Originally posted by Girlydragon
The big difference between the new and the old here is that only 3 of those characters were playable, and only selectable for single player in sonic 3 and S&K. Compare that too the recent sonic 3D games that often have more than 6 playable characters, that all have to be played to reach the end.
The only 3D games with more than 6 are '06 and Heroes (which may or may not count since you can only choose the 4 teams; each member was roughly equivalent to the same member for every other team). Adventure/Adventure 2 had 6 each (and Adventure 2 had half of them be duplicates of the other half; the only real characters were Sonic/Eggman/Knuckles, the others were just copies with fewer abilities). Black Knight had 4 (and you didn't even have to use all of them), Secret Rings had one, Shadow had one, Unleashed had one (two if you count the Werehog).
So, to tally:
6 or more characters: 4
1 character: 3
Spinoffs had more, of course (The Fighters has 8, the Riders series has like 20, Shuffle has 8).
Originally posted by Girlydragon
My main complaint with the new games gameplay is the linearity, there's on path to take instead of the old ones very branching and different paths trough the levels. And one cannot deny that the sections that only involved watching has increased in the 3D ones.
Sonic Adventure had remarkably few just-watch sections (probably about the same as Sonic 3/K, to be honest). A few loops, the orca, and maybe the Lost World waterfall. Adventure 2 added those tubes in Crazy Gadget, running down the wall in City Escape, and grind rails, but I don't remember much else.
Unfortunately, I do have to concede the linearity point, especially once you got past Adventure 2. Then
Originally posted by Girlydragon
You call the enemies cheap deaths? It's piss easy to stock up on rings and get by, now bad camera placement and controls is a far worse cheap death.
Alright, I should've differentiated between "cheap death" and "cheap hit". Both needlessly break the flow of gameplay, even if you don't get knocked back to the last checkpoint (and for that, there were still plenty of crushing things).
Originally posted by Girlydragon
I have had 1 one of those happen to me (although frequently) in my entire life whilst playing sonic 1 to 3, and I played it religiously.
In normal gameplay, ignoring the occasional time that Sonic would go too fast and fall through the floor and die, the main thing I can think of is Sonic 3, Icecap act 1, as Tails. The first time you play, the first slope will kill you if you don't go in the bonus or special stage.
Originally posted by Okyū
... a response to "old-school Sonic fans" ...
[trope]UnpleasableFanbase[/trope]
I think the game won't be bad though, considering they seem to be going for an old school 2D similar to some wiiware games... Then again, they also made that Sonic Genesis for GBA...
No, no.
[trope]BrokenBase[/trope]
(And yes, Sonic Genesis was awful. I don't know how they managed to break the engine that badly...)
Originally posted by Dawn
But when have that mentality, you end up with this...
Should I video tape myself getting through Emerald Hill act 1 without jumping?
Don't get me wrong; I did enjoy the classic games a bit more than anything recent. But... the flaws have always been there. For every "running too fast and falling in a pit" in Adventure, there's an "attacking a firefly in Sonic 2 only to have it turn invincible for no good reason midjump" or "getting suddenly crushed by a rock in Mystic Cave" or "falling in a pit that would be bottomless but instead has spikes at the bottom of it" or "having spikes appear out of nowhere from a wall"... alright, I just have major issues with Mystic Cave. I liked Sonic 3/K best out of the classic series, followed by Sonic 1, then Sonic 2 (something about it felt more... solid, and I hated the tube special stages).
|