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Johnny vs. Sonic Lost World (Wii U & 3DS)

Jun 01, 2021
Hell, guys, was there any implication that I wasn't going to review the latest Sonic game in the franchise? The day I stopped reviewing Sonic games is the day I refute the last one I haven't seen or if I become a billionaire no, I'm still not a billionaire anyway for the dead, let's see both the Wii U version like the 3ds version of Sonic Lost World are good games, one clearly better than the other, in case you waste time getting started. find out now and seeing as how many of you are waiting for this video, I can only hope to give you the answer you were looking for.
johnny vs sonic lost world wii u 3ds
Well, now my first review of a game for Nintendo Wii U that many of you have probably been waiting for. a review of the transformed Sonic & All-Stars races before we head into the

lost

world

of Sonic, but I'm going to be completely honest. I've barely touched this game and I've had it for almost a year. I don't want to say it's bad. I just haven't had the time to sit down and play it. Sonic Lost World definitely has a much higher priority because it is the next mainstream Sonic title. That being said, this game absolutely terrified me when I saw the first trailer for it back in May.
johnny vs sonic lost world wii u 3ds

More Interesting Facts About,

johnny vs sonic lost world wii u 3ds...

Year, it's been 2 years since the release of Sonic Generations and considering the success of the game, I didn't expect things to change so soon. The tubular level designed the complete lack of gameplay upgrades that the Sonics have been using for a while. The return of Wist. from Sonic Colors, this game was sending me all kinds of different messages and I didn't know what to make of it until the day it finally came out in North America. Some of you may already know what I think of this game, but I've played the game both a few more times since those videos and took a lot of careful notes for this one.
johnny vs sonic lost world wii u 3ds
I haven't felt this way about a Sonic game since Sonic Unleashed in 2008. Let's start with that plot first. By the way, if you're joining first, welcome, I'm glad to have you here, but I'm ruining this story. It's not much to start with, but I thought a warning should be made regardless of Sonic and Tails being seen chasing Dr. Eggman, who is carrying that nostalgic postcard animal capsule from the classic series to get the two heroes off his back. Eggman releases the capsule with Sonic and Tails immediately running towards it. Eggman uses this opening to damage a tornado causing the two to make an emergency landing. on this convenient hexagonal planet that recognizes as the

lost

hexagon exactly what this place is exactly, we are never told that it is simply the setting for the plot of this game after running around for a while, Sonic runs into Eggman once again, only this Maybe he has company. the form of the deadly six, a group of bad guys who exist only for B, bad guys in this game.
johnny vs sonic lost world wii u 3ds
I apologize if that sounds like a vague description, but these guys don't go anywhere without some explanation and a spoiler warning when you kick their ass at the end. they simply disappear climatically. The story of Sonic Lost World as a whole is almost painfully simple and by the numbers the mortal six want nothing more than the destruction of the

world

because that's their job and Sonic needs to stop them, that's all, he has his moments and indeed believe. The writing is pretty good when it comes to character interactions, but when it comes to looking at the six mortals individually, they're all terribly one-dimensional and when the focus is solely on them, you just want them to shut up so we can Have an idea. moves on to the next stage, at one point the mortal six betray Eggman when Sonic destroys the magical conch that Eggman was using to keep them at bay, leading to a temporary team-up of Sonic and Eggman, but it's just that temporary.
He plans to destroy the world by absorbing all the world's energy through a machine built by Dr. Eggman, when the mortal six are defeated, Eggman takes the place of the main villain just in time for the sort of climax with Sonic sending Eggman SAS into orbit once again in a boss fight that is somehow easier than the final boss in

sonic

colors. a nap and we're left wondering what exactly this plot was trying to accomplish in the first place, this story is nothing special and while I don't play Sonic games to begin with, the plot even when it's constantly thrown in your face and at others. games, I just couldn't help but notice how poor it was this time, well it's time for the gameplay, the part I was most interested in since I first saw it a few months ago, as you may know the boost formula has been completely discarded and we return to the adventure formula again Sonic and spin: with the left trigger he performs a double jump like in Sonic Colors and once again has access to the attack guided now by the differences Sonic now has a run button, yes You heard well a run button if you just move

