9/28/2023 0 Comments Freedom planet 2 2021I went back and played the first game some after many years, and you can really see the difference 7 years of experience has made. I wish if you were holding diagonally down you wouldn't wall cling and would fall into a roll. The only complaint I have with Carol is that when you're falling and are trying to hug a wall so a halfpipe converts that falling speed into running speed, it's really easy to accidentally wall slide and lose your falling speed. Meanwhile, I'm finding bosses a lot harder than they were with Lilac-Dragon Boost being invincible and spammable when you cancel it really carries you, plus she has a dodge after guarding/Dragon Boosting that helps against multi-hit attacks and repositioning away from danger. Works with Milla's aerial super shot too. By the way, if you Cyclone right after hitting a spring or any other time you get a lot of upward speed, you go absolutely flying, like 2-3x the distance depending on your timing. Really the only way I see Lilac getting faster times is using Dragon Boost to skip certain sections of stages. Lilac's equivalent move to gain speed out of a jump-her dive kick-is horribly slow to come out and needs a lot of height to do anything. Being able to gain speed out of potentially any and every jump you do is pretty insane given you lose speed when you jump in this game. Dragon Boost is easy to use, but to get speed from it you need to use your entire special meter, so it can't be spammed like Carol's dive and dropkick. You can quickly jump, dive, and then dropkick to get about as much speed as a Dragon Boost. Meanwhile X can dash, air dash and wall jump up and around most things, so deliberate platforming is less emphasized more in favor of just flowing through the levels in a way that’s less taxing, but still great fun to master.Ĭlick to shrink.I didn't expect this, but Carol is actually the one with insane speedrun potential and instant speed on tap. Classic MM can’t do much when it comes to mobility, so he’s forced to make all those jumps carefully. Classic Mega Man vs Mega Man X might also be a point of comparison. All in all it might be a sidegrade type of thing - FP2’s level design can’t shine as much because of how crazy mobile the characters are, but at the same time the characters just feel ridiculously fun to play and still require some finesse to exploit them fully. Still, there are a few levels like Lightning Tower and Inversion Dynamo with gimmicks that can’t be brute forced through that easily. So the raw nuts and bolts of FP2’s level design can’t stick out quite as much for the most part just because the characters are built to run rampant around it (at least FP2 has great music and visual variety between the stages). Using Lilac’s dragon rush diagonally upward also lets you get above and around many obstacles. And that’s not to mention her Mega Man X-style wall jumps that let you scale anything. Carol in particular is just god damn ridiculous, she can use multiple up airs to gain a bit of height on each before throwing her jump disk in any direction and warping to it whilst invincible. With Boost you can just plow through tons of stuff.įP2 takes this even further though, because the characters seem unstoppable not just horizontally, but vertically. Classic Sonic can’t actually do all that much, so it’s easier for the level design to funnel you tightly through its design and really force you to play by its rules. Will double dip when it arrives on console probably, the experience is somewhat diluted on my dinky laptop.Ĭlassic Sonic to Rush is probably a decent comparison. In general I like how the game makes lives handled on a stage by stage basis (like entering a stage with smash bros stock lives system), it's an idea you don't see often and it really makes me more likely to try and nab more gems per stage to have more stocks to utilise when the boss turns up. The option to eat one of your lives there and then upon death for a last ditch revival is actually really neat, clutching out boss battles by rising from your grave. I did start finding it to overstay its welcome, though that might be more because the back half of the game being a bit more experimental in stage design could be hit or miss, though I'll fully support the endeavour to mix it up. It's cool though, the revamped returning characters are smoother to play, the sprite work is top notch, visually it's like we went from Mega Drive to Saturn or something. Thought this game was on par with the original, better in some ways, a touch weaker in others that mainly relates to the toning down of platforming segments/obstacles you might want to think about in 1 against a more Sonic Rush like BOOOOST focus, especially now that Lilac has been buffed and can skip even more terrain than before.
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