Azure Dream
Member
http://www.gamesindustry.biz/articles/2012-05-18-game-industry-legends-yuji-naka
He continued, "Today's games are created to appeal to as wide of an audience as possible, so that's why the difficulty levels are so low in order to have both experienced and non-experienced gamers be able to play them. Sonic has a very simple control scheme that is capable of doing a lot of advanced things while sprinting at a high speed, that's what makes it a good game in my opinion. I think even moderately raising the difficulty level in the future could work well."
I'd like it if the games respected the player's ability more, maybe optionally (I.E. A "Pro" mode with less "Goes Fast" Dash Panels when they're not trying to cover up an awkward transition), but harder? The modern 3D games usually get moderately to very frustrating by the end, particularly 2006 and Unleashed, but even some of the others. They were hard for the wrong reasons. I don't want my Sonic games to become generically "hard" if that's what they do. I want something like Action Master in Generations, designed to test your abilities to the fullest, but not stretched out into this unending level, and holding back on the "do this perfectly or die" mechanic they love. ("Surprise, hit the X button 60 times before the bar runs out or you lose this final boss fight!")
Not to harp on 2006, I know that's kind of dead at this point, but this was a game that needed an Easy Mode (and the version of Kingdom Valley shown at trade shows had "easy" mechanics built in, like some of the pits let Sonic slowly float over them instead of falling to his death, like he was over a wind current), and instead they made Normal, Hard, DLC Very Hard, and STILL had "Super Hard" planned on top of that. Now I'd be ok with a Sonic game with Easy, Normal, Hard, assuming the difficulty levels were actually accurate to their descriptions, for the right reasons. But a little too often, they haven't had the best idea of how to make the Sonic games "hard" and yet still fun.