sonic

by simply tilting the analog stick the fastest you'll get is some sort of awkward jog with the run button held down.
Sonic will move into a figure eight where his true running speed lies. The idea of ​​giving Sonic two distinctive speeds was apparently implemented to give players a better sense of control. Personally, I thought the adventure series did well, but when it comes to this game, I think it works overall. I mean, there's rarely a moment where I'm actually not holding down the run button, I think I just let that motherfucker go during the 2D sections, but I'm still constantly running from place to place, it never let me suffer unfair deaths or major issues with level design, so there's no problem with overall science control.
For me, the homing attack can now target multiple enemies at once and when performed, Sonic travels in a noticeable arc, which I'm not sure why that happens in the first place, seeing Sonic destroy a group of enemies with the push of a button. Honestly, it's a little off-putting. The homing attack was really something that needed to be simplified, plus Sonic can also perform a kick attack with a different button that is used to defeat larger threats or enemies that simply ignore a simple homing attack. however, the homing attack itself can also be charged if you hold the cursor on the enemy for a certain period of time the attack reticle will begin to build up and when maxed out can take out even the toughest robots of this type.
That makes the kick useless to begin with, but what's really disconcerting is trying to charge the damn attack in the first place. Now I'm not sure if it's because some enemies are simply immune to it or need to be kicked first or just. Dodgy programming in general, but throughout my adventure I counted a number where I wanted to use the chart tracking attack, but the locked kurz just didn't appear in the first place, instead loading sporadically when I sensed it when it appeared. Maybe I'm doing something wrong, but when it comes to the new game mechanics, the game itself doesn't do a very good job of teaching you how things work.
From time to time a message will appear requiring the player to stop completely. what they are doing to pause the game and tap the notification located on the gamepad to learn how to perform a certain action, teaching players through this method for me is a complete game breaker in older games, a simple execution of a Notification was enough to learn how something works, and sometimes other games will just automatically tell you how to use a feature without breaking immersion, but with this clunky use of the Wii U gamepad, players now have to go out of their way to learn. to use the new homing. attack that initiated the spin, or the newly implemented parkour feature, when Sonic runs towards a wall with any kind of momentum, he will automatically hold on to it and keep pace.
If you are running next to a wall, you can jump to the parallel wall. assuming there is one to start with and if you are running up a wall you can reach ledges and heights, a simple jump won't allow you to reach it once you master it. I think the parkour system could be fun when I'm using it in 3D, it could be great when I use it in 2D, it could be the means to take a shortcut or it could be the bane of my existence. There's nothing more annoying than having Sonic cling to a wall you didn't make.
I want him to hold on to me in the first place, all because you approached him with a bit of speed. This is why I don't hold down the Run button in these sections, especially on vertical axes, because the parkour system will do that. make me do things I had no intention of doing in the first place, the only way you'll really figure out how to use parkour to begin with is through experimentation because, again, the game doesn't really tell you how it works. The time I got a feel for the game itself was when I was already running up a wall to begin with, and even then the hit itself was pretty vague.
It was by complete accident that I discovered that Sonic could jump left or right when he ran on a wall. wall to turn corners or climb horizontally because other than these rings going in a direction that made me curious, nothing told me I could do it, however, while the overall parkour system can be unstable, for the most part it is Completely optional. I think there were only two. times throughout the entire adventure was mandatory and even then the sections were small and not very life-threatening, the level design regularly offers Sonic a different way to get to the next checkpoint or the animal capsule located at the end of each stage leading us to In the level itself, there are a total of seven worlds for Sonic to explore and each area contains four stages each.
The level themes have become a bit more, how should I say traditional? The first area is a full grassy theme, the second area is a desert theme. the third area is the beach theme the fourth area is the frozen theme the fifth area is the jungle theme the sixth area is the sky theme and the final area is the volcano theme sounds familiar okay see if you want to start to compare this game with mario, go ahead with this game It's quite asked first of all, there are similarities, of course there are, but this game doesn't focus so much on gravity based platforming and Super Mario Galaxy, in fact, I can't really say what the focus of Sonic Lost World is.
This game will have all kinds of things depending on the level, of course, in one level Sonic has to conquer an obstacle course like a snowball, in another level he has to play pinball to get to the next area, one level he is on autopilot where he can't stop running and suffers instant death if he hits a wall, kind of like the Mach speed sections in Sonic Co 6. There are times where Sonic has to completely defy physics and slide down the air with painfully awkward flight controls and other moments. He asked the guide because they are giant blenders, there are specific little tricks and then they have no idea how to properly develop the adventure with a strong and cohesive level design.
