The Xtortionist said:
Classic Planet Wisp felt like a clusterfuck at times, but that's really it. Great level design all around.
That reminds me, there was one part in classic wisp with a red spring at the bottom of a long vertical wall. What was weird was that the spring was completely useless. If you used it there was absolutely no way to clear the wall given the way momentum works in Generations. In the classics, running up the wall could get you so far, but curling up on the way down would generate more upward momentum with each successive bounce. In SG curling only slows you down or brings you to a halt. Hitting the spring after a spindash uncurls you instantly so there is absolutely no way to build momentum. The only way to clear that wall is to backtrack over the spring, up the ramp from where you came and spindash from there.
Why is the spring even there? It does nothing! I could have easily passed that part quickly, but I stayed there and stubbornly tried to figure it out. It really bugs me for some reason.
Knux-Future said:
Dude you have my axe. I fucking love the adventure games. That was the best christmas ever so I thought I was just nostalgia'd but nope SA2 is the shit. Fuck the haters. I even likes (some) of the Knuckles levels. Not to fond of the shooter levels(starting you off as Eggman was some cruel shit Sega) but they weren't complete shit. SA1 was a bit rough and I hated two of the 6 storylines (Amy and Waste of Space the Cat) but I enjoyed it.
I think Sega was on the right track with SA2 and whole game of the Sonic and Shadow levels(no gimmicks like mach speed, GUNZ, and Carz) would rock my world. Shit is could just be built off of the SA2 engine(flaws and all) and I 'd be happy but of course fixing up some of the collision issues and level design as a whole would be nice.
I see some of that in very brief sections of the modern levels in this game and while I loved the modern levels here...I think Sega should try the Adventure style one more time. and yet I don't know if I trust them. and even if I did, I think the stigma of 2006 is too big to overcome. There are people who hate the adventure games just because of 2006...it's like the Spiderman 3 of Sonic games.
Yeah the hunting stages in 2 get a bad rap for being "one of those levels that isn't Sonic" but they weren't bad. Some of the level design was bad and made the camera a nightmare, but others (pumpkin hill) were great. Given that Knuckles is just as fast as sonic and there is basically zero risk of pitfalls, better level design would really make them awesome.
The shooting stages I cannot abide though. I
hate them. Hated them then, hate them now. Sluggish movement, horrendous aiming (and the camera means you're basically aiming at offscreen targets 50% of the time). Adding insult to injury is that both characters you play have traditionally always been able to fly. If SA2 was only Sonic stages with a few Knuckles levels to break up the pace I think it would be much more fondly remembered.
And no, I'm not sure the new sonic team should attempt another adventure style game. Sonic the Hedgehog -> Sonic Adventure 2 is basically Yuji Naka and Naoto Oshima's Sonic and that entire era and canon is over. It's pretty much a new series now. I'd like to see them try because there is a lot of potential there, but they've finally found a pretty solid direction for "their" Sonic and they might as well keep doing what they're good at.