Your actions matter. What you're doing is akin to saying that your actions don't matter because if you fall in a pit and die you respawn and get to try again.
Over-reliance on bottomless pits is bad game design. Both Mario and classic Sonic games use them smartly. And lives are an archaic system. Whether you die and start from a checkpoint or fall down and have to climb back up you're not getting past the challenging bit without proving your skill. In lieu of dying in Sonic you might miss secrets or more fun parts of a level, which in many ways can feel like a worse setback than losing a life.
Sonic Games are great (Ok 80% of them are shit, but that last ten percent...) Alot of people probably don't like them because they're hard. They are hard and aren't friendly games, not like Mario.
Over reliance of bottomless pits is a bad design, but my main issue isn't only a lack of bottomless pits. Sonic's free form stages don't allow such level design like this: https://www.youtube.com/watch?v=CmNld1_bAfY or world 8 in Mario 3.
Your actions can not matter without being respawned. The fact Sonic gives you infinite chances, so long as you have a ring, proves this. Sonic stages are badly designed.
I recorded myself playing Green Hill. This is me mostly not giving a shit and I ignore most of my preferred routes. I accidentally went into a special stage so I decided to skip it, but throughout this, despite playing the game with my attention at half, the game doesn't deliver much in the way of not only challenge, but also engagement.
https://youtu.be/kcYho7MGEyE
Either it's this style of brain dead platforming that I recorded, or tediously slow stuff like Marble Zone and Labyrinth. Either it's Sonic 2 style fare with the spin dash and watching cutscenes with Sonic spinning inside a tube or an oil drum. If the games branching paths lead to the same areas where all players are forced to go, like the end of Chemical Plant, I think I'd like the games more. I like the parts where you're forced into an area, like most of Metropolis, or Sky Chase, or Wing Fortress. As a platformer I just fail to see anything interesting. I think what makes a great platformer is being put into situations you have to overcome. Now, granted, in some certain games you can avoid them, like in Mario with its cape or tanuki suit, but those are completely optional choices. In Sonic, that lack of engagement is a core of its design.
And that's just the first stage.
Compared to its peers I find it has less level of engagement. Multiple times, I'm just doing what the fuck ever and I'm bouncing on enemies and shit, and I fall and I'm good. Everything feels safe except what the developers deem unsafe such as obstacles. In Act 3, I go through some of the "tougher" sections deliberately, just to show em. I don't feel like my actions matter when playing it. Other platformer first levels can be just as easy as Sonic 1's, but I still feel like my actions matter. Maybe one guy was right about me knowing the games too well now and for that reason they bore me because it feels routine and I played them too much as a kid?
Sonic games are not hard.
Mario Bros 3's Worlds 7 and 8 are still challenging to me. I can't say the same for Scrap Brain or Metropolis or whatever.
Over reliance of bottomless pits is a bad design, but my main issue isn't only a lack of bottomless pits. Sonic's free form stages don't allow such level design like this: https://www.youtube.com/watch?v=CmNld1_bAfY or world 8 in Mario 3.
Your actions can not matter without being respawned. The fact Sonic gives you infinite chances, so long as you have a ring, proves this. Sonic stages are badly designed.
I recorded myself playing Green Hill. This is me mostly not giving a shit and I ignore most of my preferred routes. I accidentally went into a special stage so I decided to skip it, but throughout this, despite playing the game with my attention at half, the game doesn't deliver much in the way of not only challenge, but also engagement.
https://youtu.be/kcYho7MGEyE
Either it's this style of brain dead platforming that I recorded, or tediously slow stuff like Marble Zone and Labyrinth. Either it's Sonic 2 style fare with the spin dash and watching cutscenes with Sonic spinning inside a tube or an oil drum. If the games branching paths lead to the same areas where all players are forced to go, like the end of Chemical Plant, I think I'd like the games more. I like the parts where you're forced into an area, like most of Metropolis, or Sky Chase, or Wing Fortress. As a platformer I just fail to see anything interesting. I think what makes a great platformer is being put into situations you have to overcome. Now, granted, in some certain games you can avoid them, like in Mario with its cape or tanuki suit, but those are completely optional choices. In Sonic, that lack of engagement is a core of its design.
And that's just the first stage.
Compared to its peers I find it has less level of engagement. Multiple times, I'm just doing what the fuck ever and I'm bouncing on enemies and shit, and I fall and I'm good. There's a complete lack of focus and the stage is designed to have as much shit in it as possible even if you don't actively seek it. It's the purest definition of quantity not necessarily being better than quality. Everything feels safe except what the developers deem unsafe such as obstacles and that's if you encounter them to begin with. In Act 3, I go through some of the "tougher" sections deliberately, just to show em. I don't feel like my actions matter when playing it. Other platformer first levels can be just as easy as Sonic 1's, but I still feel like my actions matter. Maybe one guy was right about me knowing the games too well now and for that reason they bore me because it feels routine and I played them too much as a kid?
