• Hinataharem

    Maybe holding R will be an option. Like, where you can choose to just press it On/Off or hold it

  • XYZ_JolteonZ980

    Does it still feel as “fast” as Unleashed and Generations does?

    • http://www.hamstapowah.com/ Zaron

      With the removal of boost and the addition of more parkour-esque mechanics, and from what little we’ve seen in trailers for gameplay, I can already say that no, no it does not. It almost looks painfully slow to me, and that has me worried.

      • Alexander Marquis Starkey

        I consider boost and this run button the same thing so whatev.

        • http://www.hamstapowah.com/ Zaron

          It sort of depends, I guess. They say “hold to run,” I interpret “run” as being the speed he moves normally in the previous “modern” game style. Boosting is significantly above that… and also a primary form of attack, which I’ll miss a little, because that means my ability to deal with enemy placement is going to be on the stage design again, and that’s never been ST’s strongest department.

  • mojack411

    I think having a run button is pretty smart to have if the game is going to be platforming intensive, which it looks like it will from the videos and screenshots I’ve seen. You can better control your jumps between platforms so you don’t run off from the momentum before hand, for instance.

    I also can’t imagine having a run button be THAT difficult can it? It’s new for Sonic, sure, but it’s certainly not new to gaming.

    • NTaiyokun

      LittleKuriboh mentioned that when he played it, he felt it was obnoxious and that just grazing a raised edge while holding the button would cause him to climb on it.

      Just putting that out there.

  • http://www.youtube.com/user/Kevassa02 kevassa

    I don’t really think that Sonic’s control scheme has been gotten all that complicated by the addition of one run button and one new attack, honestly.
    Having played almost all the games it definitely doesn’t look like “the most complex control scheme for an installment thus far”. Unleashed demanded the players to remember all of these actions: Stomp, Sliding, Wall Jump, Boost, Homing Attack (and Air Boost assigned in the same button), Light Dash, Side Step and Drift.
    The new scheme seems actually to simplify all this to let casual players pick up the game and play while offering the older fans exploration (with parkour) and speed (spindash).

    Also, yeah it’s true Sonic 06 left a huge bad taste in everyone’s mouths regarding level design; but Colors and Generations have returned to the branching paths and creative level design that made the series so popular. It wasn’t just mindlessly running while getting hit by enemies.

    I like the fact you guys are covering Sonic games, really! I think this game needs more coverage, and it’s great you’re doing your job.

  • Raltrios

    People complain about Kid Icarus: Uprising’s controls all the time, too. As a player since launch, this is something I cannot fathom.

  • Alexander Marquis Starkey

    Holding R just seems like the boost button from the previous game style, just mapped differently. My issue is still that the speed has decreased compared to Generations but we’ll see what Sonic Team has cooked up when the demo releases.

    • Ryozaku

      Why? Sonic is first and for most a platformer. lightning speed has not been the real focus. Sure it has been marketed but Sonic in his best games don’t go that fast (faster than say Mario of course).

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