c14543015b8a3c7b9acbca61ccac3210478277da095a8b71da October 2013 ~ GameRev

NaissanceE is a game, a philosophical trip and an artistic experience.

A world which seems to be alive, leading the player, manipulating him and playing with him for any reason.

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Sonic: Lost World review: An unfortunate discovery (3DS)

Anticipating a Sonic game is like playing an inverted version of Russian Roulette. The encouraging trailer serves as the single vacant chamber, while the memories of Sonic's most disappointing outings haunt those that remain. 2010's Sonic Colors was a surprise victory, managing to marry some enjoyable new mechanics with Sonic's speedy heritage.

Initially, the 3DS version of Sonic: Lost World felt like another impending miracle, but it seems that Sonic's recent success has come to its end. Lost World follows Sonic's venture through seven themed areas in an effort to stop Robotnik and The Deadly Six from draining the energy from the world. Clearing levels requires you to successfully navigate platforms, grind-rails and twisting tunnels, all while smashing robots with Sonic's spindash attacks and collecting as many rings as possible.




Lost World mixes classic with vivid and inspired landscapes, upholding each world's themed direction well enough to keep the scenery interesting. Sky Road's sunny opening fades into casino-themed trails of nightlife, and the botanically oriented opening to Silent Forest concludes with a moonlit evasion of spotlights. The frame rate is generally up to the action, but getting hit while carrying anything more than 30 rings drops it to something resembling a flip book with a few pages missing. The cutscenes also seem pixelated and blurry, even without the 3D effect turned on.

Both 3D and 2D levels exist in Lost World and encompass the majority of the series' notable modern mechanics, including spindash attacks, running across walls and bumpers that propel Sonic onto new paths. It also grants an encore to the Wisp creatures that were introduced in Colors. Wisps can be collected from capsules and deployed as a sort of powerup - the Asteroid Wisp collects enemies and platforms into an asteroid belt and grants a floaty second jump, for example.





Although its bag of tricks is gradually implemented and occasionally interesting, many of them feel like speed traps rather than satisfying additions. I have never wished to see complex, multi-chamber switch puzzles or blockades requiring specific bodycounts to proceed in a Sonic game, and Lost World has ensured that I never will.

What's conceptually sound isn't always reliable, either. The established lock-on system used to dash into enemies with homing attacks often dropped me right in front of a monster without actually dealing damage, typically resulting in an injured Sonic and an explosion of rings. Larger foes call for a charged homing attack, which boils down to dodging other obstacles while waiting for the reticle to triple-target enemies that often block Sonic's progress through a level. The same attack can be used for targeting chains of lesser foes, too, but its choice of subjects is often astounding. I burnt many lives trying to kill a single enemy in front of me and instead rocketing after something behind the camera or sailing over a chasm toward something I had no intention of targeting.

After consecutive failed attempts, Lost World spawns a capsule containing an RC unit meant to assist with clearing a difficult section, sort of like Nintendo's Super guide. Barreling down on a pack of monsters with a toy plane in tow that's furiously coating everything in sight with missiles is immensely gratifying, but it often feels more like a solution to the broken attack mechanics than an optional aide to frustrated players. Additional RC units, along with boost items like 1-ups and auras for Sonic that act like shields or magnets for rings, can be built in Tails' workshop using elemental resources that are awarded with the completion of each level.

The series' fondness for weaving alternate paths for players to explore in future plays is present in Lost World, but the pathways merge sloppily and result in confusing mazes. I frequently backtracked through passages that I thought were ultimately leading me to a level's conclusion, only to find a bumper or speed strip encouraging progress in the direction I had just come from. Aside from the detours, the main paths suffer from the unfortunately established tradition of punishing Sonic's speed with spikes and enemies that can't be anticipated, and can only be avoided after an initial failure. Worst of all, the sections that require Sonic to smash all of its resident baddies are unavoidable, reducing portions of stages into tired button mashing until everything is dead.


There are reasons to return to previously completed levels - each stage contains five hidden red star rings, many of which are fairly difficult to find. Wisp capsules also appear in levels preceding their introduction in the game, encouraging fresh attempts in an effort to see areas that weren't immediately accessible. There are even hidden stages, which thankfully are not limited to the special world that's entirely comprised of gyro-controlled Chaos Emerald levels in space. These gyro levels fail to captivate, but the hidden levels that offer alternate, resource-stripped versions of the game's main levels offer an additional challenge. However, the fatigue inspired by persevering over the main game's downfalls doesn't leave much of a desire for more.

