balladofwindfishes
Member
Why the fuck is there a time limit in the first place?
Because this is a classic Sonic game and classic Sonic games had 10 minute timers due to the game's arcade style gameplay roots.
Why the fuck is there a time limit in the first place?
I actually agree with some of his arguments (well, those that I was able to understand - dude has a serious case of motor mouth, which is the whole point of the "No punctuation" thing I guess?):
Now, don't get me wrong: the game is a great call-back to the old Genesis games. Sadly, those games had flaws, flaws that are still present in Sonic Mania.
- The 10min requirement is too short, especially for the bigger levels, and it pretty much deters exploration, which is a problem since...
- ... to access special stages and win Chaos Emeralds, you need to explore, as all special stages are hidden in areas you just don't stumble by accident if you simply rush through the level (well, maybe except for one or two, like the Green Hill Zone Act 1's one). And, once again, exploration is detered by...
- ... slopes and "doors/gates" that shut down tight once you go past them.
- Quite a few bugs are present and could/should have been caught before releasing the game. Nothing major, but still annoying.
Switch seems to have a few bugs, mainly with the home menu taking a long time to load up (though someone with that version can go into more detail). I went with PS4 since I prefer the controller/D-pad (I think the Switch's D-pad is still fine, though) plus the trophies, but if you want Mania on the go, I can see why Switch would be tempting.Hey, I don't know if this question has been posed and answered already (it's a 172 page thread!) but what's the better console version to play this game on: PS4 or Switch? I'm leaning towards PS4 because of the lack of a true dpad on the switch, but who knows, maybe it works.
Switch seems to have a few bugs, mainly with the home menu taking a long time to load up (though someone with that version can go into more detail). I went with PS4 since I prefer the controller/D-pad (I think the Switch's D-pad is still fine, though) plus the trophies, but if you want Mania on the go, I can see why Switch would be tempting.
Weird I don't see how the 10 minute timer could really be an issue I mean it just kills you and sends you back to a checkpoint with 10 more minutes right? I'm sitting on about 35 lives currently!
that's kind of the thing, though
same as with the lives, the time limit serves only to meaninglessly punish people who aren't particularly good at the game (on top of curbing exploration to a degree)
anyone who's good enough has lives to spare, which makes boths systems nothing more than a formality
Interesting to see that Press Garden Zone was originally called Pulp Solstice Zone.
Well I have no idea what that could possibly mean so I guess I'm glad they changed it.
that's kind of the thing, though
same as with the lives, the time limit serves only to meaninglessly punish people who aren't particularly good at the game (on top of curbing exploration to a degree)
Because this is a classic Sonic game and classic Sonic games had 10 minute timers due to the game's arcade style gameplay roots.
Weird I don't see how the 10 minute timer could really be an issue I mean it just kills you and sends you back to a checkpoint with 10 more minutes right? I'm sitting on about 35 lives currently!
that's kind of the thing, though
same as with the lives, the time limit serves only to meaninglessly punish people who aren't particularly good at the game (on top of curbing exploration to a degree)
anyone who's good enough has lives to spare, which makes boths systems nothing more than a formality
that's kind of the thing, though
same as with the lives, the time limit serves only to meaninglessly punish people who aren't particularly good at the game (on top of curbing exploration to a degree)
anyone who's good enough has lives to spare, which makes boths systems nothing more than a formality
Sonic gets so stressed out that you're going too slow that his heart explodes.Which the series grew out of once they left the Mega Drive era and in the Advance series they added in an option to turn off the Time Up limit.
It's an issue because levels are long more so in later part of the game and makes the mid level boss fight not fun as the player has to defeat them quickly as possible just to get to act 2.
Furthermore more it makes zero sense to how Sonic suddenly dies because the timer hit 9:59:59, what exactly killed him other than the game going "you take too long to beat level, you die now, you suck."
The Timer wasn't really a problem in Sonic 1 and 2 because levels were short, barring Metropolis Zone in Sonic 2.
It started to become a problem in Sonic 3 & Knuckles as level were longer.
I just glad that they made the puyo puyo Eggman boss fight super easy, as I suck at puyo puyo.
I still hate that boss fight though.
Interesting to see that Press Garden Zone was originally called Pulp Solstice Zone. Also I prefer the Tee Lopes version of the Intro theme over "Friends".
It always seemed kind of obvious to me that Sonic games don't want you to stop and explore every path in one playthrough.
This isn't a methodical exploratory Mario game, it's a pinball rollercoaster. Stopping and backtracking is really missing the point. Trust the fact that you will get to the end eventually, and it will all work out.
It always seemed kind of obvious to me that Sonic games don't want you to stop and explore every path in one playthrough.
This isn't a methodical exploratory Mario game, it's a pinball rollercoaster. Stopping and backtracking is really missing the point. Trust the fact that you will get to the end eventually, and it will all work out.
I think some of that's probably fair. Sonic has been and still is very archaic when it comes to teaching the player, and has a big barrier to entry because of it. That's what happens when you have a plethora of actions attached to one button without any in-game explanation or way to teach the player what they can do organically.I saw LIRIK played through this game on Twitch a few days ago and he was slamming this game real hard. Together with some of his mindless drone fans of course.
He was complaining about literally being stuck in a pinball machine but in Sonic form (actually kinda true, esp the Casino stage), no sense of direction or cues where to proceed next. No tutorials on the controls (lol), for example how to spin dash, the insane difficulty (I think he even mentioned it was harder than Dark Souls). Other nitpicks such as graphics, the uselessness of Tails, bouncing here and there making everyone dizzy. The modern gamer doesn't really get it that tough games existed before the Souls game.
There were a ton of other complaints and the audience just agreed and piled onto it. If anyone were to watch the stream, I bet they will never ever touch a Sonic game.
