History YMMV / SonicLostWorld

17th Feb '16 9:01:05 PM PhantomHeartless5
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** Despite being [[TheScrappy Scrappies]], the entire Deadly Six can count as this for some. There has been a lot of fanart of them and some even want them to return in later Sonic games!

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** Despite being [[TheScrappy Scrappies]], the entire Deadly Six can count as this for some. There has been a lot of fanart of them and some even want them to return in later Sonic games!games! Thus, some fans were pleasantly surprised to see Zazz and Zavok appear as playable characters in ''Mario & Sonic at the Rio 2016 Olympic Games''.
7th Feb '16 11:14:51 AM BSonirachi
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** Despite being a BaseBreaker, the entire Deadly Six can count as this. There has been a lot of fanart of them and some even want them to return in later Sonic games!

to:

** Despite being a BaseBreaker, [[TheScrappy Scrappies]], the entire Deadly Six can count as this.this for some. There has been a lot of fanart of them and some even want them to return in later Sonic games!
29th Jan '16 10:45:50 PM dmeagher13
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* PortingDisaster: The PC version. While it runs fine on sufficiently powerful hardware, it still commits one of the cardinal sins of porting to the PC, which is that the actual speed of the game is tied to the framerate. This means that if the framerate ever dips below 60 FPS, the gameplay itself will slowdown, not just the rate at which the graphics render, making slowdown ''much'' more noticable.
27th Dec '15 4:59:37 AM FoolishCookie
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Added DiffLines:

** Despite being a BaseBreaker, the entire Deadly Six can count as this. There has been a lot of fanart of them and some even want them to return in later Sonic games!
4th Oct '15 7:55:04 PM Mahboi
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*** It gets even worse if you're trying to collect all the red rings. While most of them are rather easy, the ring in the second pool table is incredibly difficult to obtain - due to the way Sonic bounces in the snowball, you have to gently nudge him in the right direction, which can be hell. To make matters worse, there's a checkpoint right after this section, meaning if you fail it you have to try and jump off of the table and kill yourself. If you fail this, then you're propelled right into the checkpoint and have to restart the entire stage.

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*** It gets even worse if you're trying to collect all the red rings. While most of them are rather easy, the ring in the second pool table is incredibly difficult to obtain - due to the way Sonic bounces in the snowball, you have to gently nudge him in the right direction, which can be hell. To make matters worse, there's a checkpoint right after this section, meaning if you fail it you have to try and jump off of the table and kill yourself. If you fail this, then you're propelled right into the checkpoint and have to restart the entire stage. Tip: if you fail to sink any of the pool balls, jump over the side as soon as possible; the speed ramps' trajectories aren't hard-coded, so you can kill yourself and try again without restarting the entire stage.



** The 3DS version gets a **LOT** of flak for its long, gimmicky levels that only get worse as the game goes on. Famously, cobermani actually gave up on the game and rage-quit his Let's-Play of it! Let's cover the special offenders:

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** The 3DS version gets a **LOT** of flak for its long, gimmicky levels that only get worse as the game goes on. Famously, cobermani actually gave up on the game and rage-quit ragequit his Let's-Play Let's Play of it! Let's cover the special offenders:



*** Frozen Factory Act 3 has practically reached memetic status for being hair-tearingly frustrating. It taunts the player with 3 paths and 3 locked capsules right at the start. The player is then treated to 3 puzzles, each involving switch mazes, rolling snowballs until they are large enough, and guiding them into holes, while slipping around the ice, being shoved around by GoddamnBats, and eventually facing the ultimate: a sentient, malevolent snowball head that stalks Sonic relentlessly, destroying his snowball if it touches him and damaging him. The time limit is 25:00. Have...fun! And in case you get any ideas: Super Sonic won't help at all here due to the nature of the level.

to:

*** Frozen Factory Act 3 has practically reached memetic status for being hair-tearingly frustrating. It taunts the player with 3 paths and 3 locked capsules right at the start. The player is then treated to 3 puzzles, each involving solving switch mazes, rolling snowballs until they are large enough, and guiding them into holes, while slipping around the ice, being shoved around by GoddamnBats, and eventually facing the ultimate: a sentient, malevolent snowball head that stalks Sonic relentlessly, destroying his snowball if it touches him and damaging him. The time limit is 25:00. Have...fun! And in case you get any ideas: ideas, Super Sonic won't help at all here due to the nature of the level.