The most frustrating thing about Lost World is that it's not consistently miserable. There are brief sections that feel competent and structured around the game's mechanics - Sparsely placed lines of enemies that immediately work with the homing attack and serve as bridges to platforms, or stretches of ramps and rails that encourage you to run as fast as possible without hiding a "gotcha" enemy at the end to knock the rings out of you. However, these are abruptly and frequently interrupted by grating mechanics or an unwarranted "strike" from an idling enemy. Every fresh realization of an impending puzzle inspired a sigh, and I laughed in disbelief at sudden threats that the immediate surroundings encouraged me to run blindly towards.

I'm tired of resorting to the one-ring trick to survive the broken mechanics and blind hazards of a Sonic game. I want to feel satisfaction from besting a stage full of thought-out pathways and platforming opportunities, or at least survive a level without an event that makes me question its structural integrity. Unfortunately, Lost World tries to pack in so many mechanics that it suffocates the rapid-fire platforming segments, which are breathless when all the mechanics are suited to Sonic.

Via Joystiq

Top 10 Worst Video Game Transitions to the 3D World


When video games went from two-dimensional sprites to three-dimensional polygons, the potential for unique experiences increased exponentially. But not every classic franchise successfully made the jump to the third dimension. Perhaps the amount of creativity needed to completely re-envision a world may have been too much for some development teams, or perhaps the companies didn't want to bother investing the time and money necessary for the great polygonal leap. For every Super Mario 64 or Final Fantasy VII, we got plenty of three-dimensional flops like these...


10. Street Fighter EX (Arcade / PS1)
Street Fighter fared much better than Final Fight in the jump to 3D, but its transition wouldn't be quick or painless. After Street Fighter 2 and its various iterations, we saw two more 2D generations of the series —Alpha and Street Fighter 3— and the 3D spin-off, EX. While the Street Fighter EX games weren't bad, they fell short of the standards set by their 2D predecessors / competition. The graphics and gameplay didn't feel as fast or fluid as the sprites of Street Fighter Alpha, and the new characters would all be fated to fade into obscurity. It wouldn't be until Street Fighter IV that we'd see the original world warrior tournament fighter adapted successfully to 3D, when the technology was available to capture the franchise's pace with detailed, fluidly animated 3D models.
Bad Transition to 3D - Street Fighter EX (Arcade / PS1)
9. Castlevania 64 (N64)
Castlevania has always had a hard time moving to 3D, and this is severely exacerbated by the superb 2DSymphony of the Night. All Castlevania games since have failed to get out from under that title's shadow, but some of the 3D attempts have been better than others. The others, of course, are the N64 titles, which were marred by floaty controls and a frustrating camera. The games weren't terrible, but the discrepancy between the decent 3D versions and the absolutely stellar progression of the 2D series kept them from being more than footnotes in video game history.
Bad Transition to 3D - Castlevania 64 (N64)
8. Dawn of Mana (PS2)
Like Castlevania, Square Enix's Mana series (a.k.a. Seiken Densetsu in Japanese markets) has spent most of its existence in one game's shadow, in this case Secret of Mana for the Super Nintendo. While there were plenty of good Castlevania games released before and since that PS1 classic, almost all of the otherMana games have received mixed reviews at best. A particularly bad example is Dawn of Mana, released near the end of the PS2's life cycle. Though the graphics were beautiful and stylish, the game itself turned out to be a tedious trek through awkward camera angles and frustrating controls. The Action-RPG approach of previous titles was removed, and the game instead played like a mediocre platformer. As the PS2 was already on its way out by that point, one must wonder why Square Enix even bothered with Dawn of Mana.
Bad Transition to 3D - Dawn of Mana (PS2)
7. Mega Man X7 (PS2)
When Sony wanted a 3D Mega Man game for the original PlayStation, Capcom gave them Mega Man Legends. It was a fun, colorful action-adventure gem that impressed critics; however, it was a Mega Mangame by name alone, with a completely new universe and cast. Capcom tried to remedy this with Mega Man X7 for the PS2; however, "tried" is about as charitable a term as one can give this game. Not only was Mega Man X7 a hot mess of bad camera angles, finicky controls, and thoroughly pathetic bosses ("Tornado Tonion"? Really?), but it again kept fans from playing as Mega Man X, as he had to be unlocked via rescuing enough hostages. Players instead had to start by controlling second banana Zero and new character Axl, an obnoxious little punk who immediately drew fans' ire. All of this led to Mega Man X8 going back to a classic 2D side-scrolling approach, but by then the series lost all of its momentum.
Bad Transition to 3D - Mega Man X7 (PS2)
6. C: The Contra Adventure (PS1)
For fans of hardcore 2D action, there are few better choices than Contra, the first name in absurdly difficult side-scrolling shooters. The series hit its peak with Contra 3: The Alien Wars for the Super Nintendo, but that peak turned out to be a jump over a shark. The PS1 Contra games were almost universally reviled due to their glitchy, clunky controls and uninspired level design. Contra may have been difficult, but that difficulty was due to the deftly programmed challenge level, not a staggering amount of unfair glitches. C: The Contra Adventure (and Contra: Legacy of War before it) was only so hard because it was frustrating and unfun.
Bad Transition to 3D - C: The Contra Adventure (PS1)



