Dear Reader:

You are viewing a story from GN Version 4.0. Time may not have been kind to formatting, integrity of links, images, information, etc.

SEGA discusses the parkour approach to Sonic Lost World, difficulty levels

by rawmeatcowboy
13 June 2013
GN Version 4.0
The following comes from a Polygon interview with designer Takashi Iizuka.

"It is far easier for usability but it also gives players the ability to use the special actions better. So for example, when Sonic is leaping over a wall, you could just let him leap normally over a wall, but if you time the jump button press correctly, then he'll make an extra dash forward. So there is ease of use but it also but there is also depth where you can anticipate what you are going to do and make those moves even faster.

Part of the thinking of parkour system from the beginning was kind of reduce the frustration of running along with Sonic and running into a wall you come to a complete stop. So it is there to help players out.

With the past games — Sonic Unleashed, Sonic Colours and Sonic Generation — we've had side view and forward view and with this gameplay we wanted to take a step forward and do some new things and kind of add new challenges. We've always wanted to add that replay path because it has that replayabity and people see things and wonder 'Ahh! How do I get over there?' It kind of gives you motivation to go back and explore."


- easy mode includes levels populated with more platforms to scale
- the perspective is forward facing
- this will have a greater parkour-centric experience
- normal difficulty is a 2D perspective with fast-paced side-scrolling
- hardest level is a forward facing perspective with fewer platforms

Link