sonic's raw speed sits uncomfortably alongside the gravity-based platforming, making it far too easy to suddenly leap off into oblivion. And while you can at least slow Sonic down to a more sedate pace, his overly twitchy movement makes it tricky to land on certain platforms, or perform the precise movements needed to nab one of the many red coins hidden amongst a level. Plus, a loose sense of depth means it's difficult to jump precisely onto switches to free trapped critters, and line up jumps, making the already difficult levels more taxing.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/917/9176928/2344089-sonic_3.jpg" data-ref-id="1300-2344089" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/917/9176928/2344089-sonic_3.jpg" data-ref-id="1300-2344089"><img src="http://static.gamespot.com/uploads/scale_medium/917/9176928/2344089-sonic_3.jpg"></a></figure><p style="">Lost World's own ideas often fall flat too. Rings placed alluringly up the sides of walls can be reached with a spot of parkour, but its implementation is clumsy. All too often I found myself cursing at the screen as Sonic failed to leap smoothly from a platform to a wall-run and frustratingly plunged to his death in endless space. The wisp powers of <a href="/sonic-colors/" data-ref-id="false">Sonic Colors</a>, such as drill, which lets you burrow through the ground to collect extra rings, and rocket, which lets you jet off to distant planetoids by aiming with the motion sensor, make a return, but they're more of an amusing aside than an integral part of Sonic's arsenal.</p><p style="">Then there are the new powers, such as eagle, which uses the motion sensor to fly Sonic through the air, but does so erratically, with an imprecision that makes collecting the bonus rings it puts tantalizingly within reach a nightmare. Each power is time limited too, and in the case of eagle, if you drift off course because of the frustrating motion controls, you're dropped off the planet to your death. Again.</p><p style="">Lost World fares better in its 2D sections, where some of the classic Sonic platforming magic makes an appearance. Zipping Sonic through loop-the-loops and smashing badniks to free the cutesy animals trapped within is great fun, with the depth and control niggles far less of an issue here. And while the challenges aren't all that imaginative--avoiding falling blocks and navigating banks of bouncy springs--they're way more enjoyable than the frustrating mishmash of speed and exploration found in the 3D sections. Unfortunately, here too a misjudged level of difficulty stifles progress; I defy anyone not to develop an unhealthy hatred of the all-seeing owl that unleashes an insta-death flurry of bats when you wander into its evil, gazing spotlights.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/917/9176928/2344082-sonic_2.jpg" data-ref-id="1300-2344082" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/917/9176928/2344082-sonic_2.jpg" data-ref-id="1300-2344082"><img src="http://static.gamespot.com/uploads/scale_super/917/9176928/2344082-sonic_2.jpg"></a></figure><p style="">The fact that these moments are thrown into the main story arc is baffling and immensely frustrating too. At least you're not missing much when it comes to the story, which plays out like a Saturday-morning kids' show, complete with grating <i>90210</i> voice acting and a gross overuse of the word "bro." Plus, while it's not going to win any awards for its art style, Lost World's colourful visuals are easy on the eye, and even raise a smile or two during its more esoteric moments, with the candy-based platforms of Desert Ruin being a particular highlight.</p><blockquote data-size="large" data-align="center"><p style="">Sonic Lost World desperately wants to be Mario Galaxy, but in overtly coveting the great Italian plumber, it smothers the talents of its blazing blue hedgehog.</p></blockquote><p style="">If you opt for the 3DS version of Lost World don't expect a dramatically different, or better experience: both the story and zones are the same. There are some redesigned levels to accommodate the 3DS version's simplified powers (reminiscent of the shield-based power-ups from Sonic 3), but the same design, control, and difficulty issues remain.</p><p style="">That some inoffensive visuals and a few fun 2D sections are the highlights of a largely 3D game is telling. Sonic Lost World desperately wants to be Mario Galaxy, but in overtly coveting the great Italian plumber, it smothers the talents of its blazing blue hedgehog. There were moments when I thought it might all come together, when Sonic's fun, if slightly erratic, speed would be matched to levels that were intelligently designed to make the most of it. There were some brief glimpses of that, but for the most part, Sonic Lost World is confused and derivative, and tries far too hard to be clever without any clever design to back it up.</p> Fri, 18 Oct 2013 01:00:00 -0700 http://www.gamespot.com/reviews/sonic-lost-world-review/1900-6415478/


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