Sonic games are not hard.
Mario Bros 3's Worlds 7 and 8 are still challenging to me. I can't say the same for Scrap Brain or Metropolis or whatever.
confession time: I never liked any of the Sonic games (besides the on-rails levels of SA2) and I kinda hate Sonic as a character/mascot. Really not a fan of the gameplay
You keep ignoring the context here. This would only be a design flaw in a traditional platformer like Mario, not in a Sonic game.
Traditional platformer = Start from point A and reach point B alive.
-> X type of level design and B type of obstacles
Sonic = Start from point A and reach point B by achieving the best possible score/time.
-> Y type of level design and Z type of obstacles
In a Sonic game, the lack of bottomless pits isn't a design flaw. It's good game design based on what the game is all about. If you fail in the "fast path" the game will punish you, not by killing you, but by throwing you in a path that will make you go slower and lose time. If you fail in the slowest possible path, then the game will punish you by death. Star Light Zone is a masterfully designed level and an excellent example of this approach.
Play Sonic Advance 2 and you'll immediately understand why bottomless pits have no place in Sonic games.
Sonic Chaos is floaty, Sonic Triple Trouble is floaty.
There's nothing floaty about Sonic's jump in the 16bit games.
I don't think it's a bad game, but sure, it's the first game in a well established series, so of course it isn't the best. It had a great unique concept which the sequels built on and fleshed out with far superior level design.
Sonic 3 and Knuckles is one of the best platformers ever made imo. Ridiculous number of well designed levels, fantastic music, excellent art direction, immense replayability with the different characters and the chaos emeralds, and the save system to really top it all off as a huge game you can keep going back to. If you want to remember why the Genesis / Mega Drive Sonic games were so great, you know what you have to do:
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Whenever this kinds of threads come up I feel like I live in opposite land. I grew up with Sonic and the Mega Drive, and every other kid I was friends with either had a Mega Drive or a Master System with the exception of one mate that had a SNES. We played tons of Mario All-Stars and Yoshi's Island at his house and loved them, but Sonic was on a whole other level of importance, especially when Sonic 3 and Sonic & Knuckles came out. We would talk about new discoveries in the games all the time, and hear rumours about a 'Super Tails' and 'Hyper Knuckles' and when one of my friends managed to unlock them everyone wanted to rush over and see. Sonic 3K in particular is special to me because of this.
I can't actually remember what my first Sonic game was, but I think it was Sonic 2. 2 was a big deal for me and friends because of the two player race mode. Sonic 1 was also played a lot but no as much as the other three main games. I also had a Mega CD and Sonic CD which I was obsessed with as the levels were so huge and complicated I would discover something new every time I played it. I don't think I ever managed to find every single past-fixer though.
Each game had a 'debug mode' cheat that let you place any object anywhere and I probably spent as much time if not more messing with that, learning how the game works and pushing it to its technical limits with sprite counts slowing the game down or glitching it out. Fun times haha.
Despite all of this obviously childhood-led bias, I don't feel like I have memorised every inch of every level of these games, but I get the flow of them if that makes any sense. There are some traps that still catch me out if I haven't played them for a while, and some enemy placements are pretty cheap (especially in Metropolis zone god-dam haha) but I never felt like I struggle with them, probably because I try not to rush through them and just hold right. The way the rolling, jumping, physics etc work just feel natural to me most of the time.
In comparison, mainly because I have never played them in full or for anywhere near as long I find that I am complete and utter crap at 2D mario games, and this includes mario maker. I'm always miss judging jumps, landing right in front of enemies or just missing a ledge, or slipping into a pit etc. I'm completely awful at them and its frustrating sometimes.
I do think what you grew up with makes a big difference. Mario and Sonic are such different games they may as well be a different sub-genre of platforming. Mario is about accurately, quick-reflexes and experimentation to find secrets, whereas Sonic is about flow, momentum and survival. I'm terrible at Mario games but I wouldn't go to say the are badly designed or anything, just that they don't suit my play style. Same for people that struggle with Sonic I guess, it just doesn't line up with how they approach platformers. *shrugs*
If I was to rate Sonic 1 I would say its the most traditional platformer-y of the lot, and obviously a bit slower. But I still have no problems with it: its a great game is a bit weirdly paced in places compared to later games which got the balance down much better. I would rate its level designs above Sonic CDs (which is fun to explore but a bit sloppy in places) but below Sonic 2 and 3K. I think there is a big reason why Sonic was such a hit when it came out ad it wasn't just because of the character himself or the marketing, or even just the music and visuals: it played quite unlike anything else before it and an amazing achievement for the time. No, its not as big or clever as Mario World or even SMB3, but it doesn't need or try to be.
