Jim probably didn't review this game since by "logic" it would have received an 11, and that doesn't add up. One thing I will say about this game, Classic Sonic plays pretty accurately, more so then it's console brother even.
Again, what you're describing is Sonic at it's worst. There are some sections in this on that are much better than that.
The first three areas though? Not so much.
But I didn't know hideki nagamuma did the ost. I fucking love that guy...
I always get kinda annoyed when people talk about there being no good "modern" sonic games.
I think it took your review of this to make me understand why...
It's because Sonic has never been a good game to begin with.....
In the classic games, all you did was press right and jump, and try to avoid obstacles....
Of course, I liked Sonic when it first came out for Genesis, but everyone did..... the novelty wore off quick and Sonic games have never really done anything since then or had any kind of storyline worth getting into....
Thanks for the moment of clarity, Holmes...
Oh, and BTW... 6.5 is being verrry generous from the sound of this review, especially since Sega's got the balls to charge $40 for it....
I've checked out most 3DS games that have even a small amount of interest to me, and I even had this preordered at one point, but if you're going to make the portable version of a game that is only in 2D on portables on "3DS" and make the superior version of the game on consoles with 3D levels, you should at least have marked down the msrp..... Sega has really let me down as a publisher and a game developer since they stopped making consoles....
Shinobi 3DS sucks too.....stay away unless you can find it for about $10.
From what I have seen and experienced, while both Mario and Sonic games CAN be speedrun with some finesse, the Sonic speed runs are generally tool-assisted or played in slo-mo then speed up for playback to get around the clunky mechanics and obstacles where as Mario speed runs flow naturally and as the level designs tends to lend themselves to aiding in propelling Mario forward rather than hindering him with off-screen antics, pinball machines, etc.
Even talking non-professional or record-setting speed runs, it is more accessible to achieve faster times in Mario games because the mechanics to do so are just more polished.
Anyway, I didn't mean to throw the review into a tangent since Holmes did a great job describing the later half of the game as well, I was just pointing out that the entire character of Sonic and his gimmick is sort of a fabrication just like "blast processing."
Everyone always jokes about how ridiculous it is that Mario and Sonic move at the same speed in the Olympic games, but in reality it's a pretty even match. Mario just doesn't have the "set design" team trying to make him look better than he really is.
When a Mario game or even a Ratchet game throws a new idea at you, the game doesn't come to a grinding halt nor do those games hold your hand through the new ideas. They ease these things in to raise the stakes and this makes each new level exciting and interesting to play. When Sonic has a new idea, the game just completely slows down.
Nintendo can make a level that is both something to explore and then twist it into speed run material or a level where you're chased by inky doppelgangers. And it never stops being fun, even if its just a reused level.
I think its just time for Sega to let Nintendo have a crack at a Sonic game. Nintendo knows how to scale and maintain momentum in their platformers whether its EAD, HAL, Intelligent Systems or Retro Studios. Any one of them could do a better Sonic game than Sonic Team or Dimps at this point.
Your memory must be failing you, because by no means have any of the classic Sonic games been "just hold right and jump". That might work for the first couple of levels, but the platforming is far more complex than that later on, and half the point of Sonic's particular brand of platforming has been speedrunning - again, holding right and just jumping when something is in your way will never be the fastest route through a stage.
@The Review
While I agree this was nowhere near up to scratch with the console version, I'm surprised by your comments on the opening levels - did you not know all three of Classic Sonic's Mega Drive levels have their stage design copied and pasted directly from the originals? Granted they aren't hard levels but that's mainly because all three of them are from the earlier portions of their respective games. If anything the middle Dreamcast-based stages are probably the most "hold right and jump at the right times to win" in terms of level design.
Sonic 2's your favorite right? What's your worst one? If happen to have played Sonic 06 and don't mention that one as the worst you're absolutely bonkers. Anyway, sorry for rambling on, keep up the good stuff :).
I'll gladly pass, Sega. Besides, I own Sonic Mega Collection for Gamecube, and that fills my Sonic needs.
"...I love the series in practice. Sadly, in theory, the games always wear out their welcome before I see the ending credits."
Don't you mean that backwards?
You love the concept of Sonic and it's world, but it's gameplay mechanics put you off, so you love it in theory but it bores you in the practice.
Right?
"Sega has really let me down as a publisher and a game developer since they stopped making consoles...."
I 100% agree with you, sir. I owned a Genesis and Dreamcast, and Sega's games were amazing. They had tons of franchises (I would say more than Nintendo) that were must haves on Sega's systems, and even during the Dreamcast era, they introduced many, many new IPs like Space Channel 5, Jet Grind Radio, Samba de Amigo, and Chu Chu Rocket, to name a few. I loved Sega's games on their consoles, and now that they're publisher-only, they've severely let me down. Why aren't there new installments in franchises like Streets of Rage, Ecco the Dolphin, Space Channel 5, Jet Grind Radio, Eternal Champions, Daytona USA, Sega Rally, Virtual On, Panzer Dragoon, Toejam and Earl, Shining Force, and so many others? The only franchises Sega seems to care about are Sonic (we get a new Sonic game every year it seems) and Phantasy Star (even though nothing comes close to Phantasy Star 4).
I agree with you on Shinobi for the 3DS too. Sega, you break my heart. :(
My bad people!
Still, I've never beaten any of them. I think i need to change that!
The special stage is kinda fun though, which is somewhat ironic considering its the same one from Sonic Heroes and it was practically unplayable in that game.
Also Hideki Naganuma only did the music for the first Sonic Rush. They mimicked his style in the second Rush game a bit, but its definitely not his work.
Oh, Sonic, right... yeah, he's doomed. *prays for a Jet Set HD Collection*
Hey guys, Ima drop Mario because it's storyline sucks and is the same thing for the past 20 something odd years. Dead serious guys.
That is what I read. You do not, I repeat do not, play platformers for their fucking storyline. To even expect a storyline is already mind boggling.
Platformers are for those who appreciate level design and gameplay above all else (and da music). Sonic has always been a hit or miss after the genesis days, but after colors and generations Sega shows that you don't necessarily need change, in order to give a compelling experience.
"In the classic games, all you did was press right and jump, and try to avoid obstacles.... "
And in mario, and in mega man, and in donkey kong; you can generalize it all if you want, but their is plenty more to it than that.
Maybe Nintendo should make one. Sega doesn't know what the fuck they are doing anymore.
I think that was the point Jolmes was trying to make. Just like how Super Mario Sunshine is a great game but the awkward ATTEMPT at a narrative actually gets in the way of things a bit when we really just want to run around Delfino Island finding stars.
I was responding to JQM78, found it odd (to put it nicely) that somebody actually wanted a narrative in a platfomer.
The first few times you play a level, you're meant to take it slow, take in the scenery, and just learn the course--where all the obstacles are, the shortcuts etc, so that you can then replay it and blast through at full speed no problem and get the best times you can, and have a blast doing so. You obviously can't do that until you've learned the levels layouts though, so I'm not really sure why you're complaining that the game doesn't let you do the impossible. Yeah, that takes time, but once you do it, it's worth it, because it is really fun playing through the games at full speed, once you know where everything is. And, if you think that Sega's just stripping away the fun of the game by forcing you to do that first to get the most out of it, then I guess the makers of pretty much all fighting games must also be stripping away the fun of those games by forcing you to take the time to learn how to perform the characters' moves/combos before you're really able to do anything with them.
So you also hate on the 2D Marios? Or aren't they just hold right and jump? Isn't that why the Genre is called "Jump'n'Run" ;P
This isn't a problem in the classics. Especially if you're rolling properly.

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