(06-25-2011, 07:35 PM)Woppet* Wrote: [ -> ]Know what everyone's problem is?
You all need to let go of the Genesis games. Sonic will probably never be like that again.
I just treat the new games as a completely different series. And buy them when they're half decent (Unleashed/Colours)
I never have any expectations. For all i care Sega can do what the h*ck they like, and if i think it looks cool I'll buy it. If i don't think it does, i wont.
Colors was really good though.
The first problem is when you market something as being exactly like the classics and guess what, it isn't!!
And another problem, which is the worst, is when you have a move that gives you incredible speed and invulnerability, leaving just running, keeping your pace, and jumping with some good timing completely useless, although it requires a lot more skill to pull it off. Thus speedruns are going to be Sonic Adventure all over again, instead of being skillful and having that skill rewarded with speed. It also can be a huge problem that Sonic uncurls after a while with no warning, and that may cause some problem on later levels (yeah look at me destroying all those badn-- oh i got hit because he uncurled out of nowhere)
I mean, how can a move like the Spindash is right now be anything balanced? The Spindash is not supposed to be Modern Sonic's boost, SEGA. It's supposed to be an easy way to get some speed going. Easy but fast - easy come, easy go - if you use it out of place, you decelerate and lose a lot of time. A good player will not resort to using it much, if not at all, because he'll constantly keep his high speed due to dodging obstacles and being skilled.
Plus the scriptedness of everything and the uselessness of rolling are pretty bothersome too, all of these not only affect how close to the classics they are, but also how enjoyable the game is, regardless of being closer to the classics or not! It makes the game unbalanced as hell in regards to time attacking, because:
- Skill is not exactly necessary to speedrun, just memorization, thanks to the overpowered spin-dash.
- Because of the scripted events, to speedrun you must avoid them like the plague. That's right, avoiding structures that were supposed to give you speed by going to alternate paths that you won't encounter those = more room to spin-dash and get insanely fast.
- Rolling being completely useless means less gameplay variety and less fun. How would you like Castlevania if a couple of subweapons didn't actually work or were exactly like the whip but worse in every way?
See:
Which one relies more on the player's skill, and which one relies only on spin-dashing and occasionally jumping?
Don't get me wrong, Generations was a huge step forward in comparison to Sonic 4, and I trust that the level design of the Classic Sonic stages will be interesting, but those flaws are glaring and really irksome. Although the main thing with Classic Sonic was that you could play it with one button only (besides the directional pad), to boast superiority against Mario, that you had to use two, I don't mind if there's a separate spindash button, if it's balanced. Like, the separate button would let you spin-dash without stopping, but the boost wouldn't be at full-power, while revving up by holding down and pressing A could let you power your spin-dash further, kinda like in Super Smash Bros, in which you could hold A to charge a Smash Attack, or press a C button to use it in an instant way, but not fully powered.
If SEGA choses to fix those things, I won't even mind the shitty choices of levels, because I know that the Classic Sonic gameplay will be simply
outstanding. If not, I'll just have a bad taste in my mouth playing it.