You won't ever get that outer space adventure because Sonic has to be fast (R).
It seems like you simply don't appreciate the open-ended exhibitionist gameplay that Sonic offers and many seem to take to.
You seem to prefer more linear, deliberate challenges.
The 3D games are far more rote than the 2D games, but because your preference lies in rote gameplay you aren't able to parse what makes the classic games so much fun. There's a lot of liberty to be taken in the 2D gameplay that I don't think you're utilizing and simply isn't offered in 3D. They're about excess and whimsy. The harder you push, the harder the games push back, but in fairly surmountable ways that don't break up the flow of the game as much as losing a life in Mario or Megaman does. It's very addictive.
You seem to prefer stages that many Sonic fans don't. You seem to think being good at a game and finishing it quickly (concerning the spin-dash) is a fault. I suppose you meant to say it's over powered?
In a way, what you're saying isn't so different to preferring JRPGs to WRPGs. Some people just think WRPGs are terrible because what they value in JRPGs isn't represented as well or focused on as much. While this may or may not apply to you, I'm sure you've seen these types of discussions.
Comparing Sonic the Hedgehog 1 to 8-bit platformers such as Super Mario Bros 3, Bionic Commando, Castlevania I, Castlevania III, Ducktales, Batman, and the Mega Man series show just how lacking Sonic The Hedgehog is.
*Scratches head* I don't know what to tell you then :l.
Scrap Brain is plenty hard, as is Metropolis. No lieing, please.
Alot of what you said is actually not true. Sonic is full of sawtooth design where youre forced to deal with a situation before proceeding, and the "cutscene tubes" you mentioned often represent split paths. In oil ocean youre literally given a decision of which path to take based on which tube you pop into.
Tanooki in Mario 3 is as "optional" as getting a ring. Its a base mechanic that they build into the stages. (It also gives you another hit of damage you can take)
One thing i dont think you realise is that re-collected rings have a deterioration quality. If you just recollect a ring multiple times it'll scatter farther each time you're hit again and have a bigger likelihood of falling through the floor on an earlier bounce. (Try it out in Knuckles' last stage on Metal Sonic mk2 in Sonic and Knuckles, the rings become harder to recollect after a few hits)
Mario 3 gives you plenty of shortcuts around difficulty in its powerups, letting you skip stages on the world map, or othermeans. In sonic you're forced into the challenge unless you get super sonic. Sonic stages are also longer, whereas mario stages are always short, spread out over a "world" level design in mario also tends to repeat throughout the game, rather than be localized to a single spot.
Playing green hill zone mindlessly isnt much of a point, the early levels are built to be easy places to wrack up extra lives and rings to get into special stages. That secondary quest is one of the more interesting things in sonic games for higher level players to challenge themselves with.
I'm not saying its as hard as megaman or castlevani, but sonic does expect more out of you in general than mario does. Mario world is very casual friendly and the majority of mario 3 is, too. (smb3 has hard parts but gives you a ton of free ways out, and mario world gives you the second item box mechanic as well as yoshi, and the cape is ridiculously powerful, almost being a p-wing in some cases)
It seems like you simply don't appreciate the open-ended exhibitionist gameplay that Sonic offers and many seem to take to.
You seem to prefer more linear, deliberate challenges.
The 3D games are far more rote than the 2D games, but because your preference lies in rote gameplay you aren't able to parse what makes the classic games so much fun. There's a lot of liberty to be taken in the 2D gameplay that I don't think you're utilizing and simply isn't offered in 3D. They're about excess and whimsy. The harder you push, the harder the games push back, but in fairly surmountable ways that don't break up the flow of the game as much as losing a life in Mario or Megaman does. It's very addictive and encourages the player to fuck around more and take things at the pace they feel like taking.
You seem to prefer stages that many Sonic fans don't. You seem to think being good at a game and finishing it quickly (concerning the spin-dash) is a fault. I suppose you meant to say it's over powered?
In a way, what you're saying isn't so different to preferring JRPGs to WRPGs. Some people just think WRPGs are terrible because what they value in JRPGs isn't represented as well or focused on as much. While this may or may not apply to you, I'm sure you've seen these types of discussions.
