When Sonic Lost World Came to the 3DS

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Two weeks ago, I covered Sonic Lost World on  the Wii U after a year long gap between it and   my previous main series Sonic video.  But we are back, relatively quickly,   to talk about more Sonic games. Like I did  for Sonic Unleashed, Colors and Generations,   I am covering the handheld version of Sonic Lost  World that was released on 3DS before we continue   on with the following games. Lost World, being  a game that, on console, was very underwhelming,   both at the time of it’s release and to this day.  I feel better about Lost World than I used to,   but not in a way where I have anything super nice  to say about it. It’s a finished game and in fact,   might be the most polished 3D Sonic game of all  time. But it just didn’t capture the imagination   much. Not that this should be a requirement for  the game to be good, but man that game was bland.   Now, Lost World on Wii U is a game I have played  a couple times since it was released almost ten   years ago on Wii U, but it’s alternative version  on the 3DS is one I have actually never played   before. For starters, by age 13, the need to  digest every alternative version of the new   Sonic game was really lowered. Secondly, I never  heard good things about this one. Sonic Lost World   on 3DS is definitely one of the most infamous  Sonic games of the last ten years, being one that   most fans regard as a waste of potential and a  frustrating one at that via it’s numerous baffling   design choices. Before it came out, people were  interested in trying this one out because it was   going to be the first 3D Sonic game released  on a handheld, something Generations on 3DS,   or even the Sonic Rivals series on PSP before  that could have done, but opted not to. So the   3DS version of Lost World was trying something  new. But I never had an opinion on it because of   the fact that I never played it. All I could tell  was that it didn’t look particularly fun in what   I saw from the Let’s Plays and reviews coming  out for Lost World at the time. And I already   didn’t like the Wii U version anyway, so an even  worse Lost World was something I especially didn’t   need to experience. It looked like it would make  you tear your hair out, and keeping your hair is   a good thing. Which is why I decided to partner  with Keeps to be the sponsor of today’s video!   Keeps is a subscription service that helps men  keep their hair. Two out of three guys will   experience hair loss by the time they’re 35, and  Keeps offers clinically proven, research backed   treatments to stop hair loss and improve hair  growth. 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Now having said that, let us   return to the subject matter of this video, which  is Sonic Lost World on Nintendo 3DS.   When comparing Lost World on console to the  handheld version, it’s interesting to note how we   don’t have much to talk about besides the gameplay  and level design, because in most other respects,   it lines it with the console counterpart.  Each world still has 4 levels to play in,   all of those worlds are the exact same as  the console original and the story is also   1:1 with the Wii U game as well. This game just  uses and heavily compresses the cutscenes from   the Console version and then plays them at their  respective moments in the story. I guess this goes   to show that the developers at Dimps had a better  grasp on the 3DS hardware since, like I said when   talking about Generations 3DS, that game used none  of the 360 cutscenes, instead reinterpreting the   story like Colors on DS had done. Although, maybe  it’s just that it was easier to use the cutscenes   from Lost World on Wii U because those were  already pre-rendered video files anyway, so   therefore it’s a compression upon a compression,  when the cutscenes in Generations were mostly in   engine, so they’d have to compress them from  there. Still, it doesn't quite make sense why   they didn’t use the pre-rendered scenes that the  console Generations had for it’s handheld release,   but that’s neither here nor there at  this point. In terms of the gameplay,   Lost World 3DS technically plays like the  console version. Sonic still has three speeds,   controlled by a run button, he uses parkour in  almost the same fashion as the console game,   only now spin dashing keeps your momentum going  forward rather than moving you upwards. Parkour   in general is used much more often in dedicated  segments, as opposed to the console game where   it was optional more than half the time. And in  terms of combat, Sonic’s kick attack is a ranged   move rather than something you get up close and  do, which I think better distinguishes the homing   attack and the kick