*** Silent Forest Act 2 features the unique distinction of being the fastest level in the game, and quite exciting with full 360º rail-switching action...until it periodically grinds to a screeching halt with frustrating enemy ambushes taking place in deep "sticky" grass. Later parkour sections and electric rails- some mandatory- only serve to amplify the "fun".

to:

*** Silent Forest Act 2 features the unique distinction of being the fastest level in the game, and is quite exciting with full 360º rail-switching action...until it periodically grinds to a screeching halt with frustrating enemy ambushes taking place in deep "sticky" grass. Later parkour sections and electric rails- some mandatory- only serve to amplify the "fun".



* VindicatedByHistory: One of the fastest examples in the Sonic franchise. While Lost World still isn't the most beloved Sonic game around, reception towards the game has significantly improved in just a year, [[AuthorsSavingThrow thanks to a surprise patch that actually fixes things, a first for the series,]] and very well-received DLC based on ''VideoGame/YoshisIsland'' and the ''[[Franchise/TheLegendofZelda Zelda]]'' series. People have become more receptive towards the game's design ideas and see some real potential in it. The BrokenBase remains, but in light of [[VideoGame/SonicBoom its successor]], things suddenly don't seem so bad.

to:

* VindicatedByHistory: One of the fastest examples in the Sonic franchise. While Lost World still isn't the most beloved Sonic game around, reception towards the game has significantly improved in just a year, [[AuthorsSavingThrow thanks to a surprise patch that actually fixes things, a first for the series,]] and very well-received DLC based on ''VideoGame/YoshisIsland'' and the ''[[Franchise/TheLegendofZelda Zelda]]'' series. People have become more receptive towards the game's design ideas and see some real potential in it. The BrokenBase remains, but in light of [[VideoGame/SonicBoom its ill-fated successor]], things suddenly don't seem so bad.
20th Sep '15 2:35:03 PM Ferot_Dreadnaught
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* [[AntiClimaxBoss Anti-Climax Bosses]]: [[spoiler:The Deadly Six are defeated in the final world with no send-off.]]

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* [[AntiClimaxBoss Anti-Climax Bosses]]: AntiClimaxBoss: [[spoiler:The Deadly Six are defeated in the final world with no send-off.]]



***



* MoralEventHorizon: [[spoiler: The Deadly Six cross it when they activate Eggman's Extractor to drain the world completely of its energy, destroying it outright.]]

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* MoralEventHorizon: [[spoiler: The [[spoiler:The Deadly Six cross it when they activate Eggman's Extractor to drain the world completely of its energy, destroying it outright.]]
20th Sep '15 2:32:02 PM WaxingName
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** There are some who believe that the game's subpar design is due to it being developed by the "B-team" of Sonic Team, which is supported by data-mining showing that its file structure was similar to that of ''Colors''. As it turns out, though, while the game's preliminary structure was the work of some of ''Colors''[='=] staff, http://www.nintendolife.com/news/2013/10/interview_sega_on_bringing_sonic_lost_world_to_wii_u_and_3ds the game was a whole-team effort by the studio]], with development beginning in earnest once ''Generations'' finished development.

to:

** There are some who believe that the game's subpar design is due to it being developed by the "B-team" of Sonic Team, which is supported by data-mining showing that its file structure was similar to that of ''Colors''. As it turns out, though, while the game's preliminary structure was the work of some of ''Colors''[='=] staff, http://www.[[http://www.nintendolife.com/news/2013/10/interview_sega_on_bringing_sonic_lost_world_to_wii_u_and_3ds the game was a whole-team effort by the studio]], with development beginning in earnest once ''Generations'' finished development.
20th Sep '15 2:31:34 PM WaxingName
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** That said, the Nintendo exclusivity most likely did affect the way this game turned out. Investigation at Sonic Retro revealed that this game runs on a modified version of the Hedgehog Engine- a simpler version with toned down effects designed to run at 60FPS, and the internal filesystem strongly resembles that of ''Colors''. The implication is that there are ''two'' Sonic Teams- one that designed ''Unleashed'' and ''Generations'', and a smaller, budget group that designed the ''Storybook'' games, ''Colors'' on Wii, and this one. Take that as you will.

to:

** That said, There are some who believe that the Nintendo exclusivity most likely did affect game's subpar design is due to it being developed by the way this game turned out. Investigation at "B-team" of Sonic Retro revealed Team, which is supported by data-mining showing that this game runs on a modified version of the Hedgehog Engine- a simpler version with toned down effects designed its file structure was similar to run at 60FPS, and the internal filesystem strongly resembles that of ''Colors''. The implication is that there are ''two'' Sonic Teams- one that designed ''Unleashed'' and ''Generations'', and a smaller, budget group that designed As it turns out, though, while the ''Storybook'' games, ''Colors'' on Wii, and this one. Take that as you will.game's preliminary structure was the work of some of ''Colors''[='=] staff, http://www.nintendolife.com/news/2013/10/interview_sega_on_bringing_sonic_lost_world_to_wii_u_and_3ds the game was a whole-team effort by the studio]], with development beginning in earnest once ''Generations'' finished development.
5th Sep '15 11:15:14 PM Mahboi
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* BrokenBase: As per the usual reactions to modern ''Sonic'' games, various things about this game have been debated; from the Nintendo exclusivity, to the change in art style and gameplay, to the plot and characters, and almost anything else you can think of.

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**In the 3DS version:
***For people who like the Special Stages, the controls are surprisingly accurate- they are some of the most immersive Special Stages in the franchise for this reason.
***Windy Hill is easily the best Zone, as it features very few strange gimmicks, almost no game-halting puzzles (focusing instead on the parkour itself), and Wisps that aren't offensively difficult to control (Asteroid, Burst, and Laser). Each level is refreshingly different from one another, and as a bonus there's an extra Tutorial stage which easily counts as a great main stage. It's the Lost World system at its best, and had the entire game been built like that, it would've been one of the better Sonics.
***Silent Forest Act 2 is pretty damn fun when Sonic's busy zipping down rails, switching between them in a 360º layout. The music is even taken from the Wii U's Desert Ruin Act 2 (Honeycomb Highway). That said, it also has moments of ThatOneLevel...
***The 2D levels (1 per zone) are pretty good in general- the only problems being the somewhat labyrinthine level design and zoomed-in camera. It's simply down to easier platforming and better control over the parkour.
***
* BrokenBase: As per the usual reactions to modern ''Sonic'' games, various things about this game have been debated; from the Nintendo exclusivity, to the change in art style and gameplay, to the plot and characters, and almost anything else you can think of. It doesn't really help that this game shook up the Sonic formula with its new controls.



** That said, the Nintendo exclusivity most likely did affect the way this game turned out. Investigation at Sonic Retro revealed that this game runs on a modified version of the Hedgehog Engine- a simpler version with toned down effects designed to run at 60FPS, and the internal filesystem strongly resembles that of ''Colors''. The implication is that there are ''two'' Sonic Teams- one that designed ''Unleashed'' and ''Generations'', and a smaller, budget group that designed the ''Storybook'' games, ''Colors'' on Wii, and this one. Take that as you will.



