We've added
double jump mechanics and mantling that gets you up really, really fast.»
My one qualm control-wise is with
the double jump mechanic.
Not exact matches
The traditional
double jump and mid-air stomp, as well as simple attacking methods, are all here — a familiar set of
mechanics typical of the genre, making for a fun, albeit fairly straight - forward, game that appeals to adults and children alike.
More than anything, I think this game has recaptured many of the aspects of console gaming that really shine for me: multiple players, same screen, fast action, fun puzzles, working together, a world with plenty to be discovered, and surprises (and I don't mean scripted «surprises», I mean surprises the players find in the environment and
mechanics, like the Totec / Lara
double jump).
As a platformer, Sonic Forces has fundamental problems: Sonic's «targeting»
mechanic is frustratingly unreliable; the
double jump doesn't push high enough and is tough to parse when it's been activated, rendering it useless; the loose and imprecise platforming drives me up a wall.
'' [
Double -
jumping] makes your character more agile than ever before, and it's the kind of game - changing
mechanic that will leave future CoD games lacking if it's left out.»
The main
mechanic outside of the procedural generation is that Bob tends to receive different abilities along the way, such as jetpacks,
double jumps, or other additions that can be boiled down to being larger, smaller, having less friction and other similar tried and true
mechanics (although the game throws a curve - ball by making you fly a spaceship at times).
The
jumping mechanic also feels very sticky, leaving for plenty of frustrating moments where you swear you have
double jumped but the game refuses to agree.
Final Thoughts: While ultimately the switching
mechanic is just a clever disguise for
double jumps, I enjoyed Switch or Die Trying.
I hate Crash as a character, and it is so obviously derivative of early Sonic games it makes me sad Sega became so bad at making Sonic games, but what we have here is a platformer where the core
mechanics work (ignoring the fucking
double jumps crapping out), the story is whack but it is generic platformer whack, and there is enough to sink your teeth into if you want to 100 % a platformer collect - athon.
Jumping is the main
mechanic of platforming games, and ordinarily you'll have a
jump, a
double -
jump and perhaps a long / triple
jump.
Since you're descending, the power ups had to support that
mechanics, so it became gliding, floating and
double jumping.