5. Golden Axe: Beast Rider (PS3 / Xbox 360)
SEGA's beloved Genesis beat-em-up took a long time to see a next-gen release, and despite the obvious attempts at sex appeal with Amazonian protagonist Tyris Flare, the result wasn't pretty. Golden Axe: Beast Rider was a mediocre copy of God of War, with production values well below the industry standard. Worse yet, the game was single-player only, stripping it of the co-op multiplayer that made the original games so memorable. Without the ability to play with a friend, the brainlessness of the game was exposed for players to see, and no amount of nostalgia could keep players interested in this over the many other fantasy beat-em-up God of War clones on the market (including, of course, God of Waritself).
Bad Transition to 3D - Golden Axe: Beast Rider (PS3 / Xbox 360)
4. Earthworm Jim 3D (N64 / PC)
This title is an example of how extended development cycles can ruin video games. Earthworm Jim 3Dstarted development in 1996, but its progress was stalled when the original developer was swallowed up by Interplay. During that time, several of the staff got reassigned to other projects, the direction of the new Jim game changed repeatedly, and creator Doug TenNapel was inexplicably dismissed from the project. By the time Earthworm Jim 3D finally saw release, it was three years later, and the final product still felt sloppy and incomplete. The franchise went back to 2D in its next installment, but the charm instilled by the original team was gone, and Earthworm Jim remains, well, worm food.
Bad Transition to 3D - Earthworm Jim 3D (N64 / PC)
3. Sonic the Hedgehog - 2006 (PS3 / Xbox 360)
Sonic is widely regarded as the poster boy for bad 3D translations, but up until the 2006 HD game, none of the 3D Sonics were universally loathed. The Sonic Adventure titles may not have aged well, but they were strongly regarded when they released. The same cannot be said for Sonic 2006. The rampant glitches, frustrating difficulty, and amateurishly long load times could potentially be forgiven. The awful and overwrought story, complete with a disturbing romance between the cartoon hedgehog and a realistic-looking girl, cannot. Sonic 2006 remains infamous as one of the most embarrassing and half-assed releases from a respectable video game company.
Bad Transition to 3D - Sonic the Hedgehog - 2006 (PS3 / Xbox 360)
2. Final Fight: Streetwise (PS2 / Xbox)
Final Fight was never one of the greatest games ever made, but it at least offered some brainless beat-em-up fun. However, all of the endearing qualities of the old arcade game were sucked out of this console remake. The story took itself far too seriously for a franchise about beating up drag queens, 80s wrestlers, and other hoodlums, while the attempts at a robust upgrade system did nothing to alleviate the repetitiveness. Final Fight: Streetwise's programming was fundamentally broken and buried the Final Fight franchise in a sinkhole of adolescent swearing and gloomy "next-gen" brown tones.
Bad Transition to 3D - Final Fight: Streetwise (PS2 / Xbox)
1. Bubsy 3D (PlayStation)
The 16-bit Bubsy games may have been forgotten amidst the surge of other mascot-with-attitude platform games, but they were hardly bad games. With their humorous design and intense level of challenge, Accolade's bobcat games didn't deserve their premature death. However, Bubsy 3D killed the franchise like a wild animal run over by a speeding truck. With its clunky controls and crude visuals, Bubsy 3D became one of the worst reviewed games in industry history, and it retroactively tainted the poor anthropomorphic bobcat's legacy.
Bad Transition to 3D - Bubsy 3D (PlayStation)

Best Sports Video Games, EVER


#15 EA Skate

Without a doubt, EA's "Skate" revolutionized skateboarding video games because it added unchartered levels of realism and made gamers use the joystick. With a roster full of indie skaters, an outstanding soundtrack and numerous custom options, it quickly killed off the once heralded "Tony Hawk" franchise.