** Many of the Wisps are controlled by motion, instead of the more intuitive, simple scheme used in ''VideoGame/SonicColors''. Complaints got so great that eventually Sega [[AuthorsSavingThrow fixed this]] by allowing you to control with the analog stick and buttons just like in ''Color''s.
** Holding down the run button on ice makes Sonic skate similar to ''VideoGame/SuperMarioGalaxy''. Unfortunately, jumping while skating gives you a fixed momentum that you can't change, making you jump into obstacles or enemies a lot of the time. Like the automatic parkour with the run button, being forced to go at a snail's pace just to have better control can be aggravating.

to:

** Many of the Wisps are controlled by motion, instead of the more intuitive, simple scheme used in ''VideoGame/SonicColors''. Complaints got so great that eventually Sega [[AuthorsSavingThrow fixed this]] by allowing you to control with the analog stick and buttons just like in ''Color''s.
''Color''s. 3DS owners weren't so lucky, and motion controls extended far beyond Wisps in that version- the Special Stages and a few level gimmicks also use them.
** Holding down the run button on ice makes Sonic skate similar to ''VideoGame/SuperMarioGalaxy''. Unfortunately, jumping while skating gives you a fixed momentum that you can't change, making you jump into obstacles or enemies a lot of the time. Like the automatic parkour with the run button, being forced to go at a snail's pace just to have better control can be aggravating. This doesn't happen on the 3DS version.



** The 3DS version's Special Stages. Like ''Sonic Colors DS'', the handheld version allows Sonic to actually collect Chaos Emeralds in a manner similar to the Classic titles (the Stages themselves are mostly similar to the ''Sonic 3 and Knuckles'' Special Stages, only set in an area with no gravity). Unfortunately, the developers saw fit to make the Special Stages rely entirely on the 3DS's gyro sensors and camera, meaning you actually need to stand up and literally spin around trying to angle Sonic (and the camera) at the various spheres needed to complete the stages. This alone is annoying enough, but it's also possible to ''make yourself dizzy'' if you aren't careful, especially with the last couple of Emeralds taking a bit longer to clear.

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** The 3DS version's Special Stages. Like ''Sonic Colors DS'', (DS)'' and ''Sonic Generations (3DS)'', the handheld version allows Sonic to actually collect Chaos Emeralds in a manner similar to the Classic titles (the Stages themselves are mostly similar to the ''Sonic 3 and Knuckles'' Special Stages, only set in an area with no gravity). Unfortunately, the developers saw fit to make the Special Stages rely entirely on the 3DS's gyro sensors and camera, meaning you actually need to stand up and literally spin around trying to angle Sonic (and the camera) at the various spheres needed to complete the stages. This alone is annoying enough, but it's also possible to ''make yourself dizzy'' if you aren't careful, especially with the last couple of Emeralds taking a bit longer to clear.



* SoOkayItsAverage: The overall opinion on the game seems to be that it [[ToughActToFollow fails to measure up to]] VideoGame/SonicColors and VideoGame/SonicGenerations, but still manages to be better received than VideoGame/SonicTheHedgehog2006 and VideoGame/SonicUnleashed - more specifically, it gets a few things right, for multiple reasons, but a lot of other things it manages to screw up, leading to a very mixed bag.