No, Sonic games aren't some masterclass of a 2D platforming skill challenge, but there literally is nothing that plays like them. Except maybe Freedom Planet, but not really. They scratch a very unique, and widely lauded, itch. It's entirely okay if you're not itching there, and if you're not itching, the scratch is just going to be an entirely understandable inconvenience.
you do know that sonic colors is one of the best received sonic games in recent times and is literally an outer space adventure right
also
What dlauv said seems to be the root of your issues. You keep comparing Sonic to games like Mario and Mega Man as though it's trying to achieve anything remotely similar to those games when it's not. Your idea of good Sonic levels seem to be the ones most people don't like that much because they're annoying enemy gauntlets. It's not that you don't like Sonic games because they're bad, it's that your gaming tastes are entirely removed from the type of gameplay Sonic offers, which negates most of your criticism of the series as it's like listening to a hardcore FPS player complain that Tetris doesn't have enough action for him.
Sonic is a game where the game introduces you to unfamiliar mechanics that you need to try to figure out (how the mechanics interact, etc).
The difference between Sonic and all those games you listed is that those other games don't really have any exploration of mechanics.
Those games, as soon as you play the game, the familiarizes yourself with the mechanics within the first minute or so of game. That's not bad but Sonic is a different type of game from those games.
For example, you mentioned Mega Man and winning against a boss as feeling better than Sonic. The thing with Mega Man is that almost all the games (including the X series), you can learn the mechanics within a minute of playing (or a minute of getting a new ability).
With Sonic, there's lots of random mechanics (how the things in the stage interact as well and how your abilities interact with the stage) that can interact with each other in interesting ways that you may not be able to figure out right away.
You said Shemnue are your favorite games (and the games you listed, you like better than Sonic). Those games are the type of games where you can explore more of the game world but the game world itself doesn't have too many mechanics that you need to explore.
Sonic is a type of a game where you may try to complete a stage the fastest way possible, then you have someone over and tell them to see how they complete that stage the fastest way. It's a more interesting game for speed runs (at least back then) than those other games.
As you play Sonic, you'll find out all the ways the mechanics can interact with each other.
A good comparison is fighting games. In a fighting game like Street Fighter, there's lots of stuff you need to figure out. It's true that you can play the game no problem but understanding all the mechanics and how to interact can allow you to play much more better.
Sonic is similar in that way (if you are speed running or trying to do a run or something else similar that is).
Those other games you listed do not have that same type of thing going for them.
To be fair, Sonic doesn't do the best job of showing this but it is one of the selling points compared to Mario or those other games you mentioned. I wouldn't say it's a bad game but they way they could have presented this or integrated in the game could have been better.
For me, I don't rate games based on whether it's decent or better than decent. Honestly, I don't think there's much of a difference between all those games you listed. I play mostly PC games and I am usually not that impressed with console games in terms of gameplay compared to PC games (except fighting games which are probably one of the few genres that actually are good on PC or console). Even though I don't like console games that much, I wouldn't label them as bad or anything.
Generally, I rate games based on whether it is the best (or trying to be best), when it works, and finally whether it does a good job of presenting new to games in general. When I play a game, and if it's not the best in its genre, it doesn't matter if it's 10% better or 10% worse than other games in the genre, I'll just move on to the next point of interest for the game which is whether it has at a mechanic or more that introduces something new (or if the game has something new to offer that other games do not have, and it works).
For that, I think Sonic is at least a decent game.
This is such a weird thread now because after the initial vague OP Cindi is doing an exceptionally thorough job explaining why she doesn't like Sonic in a well-thought out way while using specific examples. At the same time she's doing a hopelessly terrible job trying to explain why Sonic is a bad game.
I haven't been vague at all. I've deconstructed these games down to their health systems.
It's true that not everything needs to scratch your itch, but my stance is that Sonic's position as a gaming icon is probably undeserved past the 90's. I think his time has passed, and I think the Genesis Sonic's are a good look as to why. Something controversial to say, but how I feel.
Okay, that's fine and good.
That doesn't really address the idea that you're doing a terrible job of explaining why Sonic is a bad game but okay.
And you wonder why we're being so defensive?
If someone said that about Shenmue, I'd tear apart their argument rather than get super defensive.
Seriously though, it begs the question. Sonic has been coasting on the coattails of his games in the 90's - the Genesis games and Sonic Asventure. The games still play like Sonic Asventure and that game came out almost twenty years ago. They just announced a new Sonic game that's like a long lost Genesis game. What has Sonic earned to continue to exist whereas other games like Earthworm Jim and Bonk haven't? I mean, besides being Sega's mascot. I think it's a legitimate question despite the bluntness. Sales are the main thing keeping Sonic afloat but quality, game variety? That's tougher. When unveiling their new 3d Sonic game, Sonic Team opted to make another Sonic's Greatest Hits (Generations). Another Sonic game to coast on a legacy that should have never survived the 90's. You may find this harsh but it doesn't take away its truth for many people.
