darkSpyro - Spyro and Skylanders Forum > Skylanders Toys and Merchandise > Future of vehicles?
xboxfanuk Yellow Sparx Gems: 1155 |
#51 Posted: 08:01:26 17/02/2016
Unless they are completely overhauling the engine, surely it wouldn't be too much effort to simply port one of each type of track to the new game as a bonus area. Also having a racing community for the next game wouldn't hurt keeping people engaged either.
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Friend me on Xbox One - GT: Xboxfanuk Would love to co-op Superchargers. |
Drek95 Emerald Sparx Gems: 4761 |
#52 Posted: 10:16:08 17/02/2016
I wouldn't want to go off-topic but what I'm about to say still concerns old figure's support and was already brought up before here.
So, Adventure Pieces were first ditched when SWAP Force came out but I can kinda understand that: it was a true revolution under many points of view and V.V. probably didn't had time to adjust the four SA levels to make them work with the jumping mechanic. But the excuses end there. Now that they finally settled with a next-gen engine (technically they are two but apparently devs don't care when a character looks and play horrible in another game most of the time so why would they brother for the aesthetics of a level...?) they can re-create all the SA Adventure Pack levels and simply reuse them in all the games from now on. Now it might be a matter of space and in that case I think they can't do anything but otherwise, seriously... Tower of Time, Sheep Wreck Island, Nightmare Express, Mirror of Mystery, Nightmare Museum and Sunscraper Spires are already made to work with the jumping! That's 6 out of 10 levels! Why didn't they kept at least those ones...? They could even encourage customers to look for old Adventure Packs and enhance their replayability. I would love knowing that I would always have 10 extra levels to complete, after the Story Mode. Sometimes it really seems Activision doesn't want our money. Same goes for the traps: they got a Pokémonesque gold mine in their hands and decided to ditch it. Hopefully they just couldn't find their way between the engines and the vehicles...
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”Gulp, lunch time!” Current Number of Champions of the Skylands: 154 |
HeyitsHotDog Diamond Sparx Gems: 8511 |
#53 Posted: 12:22:49 17/02/2016
3 things.
You can say the same thing about TfB, why didn't hey re-add the old Adventure packs and the SF ones? You're targeting V.V. to much. Trap support, we both agreed on, we're likely Acti's decision and not V.V's Maybe a bit off topic but I think the SSA adventure packs would have worked just fine with jumping. Maybe change a few things, but other than that I think jumping wouldn't have broken them in anyway. It's been a while since I'e played them but I remember all of them pretty well for the most part.
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Hey is there anything you want me to bring for the rest of the week and if so it’s so cool that you can do something and just do it like that |
Drek95 Emerald Sparx Gems: 4761 |
#54 Posted: 12:30:36 17/02/2016
I have only mentioned V.V. once, in my comment, and it was simply to motivate their decision to not include old Adventure Packs in SWAP Force.
I was talking about both teams. It's not that I have to always criticize V.V. each time I write something. I agree with what you said about SA levels. There are lots of jump pads in Trap Team and jumping worked perfectly: they could simply add a couple invisible walls here and there.
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”Gulp, lunch time!” Current Number of Champions of the Skylands: 154 |
HeyitsHotDog Diamond Sparx Gems: 8511 |
#55 Posted: 12:38:10 17/02/2016
I figured you were actually. Sorry its mourning here and I'm still waking up.
Oh gosh, that's right. Jump pads in TT. Let it go TfB. No need for jump pads for just a few feet. Use jumps pads (And magic circles!) for greater heights!
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Hey is there anything you want me to bring for the rest of the week and if so it’s so cool that you can do something and just do it like that |
Drek95 Emerald Sparx Gems: 4761 |
#56 Posted: 12:52:21 17/02/2016
No problem.
Yeah, maybe there were too many and often unneeded jump pads in Trap Team but they didn't impacted gameplay that much so they weren't annoying for me. They could simply remove certain jump pads from the old Adventure Packs and keep only the necessary ones (like the ones on the rotating platforms in Dragon's Peak). So many ways to adapt old Adventure Packs and they decide to not go with any... Woo hoo...
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”Gulp, lunch time!” Current Number of Champions of the Skylands: 154 |
Edited 1 time - Last edited at 12:53:01 17/02/2016 by Drek95
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Hexin_Wishes Yellow Sparx Gems: 1522 |
#57 Posted: 13:00:53 17/02/2016
I don't know, I'd rather a new function for the AP pieces than the same level. A new story based off them? Fabulous but unlikely. The same old levels? No thanks. I know they are extra but I still feel they are part of their origin game's storyline. It was weird doing the SA APs in Giants even though that game was basically an expansion of the first.
There's so much more they could do with them than port over old levels... And **** those jump pads man, never liked them. (Side note, but playing TT with Rattle Shake and I find he can't jump as high as other Skylanders... Which struck me as weird since he's the bouncer but the quiet animosity between TfB and VV explains this). |
AdamGregory03 Gold Sparx Gems: 2156 |
#58 Posted: 13:48:12 17/02/2016
Well, there's nothing stopping them from making entirely new levels based around them either... But even then that would probably be unfair to those who didn't previously buy them.
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