Sonic games aren't about exploration but the way the special rings are hidden are stupid. Given the context that the levels are so big and you aren't afforded the option to replay levels until you beat the game. After which you can then just spam going to the location of the ring you know. Not that I think you need a physical reason to replay levels taking a different path but this is pretty stupid to me personally.
Rings shouldn't be hidden so fucking well if you're just gonna punish people trying to find them. It turns playthrough 1 into essentially ignore the special rings unless you stumble upon 1. I dont think its a great system personally.
Question about the true ending:
Do I need to be in Super Sonic form as I beat Eggman to trigger it? Or is just having the emeralds enough?
Question about the true ending:
Do I need to be in Super Sonic form as I beat Eggman to trigger it? Or is just having the emeralds enough?
The latter
Got it, thanks.IIRC Just need to have all Emeralds, bc Sonic is still blue when he enters the new area. You will automatically be sent to another area to fight the real final boss.
Hey, I don't know if this question has been posed and answered already (it's a 172 page thread!) but what's the better console version to play this game on: PS4 or Switch? I'm leaning towards PS4 because of the lack of a true dpad on the switch, but who knows, maybe it works.
I think some of that's probably fair. Sonic has been and still is very archaic when it comes to teaching the player, and has a big barrier to entry because of it. That's what happens when you have a plethora of actions attached to one button without any in-game explanation or way to teach the player what they can do organically.
They could get away with that back 20+ years ago when you're expected to read the manual that comes with your game, but with Mania being a digital title with a bare-bones controls option in the settings and no mention of the web manual, there's not really an excuse.
two decades of people comparing sonic and mario has caused people who haven't really played a sonic game to be extremely confused when they realize it doesn't actually play anything like mario
Yes? It's designed to be a one button game:A "plethora of actions"?
I mean
What?
Yes? It's designed to be a one button game:
Confirm, Jump, Spin Dash, Drop Dash, Double Jump/Bounce/Fire Dash thing, Flying with Tales, Gliding with Knuckles, Peel Out, Insta-Shield are all executed with the same button.
I'm not saying there's anything issue with that by itself, just that is makes it more difficult for a new player coming in blind when there's nothing there to help them learn. They aren't going to intuitively know that you hold up and double tap A to get Sonic to fly with Tails or release A and then hold it in the air to charge up a drop dash.
Bought this on PS4, been having a blast playing through it.
It's funny how they finally just made another Sonic game, like everyone asked for, all these years later. Metacritic shows i'm not the only one happy about it too.
Jump and spin dash are the two actions that are required, not just important. Knowing how to use that weird item you picked up, how to get up to that place you can't seem to reach despite having the ability to do so, or how to better keep the pace of the movement flowing, is pretty damn important.I disagree.
There are just 2 action that are important: jump and spin dash (so hit one button or hit the same button while pressing down)... all the other are easily discovered by playing... or not discovered but not really important.
The gameplay is super easy to get into... it always was.
Nah. Its critical to the design of the series.The time limit needs to be removed next game
If you really want tutorials and are complaining about not know how to perform actions, they included a digital manual. Its really not a problem he just sounds kinda dumb.To be honest, it probably should mention the spin dash somewhere in the game.
I just watched that Lirik guy play and he had to be told about the spin dash, and had to be told later when he got stuck that you have to tap the button to charge it up (he thought you just had to wait). I don't think he ever figured out the drop dash. Granted, he didn't seem to pay much attention to things in general, but stopping dead in such a fast-paced game, holding down and then pressing jump is the sort of thing you can't really expect players to stumble upon by accident. I wouldn't be surprised if there were people who beat the old games without ever discovering the spin dash.
The game generally does a good job of explaining new stage and boss mechanics by forcing you to experience them before you can progress, but the basics are only listed on a website.
Watching somebody who wasn't experienced with platformers play it blindly highlighted some of the weird decisions in the game that made it seem like nobody on the developer team realised newcomers to the series may actually play it.
That shaft in Chemical Plant 1 seems incredibly unforgiving for such an early obstacle. In fact I'd say it's one of the more unforgiving obstacles in the entire game, especially when you're panicking. At one point it's possible to jump between two moving blocks and get crushed while attempting to stand up. Even as a long-time fan of the original game who knows exactly what's going on here, that is ridiculous.
That section in Studiopolis Act 2 where it seems you have no choice but to walk through a wall to continue was also kind of silly. As obvious as the hint may have been to fans of the series, walking through walls is generally something only used to discover secrets in games.
I also just found a bottomless pit near the start of Studiopolis Act 1. It's just there for the sake of it. If you fell in and didn't die, you'd land safely onto the part of the level you were on previously. I don't know what that's about. Are there even any other bottomless pits in the game?
If you really want tutorials and are complaining about not know how to perform actions, they included a digital manual. It's really not a problem he just sounds kinda dumb.
The time limit isnt directly the issue. Simply increase it or add an item box that grants time extensions. The problem is that compared to old sonic games, Mania's stages are even bigger and more complex than those and 10 minutes in the genesis sonics was way too much time.The time limit needs to be removed next game
Mania feels a lot more accessible.
The time limit isnt directly the issue. Simply increase it or add an item box that grants time extensions. The problem is that compared to old sonic games, Mania's stages are even bigger and more complex than those and 10 minutes in the genesis sonics was way too much. time.
Honestly I feel like someone who doesn't immediately 'get' things in Mania might not immediately 'get' things in the classics either. Mania feels a lot more accessible. It's not like people playing the classics in the 90s had prior experience to draw on while learning mechanics. And they certainly didn't have as robust an internet to go look for answers.
That isn't to say it could do better being more accessible, obviously. Tutorial level seems like a cool idea.