Not to derail this wonderful conversation, but:
Sega1991 said:
My entire point is that this is the sort of change you shouldn't have to adjust to, especially in the face of Sonic 4 purporting to be "the Sonic game you've waited 16 years for". Being "different" and being "bad" can, in fact, be one in the same.
But that's basis it on a criteria outside of the game itself. It might be less reasonable, from that perspective, but having to make a relatively simple adjustment isn't really a big deal. It would be a legitimate problem if the game was inconsistent in how it treated that rule beyond introducing the rule itself without informing the player (which it does and is a problem) but the games own internal logic is consistent with 'hold the direction you want to go".
As for should or shouldn't have to adjust to, I can see where you're coming from, I just think that it's such a monstrously subjective element that it competes with people complaining about what they 'deserve' when it comes to a video game.
And don't get me wrong - focusing on this one thing is just small potatoes compared to the bigger picture regarding what is wrong with Sonic 4's controls. If you want, we could also talk about how rolling in to a ball in Sonic 4 is completely fucked, and how there are sections in Casino Street that specifically reference level design from old Sonic games, except they don't even begin to function the way they should for an "homage" like that to work.
The section of Casino Street where referencing the old level design is a problem would be where you are dropped deep into a pit and it's inferred that you should roll to get out. The reason that section is more of a problem is it's a one time occurrence of the solution is poorly communicated even by the games own internal logic. Sure the flippers work slightly differently, but they're functionally compatible with how it worked in prior Sonic games and in practice easy to understand.
Just like the 'hold the direction you want to go when having hit a spring' I think the 'the game encounters problems when they try to meld Genesis level design (for the most part they don't, honestly) with Rush physics' is also overblown.
The game does not play the way it wants me to play it (which is the way my memory knows how to play Sonic 3).
The better way of phrasing it is, 'the game does not play how I want to play it (which is the way my memory knows how to play a different game)'. Even in the one instance of real confusion in Casino Street, the game 'wants' you to play it like Sonic 4, it's just bad about communicating how in that instance (even when looked at in a vacuum).
Sonic 4 isn't designed for you to play it exactly like the classics, that can be a failure to your eye, but to each their own.
The problem is, very little attention seems to have been paid to the gameplay ecology of the classic Sonic games, and Sonic 4 comes off less like an apology to a battered fanbase and more like "This should be good enough, I guess."
Hey, fair enough. Personally I don't feel like the Team behind this game phoned it in, even though I do feel like they could have done things better. I can appreciate a lot of the work that went into the art side, as well as things they did with the level design, made around the mechanics they put in (I'm not talking about the uncurl forcing you to homing attack bridges of enemies, obviously).