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* SoOkayItsAverage: The overall opinion on the game seems to be that it [[ToughActToFollow fails to measure up to]] VideoGame/SonicColors and VideoGame/SonicGenerations, but still manages to be better received than VideoGame/SonicTheHedgehog2006 and VideoGame/SonicUnleashed - more specifically, it gets a few things right, for multiple reasons, but a lot of other things it manages to screw up, leading to a very mixed bag. Opinion is similarly mixed on the 3DS version, but on the whole, slightly lower than the Wii U version due to questionable design in certain levels and some technical issues, including frequent frame drops, and rampant pop-in.
5th Sep '15 10:58:32 PM Mahboi
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**The 3DS version gets a **LOT** of flak for its long, gimmicky levels that only get worse as the game goes on. Famously, cobermani actually gave up on the game and rage-quit his Let's-Play of it! Let's cover the special offenders:
***Desert Ruins Act 3- starts out with an annoying maze floating in midair, with locked gates taunting the player right at the start. The next section involves dodging a giant laser beam that's practically impossible to avoid, even with Super Sonic. The final section of the level is a planetoid maze that can easily send the player in circles.
***Tropical Coast- the entire zone, due to its tedious puzzles, but especially Act 3. Act 3 is groundbreaking for being the first fully-3D water level in a Sonic game, but most navigation is done via Yellow Drill, which does not translate to 3D well. at. all. Bonus(?) points for severe framerate issues during the whirlpool segment near the end- the game chugs to the single-digits if Sonic loses his rings.
***Frozen Factory Act 3 has practically reached memetic status for being hair-tearingly frustrating. It taunts the player with 3 paths and 3 locked capsules right at the start. The player is then treated to 3 puzzles, each involving switch mazes, rolling snowballs until they are large enough, and guiding them into holes, while slipping around the ice, being shoved around by GoddamnBats, and eventually facing the ultimate: a sentient, malevolent snowball head that stalks Sonic relentlessly, destroying his snowball if it touches him and damaging him. The time limit is 25:00. Have...fun! And in case you get any ideas: Super Sonic won't help at all here due to the nature of the level.
***Silent Forest Act 1 features the finicky Gray Quake and its annoying motion controls, not to mention labyrinthine level design which is again easy to get lost in, and annoying switch puzzles.
***Silent Forest Act 2 features the unique distinction of being the fastest level in the game, and quite exciting with full 360º rail-switching action...until it periodically grinds to a screeching halt with frustrating enemy ambushes taking place in deep "sticky" grass. Later parkour sections and electric rails- some mandatory- only serve to amplify the "fun".
***Sky Road simply sucks throughout, though Act 1 is passable. Still, this game managed to take the casino park trope and take all the actual mini games out of it. Act 3 features extra pain in the form of motion-controlled rockets that permeate the entire level.
***For a lot of people, the Special Stages all become this automatically due to being motion-controlled (noticing a pattern here?) They're actually quite good, but the controls just dampen the package.
***A nice 3DS exclusive feature is that once all Red Rings in a Zone are collected, an Extra stage opens up. This stage is a remix of one of the main stages, but with extra gimmicks usually involving a specific Wisp. The only problem: '''none of them are enjoyable whatsoever.''' Some, like Silent Forest Extra, are so hideously broken that practically the only way to perform even decently well is to abuse the hovercraft RC vehicle. It says something that [[SuspiciousVideogameGenerosity these stages feature oodles of extra lives just floating in the open.]]



* TheyCopiedItSoItSucks: Just like ''Colors'', this game gets some bile for copying ''VideoGame/SuperMarioGalaxy'''s aesthetics. The final boss also got bashed on for being practically identical to the final boss in ''Colors''.

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* TheyCopiedItSoItSucks: Just like ''Colors'', this game gets some bile for copying ''VideoGame/SuperMarioGalaxy'''s aesthetics.aesthetics, although this game got it FAR worse due to copying the simpler aesthetic of that series, and more controversially, the slower pace of the Mario series, going as far as to add a "run" button. The final boss also got bashed on for being practically identical to the final boss in ''Colors''.



* VindicatedByHistory: One of the fastest examples in the Sonic franchise. While Lost World still isn't the most beloved Sonic game around, reception towards the game has significantly improved in just a year, [[AuthorsSavingThrow thanks to a few patches]] and very well-received DLC based on ''VideoGame/YoshisIsland'' and the ''[[Franchise/TheLegendofZelda Zelda]]'' series. People have become more receptive towards the game's design ideas and see some real potential in it. The BrokenBase remains but the game is still considered as far better than [[VideoGame/SonicBoom its successor]].

to:

* VindicatedByHistory: One of the fastest examples in the Sonic franchise. While Lost World still isn't the most beloved Sonic game around, reception towards the game has significantly improved in just a year, [[AuthorsSavingThrow thanks to a few patches]] surprise patch that actually fixes things, a first for the series,]] and very well-received DLC based on ''VideoGame/YoshisIsland'' and the ''[[Franchise/TheLegendofZelda Zelda]]'' series. People have become more receptive towards the game's design ideas and see some real potential in it. The BrokenBase remains remains, but the game is still considered as far better than in light of [[VideoGame/SonicBoom its successor]].successor]], things suddenly don't seem so bad.
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