#14 Gran Turismo III

If you and your friends didn't jump with glee with the release of "Gran Turismo III", your childhood may have been mediocre. The new installment was the most anticipated Sony Playstation game at the time and with unbelievable graphics and originality, it delivered and blew everyone away. It goes without saying, this game ushered in gaming's "cool" era. Which of course was much trendier than its dorky-parents-basement-era.




#13 Major League Baseball Featuring Ken Griffey Jr.

Not only was it one of the best N64 games ever made, it was one of the best baseball games ever created. The video game title all started with the Nintendo release and then ballooned into the most popular MLB video game of our generation. Needless to say the graphics got a boost as well.

                        

#12 Mario Tennis 64

Well equipped with power-ups and all the popular characters from the "Mario Kart" series, N64's "Mario Tennis" was the first game that saw the beloved Nintendo icons jump to sports. It wasn't short on challenges such as unlocking characters and courts, to this day it still remains one of the most difficult games ever.

#11 NHL 94

Ask any NHL fan and they'll tell you - "NHL 94" set the standard for nearly two decades of hockey from Electronic Arts. Though minimalist in design, the hockey title thrived on fast and furious gameplay which more than made up for the "humble" graphic quality. It's was one of the first games that let you beat up on opposing players, outside of battle games of course.


#10 Fight Night Round 3

Boxing always had a tough time making a serious impact on the video game industry but luckily Microsoft decided to pair its latest venture - the Xbox 360 - with "Fight Night Round 3". That changed everything with joystick controls, authentic animations and EA's coveted GameFace feature. Good job Microsoft, you changed the game, literally.


#9 Backyard Sports Series

While it notoriously difficult for sports games to acquire licenses of professional leagues, the "Backyard Sports" series went with its own fictional characters while including youthful impersonations of all-star athletes. For most kids, it reinvented the sand lot. For the rest of us, it was a bit creepy. Don't they sorta look like Arnold?


#8 NBA Jam

Ever wondered where you got the phrase "Boomshakalaka!" from? "NBA Jam" of course! The arcade-style sports game spawned numerous sequels and cross-overs after its original release and all because it featured the kind of gravity-defying jumps and fireball dunks most of us only see during the dunk contest.


#7 Tony Hawk's Pro Skater 2

The original title made the world of skateboarding a little challenging with multiple tasks, but the sequel introduced a career mode and the "Create-A-Skater" and "Create-A-Park" features. It also boasted a massive soundtrack with Bad Religion, Rage Against The Machine and Naughty By Nature.



#6 MVP Baseball 2005

"MVP Baseball 2005" had everything. It had Manny Ramirez on the cover, it presented a more in-depth minor league system and even gave its "Owner Mode" a little shimmer and shine. Arguably, it was the best (and last) baseball game EA Sports ever made.


#5 Madden 2006

"Madden 2004" gets some credit for being revolutionary but the 06 take was an illustrious depiction of football. Along with introducing the "Truck Stick", the title brought forward "Superstar Mode", which allowed gamers to create their own prospect and guide them through a realistic career. From high school recruit to draft day.



#4 Tecmo Super Bowl

The difference between it and "Madden 2013" is actually tremendous but that hasn't stopped the 1991 title from letting gamers engage with a realistic season schedule. It's become so addicting that a "Tecmo Super Bowl 2012" mod showed up on the Internet last year. We sense another cult favorite in the making.


#3 NBA 2K11

Believe it or not, NBA 2K11 sold more than 5.5 million units in its first year thanks to critic and user reviews that cemented it as the best basketball game ever created. Improved graphics, mechanical gameplay and a cover featuring "His Airness" Michael Jordan was a trifecta in itself.


#2 Punch-Out!!!

It may not have been a very realistic interpretation of boxing, but "Punch-Out!!!" delivered hooks and body blows with a unique blend of characters. But most importantly, the Nintendo classic also increased Mike Tyson's cultural influence and became a cult favourite in the 1990s'. Oh Mike. . .


#1 FIFA 10

After more than a decade, the FIFA series took an unbelievable jump with FIFA 10 in 2009, improving gameplay and updating "Virtual Pro" and "Manager Mode". Focusing on realistic enhancements, the installment helped push the series to what it is now, the most realistic sports game on the planet.



Pearson Education (FTPress.com)