Did Sega pay for this? :lol
The only paper I can find is by some guy named Gilbert saying that it was just named after the game character (because, I assume, they wanted to find something cool to name the homolog of the original hh). One of the three genes in a type of fish is named after Knuckles ("echidna hedgehog").
Yes, this is me procrastinating on a paper and researching stuff that's not stuff I should be researching...
Absolutely, about the Werehog levels being too long. That was something the DLC kind of got right - a lot of the DLC Werehog stages were usually around 5-7 minutes in length. You almost have to wonder if more of the Werehog stages were shorter originally, given how many of the DLC stages seem to center around "lost level" Werehog content.
I would have preferred for them to have been broken up into several segments. But half of the time, the fighting seemed to have taken up most of the time in those stages. They really should have started him off with a higher strength stat or something.
Yeah. I'm still really baffled at how Sonic Unleashed was treated in reviews; that hub world seemed to be such a sticking point for so many people. People can say that Spagonia and Shamar were too big, but they also had some pretty big shortcuts to get from one side to the other really fast (there's a grind rail in Spagonia, and a wall you can slide under in Shamar).
There's this sudden backlash against hub worlds in general lately, though. It's not limited to just Sonic anymore. Super Mario Galaxy 2 axed its hub world and now everybody treats the idea like it's passé. Like, ugh, I just don't have the time or the patience to spend 90 seconds in transit.
Though going from "hub with people" to "separate hub with levels in it" does seem super weird. The two should've been combined.
Yeah, I agree that they should have been combined together because it was more fluid. It's just this weird thing that there's a ruin or building in the back of a town that is essentially a level hub rather than blending in seamlessly with a town like how previous games did it.
I think people just want to start with a level and have a level map like older Mario games or like Rayman Origins. It forces the player to experience less of a narrative, and experience more of the game. I kind of understand where they're coming from, and I certainly do prefer it from time to time, but if someone gets it right or starts to get it right, I'd like to see them progress to perfect it. Unleashed did that, and finally got NPC design and purpose (missions are handled correctly for the most part--outside of the ones where it's "complete the whole level again to find this one person") right, especially after how 2006 floundered with its approach.
I was just thinking about how funny it is that Unleashed had HD towns with NPCs which you could interact with when a certain other game did not. >.>
I think Mario is considered to be the gold standard these days - partially because Mario is also literally the last mascot platformer besides Sonic. Ratchet's gone, Banjo's gone, Jak's gone, Crash is gone, Spyro the Dragon (A) doesn't even get top billing in his own games anymore and (B) isn't a platformer anymore... the only thing left that I can think of besides those two is Sly Cooper 4.
So it comes down to this scenario of Mario is right and Sonic is wrong, so Sonic needs to be more like Mario to be right. And it kind of worked for Sonic Colors... sorta.
But not everyone wants Sonic Colours, even if it turned out to be a good game. Even if the game focused a lot on platforming and powerups, it's more of a Mario-esque/classical platformer-esque game than a Sonic game. In terms of powerups, Sonic has had them before in Sonic 3 where he was essentially an elemental character--harnessing water to bounce and breath, electricity and magnetism for a higher jump and drawing rings closer to him, and fire for a 'homing attack'-esque sort of thing and to withstand fire. And he has that shield that can make him avoid attacks under normal conditions.
But I wonder, did the Genesis games focus a ton of platforming over going fast, was it going fast over platforming, or was it an equal balance of both? There are certainly levels that require you to take your time with it (ex: Marble Zone), but then there are the ones that make you want to go fast (ex: Stardust Speedway). I kind of thought there was a balance until I put more thought into it and started thinking that the games had a bunch of levels that treated Sonic like a pinball or made him do more platforming rather than run around pretty fast.
I certainly don't mind the racing aspects of Sonic, though. I think they're fun and easy to turn my brain off and lose myself in. Unleashed doesn't really feel automatic to me because you have to do some extra stuff at least to get to better paths or to evade things.
Like, I think one of the harder things is that Sonic's so many things in general, but Sonic's different things to different people. There are people who value the platforming, people who value the powerups, people who value the racing mechanics, etc. In that way, I sorta feel like Colours/Unleashed/Generations (especially Generations) was a way to compromise on all fronts, but sometimes I'm not sure what people really want out of the series at all.