anyway. But the best element  of all would be the spindash. I said I found   it satisfying to do in the console version, but  found it annoying how landing from a double jump   canceled the spindash, when a spin dash with the  infinite duration combined with the distance of   the double jump would have been fun to use. In  Lost World 3DS, this is actually how it works,   so I have to say, I was pleasantly surprised to  see that, and felt it was as fun to use as I had   anticipated. But the trade off with this is that  Sonic handles much worse on the ground than he did   on Wii U. In that very version, Sonic moved very  stiffly when turning, it was pretty awkward. But   on the 3DS they instead made Sonic fly in whatever  direction you were turning in while running which   makes precise movement while going fast a real  nightmare. Therefore, walking becomes much more   useful in Lost World 3DS than it was on Wii U  where I almost never went at the lowest speed.   Lost World 3DS is an interesting game to compare  to the console version since it, in many ways,   takes everything I didn’t like about the Wii U  game and makes it far worse. For example, combat.   I thought the kick attack and the charged homing  attack only served to slow the pace down on Wii U,   but on 3DS it’s even worse since numerous stages  will have a big mini boss that requires you to   wait around for their attacks to be completed  before you must stun them and then wait for   the charged homing attack to fully power up which  takes even longer here than it did in Sonic Team’s   version. The multi homing attack also gets you  into trouble frequently because it will target   enemies and objects that aren’t even in your  line of sight which puts you at the risk of   taking damage or dying, like this glorious moment  from a 2D Segment in Frozen Factory. Yeah…what an   idiot I am for my inability to predict that. Then the handheld game takes the gimmicky   aspect of the original and ramps that up to 11  as well. I feel like the task of creating a 3D   Sonic platformer on the 3DS wasn’t something  so unachievable that they needed to pad the   game out the way they did, but regardless, you  spend several levels across the campaign doing   miscellaneous tasks like solving puzzles where  you lead balls into slots and then kick them   so the ball is stunned, leaving it place for  you to make it through the door that is open,   repeat the process 14 more times…that was a  sentence. Or pushing a snowball in the snow until   it grows big enough to hold down a switch and or  fit into a slot, repeat the process 20 more times   while being chased by a killer snowball. Solve  a maze where you get teleported to random spots,   making it so you have to find which teleporter  is the real one, riding on a missile with gyro   controls for an entire level. Pushing fruit onto  switches to teleport the fruit onto this elevator   with a blender that you push the fruit into that  rises the platform higher and higher…that was   another sentence I definitely just said. Hopefully  you get the picture. The game is more random than   the console version and that’s because it’s  an onslaught of…not even mini games, just   objectives that have nothing to do with fast paced  action platforming. And it gets very repetitive,   very fast. Lost World on 3DS takes things I didn’t  like on Wii U and made them worse, like I said.   Alternatively, it takes things I didn’t like  and then flips them on it’s head and makes the   experience even worse in the process. For example,  I thought the wisps were pretty shoehorned into   Sonic Lost World. On 3DS, you better get used to  them, they are everywhere in this game. Entire   stages that are solely based around controlling  wisp powers…like a 3D underwater drill   wisp I could barely get the hang of, or a 3D  asteroid wisp you need to absorb material with   in order to get big enough to damage a mini boss  or do tight platforming with, or swinging on poles   with the lightning wisp or worst of all, trying  to carefully maneuver the gyro controlled Quake   wisp that kept going whichever way it felt and  often sending me plummeting into the abyss. You   need this stomp ability the Quake Wisp has to  hit these switches, but that’s not a move you   use with a button, it’s only done when activating  the transformation, so you need to wait it out for   the bar to deplete and then grab another one,  or realize you can cancel the transformation   with this life icon on the bottom screen. Very  intuitive stuff. The bosses are also flipped on   their head from the console game where you could  clear them all in 2 seconds since here it can take   several minutes. Some of those are just because  of animations and attack phases going on too   long like gathering the materials as the asteroid  wisp to attack Zomom or aiming to find Zor, but   others are just because of the game not remotely  telegraphing what’s going on like how the boss   with Zik just completely changes the controls to  be a full 3D rotation with the analog stick which,   fun fact, made me think my controls were broken  for a second, or the boss with Zina that I   could barely move without the janky aiming of the  lighting wisp screwing with me. The game just has   dreadful boss encounters and makes you miss the  fights from the console version of Lost World.   