Also, my hot take on why Sonic sucks now:
Besides the obvious like investor and executive meddling, reading this thread on what Sonic is "really about" from its defenders shows how little the games have actually changed. If not in terms of concept but at least goal. 2d Sonic doesn't play too much like 3d Sonic. At least from a glance. But both interpretations goal is to clear the stage as efficiently and as fast as you can. Modern Sonic games even have a ranking system that considers time into the equation for ranking. Essentially, I have the same problem with the 2d Genesis Sonic's as much as I do 3d Sonic games. They suffer from the same issues.
I think a lot of (read: most) people, when they say Sonic sucks now, they're wanting something as well made as a 3d Mario. Like people want Sonic Team to make a game as good as Mario Galaxy or Mario 64. But this will never happen because those games take the basic 2d platformer principles of execution, quick reflexes, and tight level design and put them in 3d. But, as we have established in this thread, Sonic isn't about any of these three things, even as far back as the Genesis games. Sonic will never offer these things because Sonic has never been about these things.
The 3d games, while varying in quality, carry Sonic's spirit. They're still about what Sonic has always been about. I think we were just kids and didn't care then.
You can interpret this as "Sonic has always sucked" if you want to but what I'm getting at is that if you enjoy the Genesis Sonic games there's almost no reason you shouldn't enjoy the 3d games. That tight platformer Sonic game you want is never going to happen because it doesn't exist. I think reception to 3d Sonic's a mix of nostalgia; which blinds people from accepting that Sonic has always been a simplistic series that doesn't emphasize the same focus as other platformers. I also think it's due to the ultimately harmful expectation that Sonic should have as good games as other 3d platformers even though we've established that Sonic has never played like a traditional platformer. Sega's expectation of making Sonic fast had become a double edge sword. On one hand, you've got this ultra cool (TM) mascot but on the other hand this limits the type of games Sonic can have because of fan expectation and the limited definition of what Sonic is.
Limited definition of what Sonic is limits what you can do with him and what his games are like. That's because Sonic isn't that great of a mascot. So you won't see Sonic take a tropical vacation to an island with talking pears and wear a cool water jet pack nozzle thing because Sonic is supposed to be fast (TM). You won't ever get that outer space adventure because Sonic has to be fast (R). Most 3d games realize tight platforming is sometimes hard to achieve in 3d and (with rare cases) will never be as tight as a 2d platformer. So many 3d platformers change the question. The question is no longer "how do I make this jump?" because in 3d that's usually obvious. The question is now "how do I get there?" So you've got all these ways to get to different places: the triple jump in Mario, wall rides in Jet Set Radio Future, sneaking around in Sly Cooper, chasing monkeys in Ape Escape. 3d platformers are more exploratory than 2d platformers.
But let's look at Sonic. People, including Sega, have decided Sonic's about speed runs and beating your time and shit and being a fast mother fucker. There's no time for exploration in a 3d Sonic game, I wanna go fast! Look at the reaction to the Knuckles treasure hunting stages in Adventure to see that I'm right. I don't have time for Knuckles' exploration stages, I wanna go fast!
The truth is that playing these games again shows me Sonic has always been too simple a concept, too limited a character.
When will 3d Sonic not suck? If you don't like them now, probably never. But the most interesting thing is the revelation that honestly, 2d Sonic isn't that far off. With 3d Sonic, the apple fell pretty damn close to the tree. The argument that Sonic has always sucked has merit but only if you are willing to admit that Sonic is the same it's always been, and if you are chasing Sonic being good again, you should probably stop. If you don't like 3d Sonic already you probably never will.
My comparison to 3d Sonic games is because the point of 3d Sonic is to get the highest score you can to get a good ranking. 2d Sonic works very similarly. You agree it's not about tight platforming, you agree it's not about deliberate challenges. Genesis Sonic is about learning a stage so you can clear it as fast as possible, enemies, traps, be damned. 3d Sonic is virtually the same thing. You're thinking of the mechanics, but the core goals remain the same.
You answered your own question regarding the spin dash. Getting through levels as quickly as possible is a good thing, but unless the game has deliberate challenges in your way, it's an empty victory.
Any good game balances difficulty and the ability to speed through it. The appeal of most good games is mastering it to the point where you can speed through it, but the game shouldn't become mindless in the process. This is why I bring up Mega Man. Not because I want Sonic to be like Mega Man but because Mega Man provides the perfect template for comparison of a game series that is about getting through as fast and efficiently as you can.
