If your meter is full, your next special will be an OHKO. There is in fact a meter system in Sonic Battle, but what it does is more similar to the DBZ Budokai ki gauge. Special attacks are much more powerful and more versatile than they are in SSB-in fact, if these attacks were in Street Fighter, they would probably be supers to justify just how much sheer power most of them have. For everyone except Emerl and maybe Cream this doesn't really mean much, since special attacks are a much easier and much more effective way of winning fights. Like Super Smash Brothers, most attacks are done with one button, and pressing the d-pad towards a direction will produce a different attack. Stocks drop very quickly, most enemies go down in a single complete combo. I myself probably fight a lot like the characters in this game-punch the air a lot until you connect a hit, and then just give in to your inner demon and flail your limbs around until you hear a bone crack. Sonic Battle is a game where fights do not have any finesse whatsoever. Like Sonic The Fighters, it's pretty clear that Sonic Team did not have the slightest bit of appreciation for fighting games when they approached Sonic Battle. So when you see Sonic Team of all developers making a free-roaming fighter on the GBA, you know things are about to get very messy. It severely limits the variety of games on the platform, and you are hard-pressed to find any games at all that had developers ballsy enough to try to run 3D gameplay on it. The d-pad is an unresponsive, hard-to-grip control scheme, the lighting is bad, it can only handle 32-bit graphics, and the sound chip has produced some of the worst sounding soundtracks you could ever imagine. I don't mean in terms of games, I mean in terms of everything else. I did have to think a bit on whether I hated Cheetahmen 2 or Before the Echo more. You can press Spacebar or A on the Steam controller to skip dialogue, it gets repeated a lot sometimes.The Red Chao wrote:but which is worse, Crazy Bus or Before the EchoI'm not even going to be ranking Crazy Bus because I don't even consider it a game. Or if you're close enough you can activate it straight from Look mode. To go through doors you have to open them in Look mode then switch to walk mode to walk through them. You can look up and down with the up/down arrows or up/down on the Steam controller directional pad. You can switch between crouching and standing up with Ctrl and Shift. So it works better to make small adjustments and then STOP constantly with the right click/left trigger. Moving the mouse left and right make you turn, but you won't stop turning. It's weird, but moving the mouse forward and back actually makes you walk forward and back. But, you can STOP turning by right clicking the mouse or left trigger on Steam controller. It's still weirdly sensitive and you will spin out of control. Then it was more playable, but I still had to figure out and get used to the weird controls. The rate is shown in the Window title in Windowed mode. It's still not perfect, but there were a couple things I did to get by with this.ġ) Turn down the sensitivity under the Config options.Ģ) Turn down the DOSBox emulated CPU rate with Ctrl+F11. Touching the mouse at all simply caused the room to continuously spin out of control! And you could do absolutely nothing. Now the walking around in 3d mode was literally unplayable at first and I nearly gave up on this game. You can (and will, a lot) switch between these two modes with the space bar, or A button on the Steam controller. There are two modes that you switch between: "Look/Talk" mode, and walking around mode. It actually plays really well with a Steam controller, now that I understand the unfamilliar control scheme. Wanted to share what I learned now that I overcame the difficulties. It took me some time and effort to get used to the controls for this game as it's a bit dated and probably one of the first 3d games.
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