And on top of all that, this game introduces  new problems and headaches to the Last World   experience that are completely separate from the  Console version. Like how the game still has 2D   levels but now you move so quickly through them  that you can barely see what’s coming in front   you, so you will crash into obstacles and enemies  left and right. Especially since you can’t roll   into a ball in this game while on the move. By  collecting 50 rings and reaching the end of the   stage, you gain access to a special stage.  These being almost unanimously agreed upon   as the worst special stages in Sonic history. The  concept is that you have to collect multi-colored   spheres like you did in Colors DS. But this  time, you control Sonic in a full Star Fox All   Range Mode Map but…with the 3DS’ gyro features.  Since I played this game on the 3DS emulator,   I set it up with the DualShock 4 which has  gyro compatibility, so this was plenty awkward   at first, but the basic gist of it is that you  move around with the controller itself and when   you need to recenter, you stop moving with the  triangle button and then recenter the controller   yourself. No way to adjust the camera or Sonic’s  position or anything. Once you figure that out,   you can get through a few of these stages  but again, it’s really awkward and unitivite,   and if you are playing on a real 3DS, you  will spin and rotate around looking like a   complete moron. How anyone is supposed to play  like this when on a bus or if you are a kid in   the backseat is beyond me. I gave up at Special  Stage 5 because the patterns the spheres were in,   combined with the short time limit just made  it a nightmare to play that might just give you   motion sickness. But the flaws don’t end there. The 3DS game still only has four levels per world,   and one of them is just a boss fight. So with  three real levels per world, how does the game   make space for all these gimmicks they repeat  over and over and over? The answer is by making   the levels go on for eons. You might spend about  5 minutes meandering through the maze of Desert   Ruins, but then have 10 minutes left of using the  Asteroid Wisp and fighting mini bosses before the   stage finally relents and ends. This being a game  wide issue where levels, whether they be standard   platforming or some bizarre gimmick, just overstay  their welcome to the max. It seriously took me 18   minutes to clear Frozen Factory Zone 1, because  it was like 4 levels rolled into one. Standard   gameplay, snowboarding, switch puzzles, 2d  elevator rides…did they ever think that was   overkill? Did this game have to be 5 and a half  hours? Generations 3DS lasted only 2 hours,   and even if you didn’t know what you were doing,  a skilled player could clear that game in a day   because it’s very simplistic. That game felt  undercooked, and should have had more meat on   it’s bones by maybe 30 minutes. This game is  just a marathon. Every zone, I said to myself,   well, at least I am through with the worst of  it, and then my friends laughed because every   single one introduced some new crazy gimmick that  stretches that playtime out. The game gives you   fifteen minutes to clear Silent Forest Zone 1,  and I timed out, in the end, taking 23 minutes   to beat the stage. If you are creating a ticking  clock for a Sonic stage and you even need it to   go towards 20 minutes…I feel like that’s when you  should be taking a step back and asking yourselves   if that was really needed. And here’s the thing,  I am sure, with a second playthrough, Lost World   3DS would be…easier to play. I have seen examples  of this on the channel just recently. But I think   this argument is a slippery slope. I find a lot of  reward in getting better at games and finding them   way easier as a result. So many of my videos have  discussed that effect. However, what makes this   a slippery slope when considering my thoughts on  a game is that…this is true…for every game. Just   look at my video on Sonic 06, one of the core  points was that, as a kid, I played the game so   often that I am adjusted to the crap factor, so  therefore I won’t have a super terrible time with   it. However, I don’t say and never said it was a  good game, because when looking at it’s execution   of the most basic elements of game design, it  flopped. But even off screen, games I used to   say negative things about in passing are games I  can find enjoyment in when playing it again. Every   game gets infinitely simpler the more you play  it. But on that note, not all become more fun.   