I agree that there's nothing that plays like Sonic games and I think there's a reason for that, and I've articulated why I think that is.
Sonic Team opted to make another Sonic's Greatest Hits (Generations). Another Sonic game to coast on a legacy that should have never survived the 90's. You may find this harsh but it doesn't take away its truth for many people.
You just described classic Sonic...when you don't play it like a Mario gameLike people want Sonic Team to make a game as good as Mario Galaxy or Mario 64. But this will never happen because those games take the basic 2d platformer principles of execution, quick reflexes, and tight level design and put them in 3d.
If you mean that Sonic is still a score/time attack based game, then sure.The 3d games, while varying in quality, carry Sonic's spirit. They're still about what Sonic has always been about.
Well, most people don't have time for low-effort fillers that try to artificially increase the game's length.There's no time for exploration in a 3d Sonic game, I wanna go fast! Look at the reaction to the Knuckles treasure hunting stages in Adventure to see that I'm right. I don't have time for Knuckles' exploration stages, I wanna go fast!
Well, I don't think Sonic sucks now, nor do I think Sonic sucked back then, even though I agree on your first part ina sense: Sonic has always been about speed, the way it is achieved is different though. Some people value the way it is done in the Mega Drive games, but don't like the way it is done in (numerous aproaches of) 3D Sonic. So, if you are like that you might enjoy Sonic Mania for instance, even though you don't like any of the 3D games. Personally, I like both, and I don't think either makes the other approach redundant.Also, my hot take on why Sonic sucks now:
Besides the obvious like investor and executive meddling, reading this thread on what Sonic is "really about" from its defenders shows how little the games have actually changed. If not in terms of concept but at least goal. 2d Sonic doesn't play too much like 3d Sonic. At least from a glance. But both interpretations goal is to clear the stage as efficiently and as fast as you can. Modern Sonic games even have a ranking system that considers time into the equation for ranking. Essentially, I have the same problem with the 2d Genesis Sonic's as much as I do 3d Sonic games. They suffer from the same issues.
(...)
When will 3d Sonic not suck? If you don't like them now, probably never. But the most interesting thing is the revelation that honestly, 2d Sonic isn't that far off. With 3d Sonic, the apple fell pretty damn close to the tree. The argument that Sonic has always sucked has merit but only if you are willing to admit that Sonic is the same it's always been, and if you are chasing Sonic being good again, you should probably stop. If you don't like 3d Sonic already you probably never will.
Something as good as the best 3D game ever made is quite the high expectation. Yes, Sonic will probably not match Super Mario Galaxy, but that is because Super Mario Galaxy is gameplay perfection and puts almost anything to shame. Not just of different sub-genres, but different genres as well. This cannot be the point.I think a lot of (read: most) people, when they say Sonic sucks now, they're wanting something as well made as a 3d Mario. Like people want Sonic Team to make a game as good as Mario Galaxy or Mario 64.
There is a difference between being different and being worse. The Last of Us or GTA5 (not my cup of tea) are also not about these principles at all. Yet, (strangeley, from my perspective) there exist people who still claim these games are fantastic. And the reason for that is, that the goal is a different one but that goal is also reached rather well. Yes, Sonic will never offer what Super Mario does, but that's a good thing. I don't need a blue Mario, I want Mario and Sonic to be very different as they are now. It does not make either a bad game.But this will never happen because those games take the basic 2d platformer principles of execution, quick reflexes, and tight level design and put them in 3d. But, as we have established in this thread, Sonic isn't about any of these three things, even as far back as the Genesis games. Sonic will never offer these things because Sonic has never been about these things.
The first & second sentence I could sign, but the third sentence is outrageous. Maybe some people did not like earlier Sonic games because they "did not care", but because they actually like what Sonic is about and DO care, that Sonic does THAT well.The 3d games, while varying in quality, carry Sonic's spirit. They're still about what Sonic has always been about. I think we were just kids and didn't care then.
The thing is, people who demand tight platforming in the Mario sense are out of their mind. This level of tightness cannot be achieved at Sonic's speed, it becomes impossible at lower speeds already, as evident even with Mario himself (Yoshi in SMG2 - awesome, but use a Chili and you will see, it's not a game about absolute precision anymore).You can interpret this as "Sonic has always sucked" if you want to but what I'm getting at is that if you enjoy the Genesis Sonic games there's almost no reason you shouldn't enjoy the 3d games. That tight platformer Sonic game you want is never going to happen because it doesn't exist
But being as good as other platformers and being different at the same time is absolutely not a contradiction. Sonic has not been quite as good as Mario, but Mario is an outstanding series with a lot of care that is unmatched by almost anything. Sonic Generations and Unleashed, I'd argue, are as good as Mario in places, they just lack some care in execution, with their filler material or secondary objectives, as well as some more precision with the slide.I think reception to 3d Sonic's a mix of nostalgia; which blinds people from accepting that Sonic has always been a simplistic series that doesn't emphasize the same focus as other platformers. I also think it's due to the ultimately harmful expectation that Sonic should have as good games as other 3d platformers even though we've established that Sonic has never played like a traditional platformer.
