You know, I'm not at all opposed to extending the time limit, or including an attract mode that actually demonstrates each characters' special abilities, or including a digital manual that isn't dependent on a web browser.
An attract screen wouldn't be much help. Who expects games to have those any more, and why would you put a tutorial there? It's a home console game, not an arcade machine.
The game should have a proper tutorial for players.
But the idea that players are entitled to progress without actually improving themselves is a non-starter. If lives are in the game, then they should actually mean something
Making it through an act is progress. Making it to the boss is progress.
Someone might have no trouble beating the boss if they had two or three lives, but struggle to get there with more than one life left - and then they have to replay the whole zone from the very beginning again.
You can understand that for a game released in 1991, but people don't play games the same way they did back then. They don't get one game every few months and play it over and over again to master it.
They don't see being forced to play through the whole zone again as a challenge to be beaten, they get frustrated with it and play something else instead.
Not everyone grew up with Sonic, or is good at Sonic games. There are people that would probably like the game if they were given a proper tutorial and there weren't so many progress blockers like the time limit or being sent back to the beginning of a zone instead of the current act for running out of lives.
Again: I'm not saying this because I had trouble with it - this is what I'm seeing and hearing from friends that are playing the game.
For some of them it was the "last chance" they were going to give the series, and after hitting the same frustrations they had 20 years ago, they're done with it now and have written it off.
They could have kept the classic gameplay, but still modernized the game.
Hmm, I would describe 2D Sonic games as fast paced time attack based platformers that have great replay value due to different paths a player can take.
They're not meant for players to slowly explore every corner of the map, but for players to experiment and discover faster routes as they replay the stages to get faster times.
The different routes are there for replay value, that's the way I see it.
Sure, the intended way to play is not to slowly explore every bit of the level, but some people manage to get lost, stuck, or backtracking through the level unintentionally.
Finding better routes or ways to get through the levels faster when replaying the game is a personal goal that you can set for yourself. You aren't really rewarded for that in any meaningful way other than maybe a few extra lives or a higher score.
If you are the kind of person who replays these games for that reason, what difference does it make if the time limit is removed?
If someone's way to enjoy the game is to comb over the levels and find everything in them, why not let them enjoy that?
If that person is having fun with the game, instead of getting frustrated with the game, they're more likely to want to replay it and try to find better routes through the levels and get better times.
From the perspective of a long time fan, particularly of 3&K:
Wherever you are, keep pushing forward.
You have time to check suspicious walls and objects for hidden items, and poke at the boundaries of your current path to see if there's a less obvious branch path tucked away, none of which should really take you more than ten seconds to accomplish.
You do not generally have time (if even the ability) to thoroughly explore multiple different, parallel paths in a single playthrough.
The series is great for exploration in the sense that there's a lot of the former to discover, but you aren't going to or expected to plumb all of its depths in a single run.
Oh I've already finished the game a couple of times now and didn't have too much difficulty with it really. The only thing that gave me any trouble was the
boss as Knuckles, and only because that fight is made more difficult due to his reduced jump height and the way that it's very easy to end up without any rings if you take a hit.
I'm not amazing at the Sonic games by any means, but I did finish it my first time through without any continues.
But just because I didn't have any trouble with it doesn't mean that I can't see why people would have issues with the classic Sonic design in this day and age.