In order for me to want to even try to get better  at a game, I have to enjoy the experience to even   the slightest of degrees. Now, that’s the  subjective part, because if you think this   game is fun enough to come back to, that’s just  how you felt, and your experience going up from   there is logical. In my case, words can’t do  justice to how much I hated this game. I mean   that without hyperbole, I felt like I was trapped  in purgatory playing this game, and yet I still   feel like this script has captured the extent of  that feeling. I thought every level sucked and   went on for an eternity. I thought every gimmick  it introduced was trite and that the game handled   like a prison toilet. So, needless to say, I  am never playing this game again for the rest   of my life. Definitely one of my new, least  favorite Sonic games. Which I guess brings up   the discussion of how it ranks compared to…other  Sonic games I have branded with that title. And I   can say this…it’s tricky. When looking at this  rating system I mentally divide games up with,   I think it’s a shoe in for that E Tier, however…I  hated enough to where I want to slap that F on it,   but like I said when I introduced it in the  Sonic Free Riders video…I don’t want to go around   handing F Ranks out like candy. It’s reserved for  the worst of the worst. Let it be known that I am   still unsure of where I’d precisely rank it, just  know that it’s one of these bottom two. A truly   soul devouring experience. The biggest shame of  it all being how this was the note that Dimps   went out on for developing Sonic games. This  is a company that during the 2000s, was seen   as one of the few bright spots in terms of Sonic,  providing the Game Boy Advance with the excellent   Sonic Advance lineup, and the DS with the quality  Sonic Rush titles, alongside Sonic Colors on DS,   which was more or less a sequel to those. But of  their last few games, they were either mediocre   like Generations 3DS and Sonic 4 Episode 2,  or just trash like Episode 1 and Sonic Lost   World. Sonic Lost World on 3DS being, like I said,  their last Sonic game. If you like this game,   more power to you. Reading the comments on  my Lost World Wii U review, and by seeing   the climate on YouTube, it seems some people do  like Lost World 3DS, even more than the console   version. I personally don’t see it, but again,  more power to you. I am pretty sure this version   sold more copies than the Wii U version did, kind  of like the Wii version of Sonic Unleashed that   Dimps also made that went alongside Sonic Team’s  version. So a lot of people remember this one   well. If you are in that camp, feel free to share  why below. Since I am with the seemingly majority   in thinking that this one was just fundamentally  missing the mark. But that’s pretty much all I can   say in regards to this game. I thought it sucked,  and I think it’s a shame that Dimps didn’t get the   chance to do another game and maybe redeem the  legacy they have left behind in the series in   their final few entries. But otherwise, it’s not  super relevant to the history of Sonic, like an 06   or…huh, the next Sonic game I am going to review,  which would be…Sonic Boom: Rise of Lyric on Wii U.   Spoilers, I actually never beat this game back  when it came out, for reasons you will find out   when that review drops in a few weeks. I am sure  it will be interesting indeed. But of course,   we can’t directly do that next because…do you know  what month it is? It’s September of 2022, the 20th   anniversary of Sly Cooper! I gotta celebrate. So  hope you look forward to that. In the meantime,   I will say what I always do, thank you all  for watching and I will see you next time!
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Channel: J's Reviews
Views: 128,946
Rating: undefined out of 5
Keywords: sonic lost world, sonic lost world 3ds, sonic, sonic lost world wii u, sonic the hedgehog, sonic lost world review, sonic lost world 3ds review, super sonic, sonic team, sonic 3ds, world, sonic: lost world, sonic lost world pc, sonic lost worlds, 3ds sonic lost world, sonic lost world 3ds mods, sonic lost world mods, sonic world, обзор sonic lost world, sonic lost world citra, sonic lost world sucks, sonic lost world steam
Id: Yy6CSKmD0Pk
Channel Id: undefined
Length: 14min 30sec (870 seconds)
Published: Wed Sep 07 2022
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