Why do I have to be a snowball here? Why can't I stop running here? What's the point of flight levels to begin with? What happened to focusing on one style of play and developing it to make something that players will love to repeat over and over again. This game just reeks of experimentation and I think it suffers for it. End this now. I really don't like the emphasis on cylindrical level design here because how fast the character like Sonic is can sometimes be disorienting. Yes, it can offer a different experience depending on where you take Sonic at the start of the game. tube, but if we are talking about multiple paths here, I prefer it to be like adventure or generation games, where it is about exploring the final additional paths and being rewarded for doing so, not all levels are tubular, but there are times with a design of levels.
It could be very broad and not very interesting. I realized that the most important thing was that the state was like inside desert ruins and a frozen factory, where the slopes, the hills, the branching paths, the standard things that make good sonic level design, what was it. I like a good portion of the levels for the most part and always enjoy my talent like Tropical Coast, however there are times where I sure don't feel like I'm playing a Sonic game, this feels more evident when I'm traveling. in a 2D section. What I will say right now is my least favorite part of this game compared to the 2D sections of Sonic Unleashed Sonic Colors and generations of size, this feels like an awkward mix between classic 2D Sonic and modern 2D Sonic, even with the Run button pressed.
Sonic's jump just feels slow and sometimes his inertia fluctuates without warning, sometimes I do a far jump just letting Sonic go with the flow and sometimes I have to push the analog stick forward to make sure Sonic doesn't fall like a rock combined blue. With the2D parkour problem I mentioned earlier, 2D sections often slow down the overall pace and flow of the game. Coming back from Sonic Colors r-wis, which act as power-ups that you can use to avoid certain challenges, which of course assumes I can make some of them work in the first place, this game really wants you to use the Wii gamepad U and I guess they thought the lists were the perfect candidates to do it because other than that there's really no reason for these guys to be here.
First of all, you can now control gadgets like the Returning Laser and Drill with the control stick, but the game doesn't tell you that you can do that with other beaters like the Returning Rocket, the New Asteroid Beater, the Eagle Beater, and All beat beaters need to use the gamepad's touchpad or gyroscope function, the rocket is easy enough to handle and the asteroid whispers well when you simply don't care about anything other than the Eagle Wisp and the highly questionable bomb. It just sucked even when it was deadCentered in front of my TV, the Eagle had a mind of its own and only obeyed my commands when it felt like it.
This is one I generally tend to avoid and I don't even know how to use the pump. Okay, what was that? What exactly is the point of pacing? Hit certain areas so the sound goes there, that's fine and then, what not, it's done. I don't understand what's up anyway, the wisps are fine, they're optional, but since you have to use the gamepad for most of them I feel like they just serve to break the immersion, they're definitely not as fun to use as in Sonic Colors. In fact, I would have liked to see the game become a little more classic in terms of power-ups placed in stages from time to time.
After completing a stage and especially when you have the Miiverse feature activated, you are awarded an item capsule that you can use by tapping the briefcase icon on the touchpad. You can hold a total of five items at a time, it could be ten rings. invincibility and electric shield, but to be honest, since I had to go out of my way to stop what I was doing and tap the briefcase to activate these capsules, I often forgot I had these items to begin with when I play. game, my eyes are glued to the TV screen, not the gamepad, that's why I think it would be useful to have these elements distributed in the levels across monitors like in the old days.
In fact, the 3DS version of the game does just that. but we'll talk more about that version later, but even the classic power-ups won't exactly prepare you for what is probably one of Sonic's most difficult adventures in some time, don't worry, I'm not talking about things like Heart of Ghosts and Goblins or something like that, but this game will test you and I mean, it will test you if it's not dealing with frozen factories or the wonderful physics of ice and the problems it brings with it, it's the areas of the sky full of death. road and the despicable moments of instant death in lava mountain act 2 after playing the game out of time I discovered that if you just go from point A to point B without trying to be stylish or worrying about exploring too often then the journey should be a reasonably comfortable experience, however, the moment you get curious, the view emerges and you decide to go after things like, for example, the returning red rings, then prepare to see this screen and a measurable amount of x Sonic Lost World is pretty stingy when it comes to extra lives.