Yes, Sonic games are not about exploration and when they are, they suck. That is not to say that Sonic games suck in general, because there can be good executions of concepts that do not involve exploration. Matter of fact: SMG and SMG2 are way less about exploration than previous Marios and if you really predominantly care about exploration in a platformer (your right, but you are not right in saying that this is somehow an objectively superior approach) you are best served with Banjo-Kazooie actually. And very likely Yooka-Laylee soon.But let's look at Sonic. People, including Sega, have decided Sonic's about speed runs and beating your time and shit and being a fast mother fucker. There's no time for exploration in a 3d Sonic game, I wanna go fast! Look at the reaction to the Knuckles treasure hunting stages in Adventure to see that I'm right. I don't have time for Knuckles' exploration stages, I wanna go fast!
The truth is that playing these games again shows me Sonic has always been too simple a concept, too limited a character.
Sonic unleashed/colors/generations are far far from auto pilot
They require fast judgement, memorization, and many very very fast inputs to play them well.
Hardly anyone plays them to the game's limits
out of bounds stuff is sad to see though
Sonic unleashed/colors/generations are far far from auto pilot
They require fast judgement, memorization, and many very very fast inputs to play them well.
Hardly anyone plays them to the game's limits
out of bounds stuff is sad to see though
Your actions can not matter without being respawned. The fact Sonic gives you infinite chances, so long as you have a ring, proves this. Sonic stages are badly designed.
When you get to the point where you can complete the stage in seconds, everything about the stage barely matters. It completely goes against any basic idea of good game design
There's no time for exploration in a 3d Sonic game, I wanna go fast! Look at the reaction to the Knuckles treasure hunting stages in Adventure to see that I'm right. I don't have time for Knuckles' exploration stages, I wanna go fast!
Sonic unleashed/colors/generations are far far from auto pilot
They require fast judgement, memorization, and many very very fast inputs to play them well.
Hardly anyone plays them to the game's limits
out of bounds stuff is sad to see though
It's become apparent from reading the last few pages of this thread that a lot of people who are saying that the classic Sonic games are bad are just not good at them.
Criticising the levels for having too many branching paths is madness; getting through a level on the top/fastest/most challenging path is a skill. The lower easier paths are designed for just about everyone to stumble through.
It seems as though you've contrived an extremely rigid notion of what constitutes a significant consequence and then stated that the stages are badly designed because they don't adhere to it. That's not a reasonable standard for debate.
Your idea of good game design seems pretty nebulous, to be honest. Sonic is as close as it gets to a 2D platformer with an unlimited skill ceiling.
"It completely goes against any basic idea of good game design" is a statement that ludicrously positions you as the arbiter of what constitutes "good game design". I think you've made good and interesting points (even when I disagree) but broader claims like this should probably be avoided if you want your opinion to be taken seriously and not immediately dogpiled. And, incidentally, I apologise for any dogpiling, that wasn't my intention at all.
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In my opinion, the reason Sonic has gone downhill now is because, as of Sonic Adventure, they stopped prioritising accessibility. Seriously, compare the number of inputs in that game to the Mega Drive stuff. Think of the amount of cool, athletic shit you can do in the Mega Drive games. And that's on one button.
Adventure is five or six disparate playstyles, relatively complex controls, and cutscenes out the ass. It's nonsense.
Don't take this personally but throughout this thread you've continuously voiced your frustrations at being unable to complete certain goals within Sonic games; which inadvertently does make you sound like a bad player. In respone, I must again explain that mastery of Sonic games doesn't happen overnight. Most of the people arguing against you in this thread have been playing Sonic games for years if not decades, myself included. So please take to heart the idea that it will simply take time your to internalise the gameplay mechanics before you preform any death-defying tricks. Seriously, you need to 'feel' the flow of the gameplay, Sonic games are as much about intuition as any amount of forward planning.Yes, I'm bad at Sonic games. Based on what exactly? Criticizing the branching paths is madness why exactly? Because its core to the Sonic design to you and criticizing that would mean that Sonic is a highly flawed game series and concept?
