![]() What they were able to do with the second Acts will blow your mind. I've honestly only beat the Sonic and Tails campaign thus far, so the various other aspects of the story are something I cannot consider yet.Īs has been advertised, the themes of the second Acts are built upon those of the first Act, just like in S3&K, and in this regard Mania excels. ![]() so time will tell for Mania and it's story. Whereas S3&K told a straight forward story, A to B, it was just a more natural story progression in my view, and for that I might say S3&K has the better story, but to repeat, S3&K is already baked in, it's history. I mean, everyone is aware that Mania revisits a lot of previous zones, so that had to be worked into the story, obviously. However, S3&K has the benefit of history, whereas Mania only just happened, so it's sort of hard to call that this soon. As far as story is concerned, in comparison to Sonic 3&K, I felt that Mania wasn't as grand in terms of scope. It will probably rank as the best Classic game to most people. You'll notice he also mentioned the stages being, "six times larger" to help facilitate all the unnecessary running.Įdit: You know, it's ironic that a series with a basis of a fast character was botched so badly by the idea of going even faster.Ĭlick to expand.I think it definitely surpasses Sonic 3&K. Here's an interview where Yuji Naka talks about Advance 2 being faster. I'm certain the conversation went something like this:ĭimps: We did a good job recreating the feel of the Classic games with Advance 1, what should we do for the sequel. The Boost mechanics are a way of Sega trying to improve the classic mechanics in the most asine way. She had an added hover ability which is perfect for backtracking should you boost off a cliff. The level layouts are a bit on the bland side, and the split screen thing can be literally nauseating for some people, but it's mostly not bad for what it is.Ĭlick to expand.Another way of saying this is, the BOOST gameplay isn't how Sonic should play despite the mechanics on their own being quite functional. While nothing is ever 100% perfect I can assure you all that this game is going to light fireworks in your heart and mind. I feel so fortunate to have this love of Classic Sonic reborn and the prospect of another new Classic Sonic game, with all new zones, makes me hopeful for the future. It seems impossible that this game could not get a sequel. It took 2 decades for this game to finally happen and it was worth the wait, it's a damn shame it took so fucking long, fuck, but it's actually good enough. To those who see me gripe on here frequently about how much I hate what has been done to Sonic, or how I pine for the classic aesthetic and sole of the franchise. the music, the art, the speed, the nostalgia, all of it hitting high notes at once. ![]() It's almost like some orgasm for your mind. People are actually telling me that it makes them excited to see me so happy. I guess for me it was sort of like the rush of being on a roller coaster, where you're just having such a thrill that you can't wipe the smile off your face. I can honestly say I don't think I've ever felt anything like what I felt playing Mania. ![]() I'm sort of jealous of you guys that haven't played yet. To those concerned about the rehashing of old zones, don't be, they are all masterpieces. I spread my playtime over 2 days with a several sittings because I wanted this elated feeling to last forever. Ok, so I've made it threw my first play through of the game. So all of a sudden, all these things that worked in the Rush trilogy are major problems despite being pretty much the same, simply for a few other things that changed. But it led to Sonic 4, which was clearly evolved from Rush physics but without level design suited to it or a boost mechanic. It didn't matter in the Rush trilogy (including Colors DS) because you could get max speed in an instant and rarely weren't moving super fast. They were sloppy, and Sonic had a tendency of sticking to walls while barely moving, or losing all his speed the second you let go of the D-Pad. The problem is that their physics were clearly built around a certain type of gameplay. The problem with these games isn't even with these games. Rush Adventure is considerably better, provided you use an Action Replay or similar device to eliminate the minigames and resource-based progress blocks that require you to replay levels in hopes the RNG favors you with the shit you need. The level layouts are a bit on the bland side, and the split screen thing can be literally nauseating for some people, but it's mostly not bad for what it is. Click to expand.It's a good game to a point.
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