Even collecting 100 rings doesn't give you extra lives. Sequencing when you reward yourself with a bunch of rings makes you feel completely unsatisfied. Collecting all the red rings requires mastery of the game's parkour system, complete with plenty of life-or-death situations, which it always does. great job making me angry. I hate situations where I only have one chance to get a specific red ring or I'll have to die to try again or restart the entire level in the case of Frozen Factory Act Two and especially lava. Mountain Act Two, during my first playthrough of this game, I found myself grinding lives on about four separate occasions, completing about 45 lives each time and spending every single one of them.
This game makes you work for these little things and for what Chaos. Emeralds and circus tents, every time you collect all the red rings in an area you get a Chaos Emerald, collect all seven and you get supersonic. It's worth it? In my opinion, no Jetson is great at all, but there have been less strenuous ways to unlock it. Circus tends our little mini-games that you can unlock by collecting a certain amount of red rings in a specific area. You play them to collect a large number of animals. You need a certain amount to unlock the final act in an area.
You can collect animals normally. destroying enemies as you finish levels or opening these miniature capsules that are everywhere, which takes forever if you decide to do it this way. Circuses, when played correctly, can give you a big reward, so if you play your cards then, the animal quota you need to meet for each area shouldn't be a problem if you want my advice on the ideal Sonic experience. Lost World, play the levels as you normally would and only collect the red rings that are in sight with the circuses you won. If you don't walk, not only will you meet the amount needed to get to the next area, but you'll never have to endure the effort of trying to nail specific, difficult red rings, the amount of frustration and stress I experienced in my first game was almost incomprehensible but that's only because I decided to go after all the red rings as I progressed through each stage when I decided to start a new game after beating it once I became much more comfortable going from stage to stage and I can only get logs easily collecting logs.
I know it's all up to the player, but I'll never forget the misery that was my first playthrough of Sonic Lost World. I mean, if your first experience with a video game is very unpredictable to begin with. which exactly forces you to go back and try again, the time trial mode would make you drunk like the previous games, the multiplayer races where one player looks at the TV screen while the other looks at the gamepad or maybe they are those artistic people did that. a second player can control their are not that notable except for the stealth fighter in my case while I review the game and that's just why I found that Sonic Lost World was a game that was noticeably better on the second and third run when you know how to avoid the appearance.
I'm not saying the game is terrible overall, but it definitely feels like a step back from what we had previously. I can say that aesthetically the game is incredibly beautiful, too fluid, 60 frames per second and vibrant. The color choice really makes the game stand out and the soundtrack is again quite enjoyable but what makes the graphics great and sells me when my gaming experience was all over the place at its best. Sonic Lost World for Wii U is just okay for me at its worst. is something I never want to revisit, like Sonic Unleashed, this game feels like an experiment, an experiment in what works for Sonic in terms of organization, platforming tricks, and level design.
I can only hope that future games in the lineup learn from this and build on it. a POW works on Sonic Lost World while we're moving all of this that wasn't to cap off a look at the Wii U version. There's a Nights into Dreams bonus level that people who bought the game when it came out can download an experience. It's not that long, something that should only take you five to eight minutes to complete, but I will say that it's a nice little love letter to fans of Sonic the Hedgehog and to nights out when you're not missing much in general. , but its great.
Let's see Sega recognize another franchise that has a following, however there is still the matter of the 3ds version that coincided with the release of the Wii U version. Is this another Sonic Generations 3ds, something that was made on the sheet just to have a portable version of the game? On a system that would probably be owned by more people compared to the Wii U, the answer is yes and no. Sonic Lost World in 3D, like its HD counterpart, is an adventure platformer that also has this mix of 2D action from time to time. It's also Sonic's first 3D adventure on a handheld, so yes, fundamentally it's very similar to the console game, you meet several worlds to conquer with 4x each, although the 3D version of the game keeps things together in a more traditional sense than what you'd expect from a On the one hand, the Sonic game notifications and tutorials are handled better here, the question marks are clearly visible and the information provided does a great job of informing the player while certain mechanics work, including the charged guided attack and the parkour system in general, in fact, someone.
I argue that the parkour system is better implemented here than in the HD game, but I wouldn't necessarily agree with that. Sonic's homing attack doesn't have to be like the Wii U version, but the multi-target aspect is still there. and can sometimes cause you to lose balance in certain areas when Sonic automatically heads towards a target. I never intended to attack in the first place. Power-ups and beaters can be placed in each stage, but like Sonic Colors on the Wii. You need to satisfy certain stages before you can use a certain fuse in previous stages. Graphically, Sonic Lost World in 3D is fine, but this is definitely not the best that 3D has to offer.