Don't take this personally but throughout this thread you've continuously voiced your frustrations at being unable to complete certain goals within Sonic games; which inadvertently does make you sound like a bad player. In respone, I must again explain that mastery of Sonic games doesn't happen overnight. Most of the people arguing against you in this thread have been playing Sonic games for years if not decades, myself included. So please take to heart the idea that it will simply take time your to internalise the gameplay mechanics before you preform any death-defying tricks. Seriously, you need to 'feel' the flow of the gameplay, Sonic games are as much about intuition as any amount of forward planning.
Honestly, you don't seem like someone who has been playing Sonic games since the old days. The kind of criticisms you've been raising in this thread are unheard-of. Which is to say, in 25 years of Sonic games I've never heard of anyone citing 'branching paths', 'flexible gameplay style', 'great sense of spped' and 'challenging difficultly' as bad things. Such qualties are part of the reason why Sonic games, especially the 16-bit games, continue to have such a devoted following to this day. Thus, your hatred for Sonic games is not an objective truth but instead may have more to do with your apparent inexperience.When have I complained about not being able to complete certain goals? I have no idea what you're talking about. Also, I've been playing Sonic games since 92.
Honestly, you don't seem like someone who has been playing Sonic games since the old days. The kind of criticisms you've been raising in this thread are unheard-of. Which is to say, in 25 years of Sonic games I've never heard of anyone citing 'branching paths', 'flexible gameplay style', 'great sense of spped' and 'challenging difficultly' as bad things. Such qualties are part of the reason why Sonic games, especially the 16-bit games, continue to have such a devoted following to this day. Thus, your hatred for Sonic games is not an objective truth but instead may have more to do with your apparent inexperience.
Really? I can get through Mario 3's World 7 and 8 without using continues, but the later Zones in Sonic 1 are a pain, and I've only gotten through them a few times due to sheer luck. Not to say that makes it better, the difficulty feels really cheap, but I don't think you can compare the difficulty of those two.Sonic games are not hard.
Mario Bros 3's Worlds 7 and 8 are still challenging to me. I can't say the same for Scrap Brain or Metropolis or whatever.
If you had any degree of muscle memory when it comes to Sonic games then you never would have made this thread in the first place. An intuitive grasp of how to beat each level in a Sonic game begisn with understanding you have a great deal of choice. Sure, you must reach the signpost at the end (or defeat Dr. Robotnik) but everything before that is entirely up to you. With skill you can take the high route and find greater rewards or you can take the low route if smashing more badniks is your thing. Either way the point is that I (along with many others in thread) shouldn't have to explain this idea to you, it's a concept that the game itself will teach you as you replay each level.Like I said many times, I beat the shit out of all of these as a kid. I loved all of them then. This is not my first Sonic rodeo. This isn't due to inexperience (lol) at all. Muscle memory is ingrained. I'm going at Sonic from the vantage point of a fresh pair of eyes. I don't care about my nostalgia. I don't care if I liked the sense of speed and branching paths as a kid. I'm going at them on how I feel about them now, today. I don't give a shit if they're "unheard" of. You say I struggled with things and have failed to bring them up.
If you had any degree of muscle memory when it comes to Sonic games then you never would have made this thread in the first place.
In the politest terms possible - I don't consider your arguments to be a valid criticism of Sonic games. The kind of problems you've been experiencing (and subsequent venting in this thread) can only be absolved through perseverance. It will simply take time to develop the skills needed to master Sonic's gameplay and that's all there is to it.This logic is so circular.
"Only people who are good can critique Sonic games but if you were good at Sonic games you wouldn't critique them!"
My definition of consequences isn't rigid at all. I literally played through half of S3&K and played through the game exactly how I'm playing Green Hill in my video. I have over 20 lives and all of the chaos emeralds. I'm halfway through the game and I'm bored to death because of the games own limitations and mediocrity. Nothing matters if I'm just spinning and doing my shit through stages with barely any cognitive input from me. There's no challenge. There's no sweeping level design. It's just a bunch of bad level gimmicks in a game full of flash and zero substance.
But Sonic isn't just about maintaining speed.. That's not how I play.. I never cared for the 'break your record' gameplay that the new games focus on. And the slower nature of the classic games, prove that.
I mean, you get 10 entire minutes on the clock before it kills you. That's a lot of exploration time for a single act. When I played as a kid, I'd spend a lot of time exploring, finding rings, doing things differently. Oh, if I go up here, there are loop dee loops, but if I go down here, I can crash through this wall and there's a stash of rings.
Sonic 3 might have more 'bloat' but it also has a battery save. You're definitely expected to be spending more time with it, which is fine by me.
And you might be a savant, but I always thought Sonic games were difficult. As a kid, I'd typically get about 3/4 through the game and get a game over, and I played a ton of games back then, not exactly a pushover.