Super Mario 3D Land looks better than this and The game has its moments of popping and other distracting graphical oddities, so what's the problem with this version? One thing, one important thing, the level design, starts off with a lot of promise for the first two zones. Windy Hill and the Desert Ruins start out just like that. pick up and play areas that I think almost everyone can enjoy without much trouble as soon as we head to the tropical coast the first issue of the level design starts to slowly reveal its ugly self love will start to drag on too long as soon as we arrive to freeze. factory, then love will begin to become very long.
The levels will get tired. You will start to get cramps in your hands. You'll get agitated easily and that's where the second issue of level design will start to follow the course the game requires you to do. Completing certain levels - not just certain tasks, but the repetition of everything - forces you to stop all damn time to hit switches, kill a certain number of enemies, or deal with awkward controls for certain power-ups just when you want the level. Also, that little notification on the bottom screen only serves as a painful reminder of how much you have left to complete, when you think the levels are about to end, it continues for another six minutes, this doesn't even include the numerous "do or die" . situations, the second half of the game is played with tons of areas where it is mandatory to use parkour over bottomless pits, a lot of areas where it is mandatory to spend hours to complete levels or die trying.
Did I mention that some levels take a long time to freeze? factory act 3 for goodness sake who thought this level was good having to constantly push snowballs into holes more times than you can count, an extremely annoying snowball creature that starts following you after a few minutes and freezes you on contact, as well as having the potential to destroy the snowballs you need to continue with the level and of course the level itself goes on and on and on, and how about those special stages? Getting chaos levels requires Sonic to finish the level with at least 50 rings, you know.
Sonic 1 To collect the emerald, Sonic needs to fly in this open area and collect enough orbs before time runs out. It's like Sonic 3's special stages in some ways that I can't exactly describe right now if you're wondering why. it looks like sonic is floating around awkwardly like an idiot, it's because you control sonic with the 3ds, our school feature is something i can't exactly use right now because recording footage from my 3ds requires me to tie the son of a bitch up with wires preventing me from twist or turn my 30 up and down and all over the place, but not being able to record the special stages is not the reason they are bad, the fact that you have to use the gyro controls in the first place is the reason why what are bad, you aim where Sonic is going using the gyroscope, you can't use the analog stick or anything else to change Sonic's altitude as the special stages are completely three dimensional in terms of where Sonic can go, not to mention the structuring the special stages at the end of themselves you're going to lean, twist and turn every which way you're going to look like a damn fool and call me impressive you somehow avoidgetting dizzy or getting shoulder cramps from all the damn spinning it's for that reason and that reason alone that I considered these special stages to be the worst special stages in Sonic history oh yeah, worse than emerald races and Sonic Heroes, that's right unpleasant.
I could applaud the developers for trying something different, but this is the wrong kind of difference, the 3DS version of Sonic Lost World certainly focuses more on the Wii U version of the game, but that focus consists of marathon levels, a number Incredible monotony and too many cases of trial and error between these two. the Wii U version is the superior title in my opinion, while the Wii U version can lack consistency and have level gimmicks that I'm not exactly comfortable with, it doesn't drag like the 3DS version of the game, it starts well for me and then it just knows it dives into an area I don't want to go into and it's a shame that if you like your Sonic levels to be long and don't mind the horrible special stages then I sure don't then I could just find some fun in Sonic Lost World for 3DS.
I have to say that I'm not really surprised that I ended up having mixed feelings about Sonic Lost World again since the first trailer back in May. I had inconsistent thoughts until the day came when I finally got to play the game myself when it was officially released here in America in my Sonic o-6 review and I mean the most recent one. I said I'd love to see Sine Teen give the adventure formula another chance, as I still think it had a lot of potential, but SonicWALL Swirl for Wii U doesn't feel like that step in the right direction the formula needed.
It goes back to a time when Sonic games were not all about speed and at the same time lost their identity. The process of Sonic Lost World is by no means a bad game and I don't think it's a very good Sonic game. I would recommend you approach it with caution, as I said before. I can only hope that future games are created in the lineup. About what worked in Sonic Lost World and really creating an experience that I can enjoy again. I have a feeling this will be one of the most polarizing Sonic games in the franchise's history, but I guess only time will tell for that and all those who plan to get the game.
I hope you have a better overall experience than I had for both versions, well I hope that's the answer you're looking for. But thank you all for watching, have a good night, be safe you idiot, this isn't them, they've captured their doubles.

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