Alright, so when 2.0 came out I switched over to being an exclusive Knuckles player because I couldn't stand the handling changes made to Sonic. I feel rather silly for doing that, but I have some degree of contrast between the two characters now.
What I love about SRB2 right now is the idea that I feel like Sonic when I'm playing as Sonic, and I feel like Knuckles when playing as Knuckles.
Feeling like Sonic simply means speed. I love the thok because it gives Sonic's speed a reckless danger. I don't know why I ever simply ran through levels because thokking is so much fun. Feeling like Knuckles means using all 3 dimensions by gliding and climbing all over the place. It's like exploration but it's better. I'd imagine feeling like Tails would be like Knuckles but different, but I haven't had any bonding experiences with Tails yet. Someone please say something about Tails, because he's not getting in love in this first post.
That said, levels either hurt or hurt the experience.
Take Sonic for example. I'm fairly annoyed with Deep Sea Zone because it feels like every single gimmick in the zone is oriented towards stopping the player and making me feel less like Sonic. In contrast, I love Egg Rock 1 because the difficulty of the zone doesn't hamper Sonic's reckless speed and enhances the danger.
nAGZ is a good Knuckles level. Most of nAGZ's jumps are too big for Knuckles to do, so he grabs on to the walls under the edge and pulls himself up. It's a simple technique, but it showcases Knux's unique flavor. The other thing about nAGZ is that the rigid pillar-like structure of the platforms makes a playground for Knuckles so that he can improvise and create a new alternate route through an old and boring area. Not so in GFZ1!
Unfortunately, these two play styles are at odds with each other, because Knuckles eats sprawling vertical landscapes for breakfast, while Sonic can't. Equally, Knuckles can't tear through a relatively flat level (think THZ1) like Sonic can. Neither playing style has any middle ground without dumbing down the experience for one of the two, so usually designers stick with making Sonic happy. Why? If nothing else, it's because most level designers test play their levels with Sonic.
As far as solving the problem goes, Mystic saw this coming and siphoned Knuckles off to his own little room in nAGZ. I can't say I disagree with the solution because I seriously enjoyed the Knuckles route the first time, but the implementation felt sloppy. Mystic combined noclimb with Knux's lame jump height, which was a serious cop-out.
What do you guys think?
What I love about SRB2 right now is the idea that I feel like Sonic when I'm playing as Sonic, and I feel like Knuckles when playing as Knuckles.
Feeling like Sonic simply means speed. I love the thok because it gives Sonic's speed a reckless danger. I don't know why I ever simply ran through levels because thokking is so much fun. Feeling like Knuckles means using all 3 dimensions by gliding and climbing all over the place. It's like exploration but it's better. I'd imagine feeling like Tails would be like Knuckles but different, but I haven't had any bonding experiences with Tails yet. Someone please say something about Tails, because he's not getting in love in this first post.
That said, levels either hurt or hurt the experience.
Take Sonic for example. I'm fairly annoyed with Deep Sea Zone because it feels like every single gimmick in the zone is oriented towards stopping the player and making me feel less like Sonic. In contrast, I love Egg Rock 1 because the difficulty of the zone doesn't hamper Sonic's reckless speed and enhances the danger.
nAGZ is a good Knuckles level. Most of nAGZ's jumps are too big for Knuckles to do, so he grabs on to the walls under the edge and pulls himself up. It's a simple technique, but it showcases Knux's unique flavor. The other thing about nAGZ is that the rigid pillar-like structure of the platforms makes a playground for Knuckles so that he can improvise and create a new alternate route through an old and boring area. Not so in GFZ1!
Unfortunately, these two play styles are at odds with each other, because Knuckles eats sprawling vertical landscapes for breakfast, while Sonic can't. Equally, Knuckles can't tear through a relatively flat level (think THZ1) like Sonic can. Neither playing style has any middle ground without dumbing down the experience for one of the two, so usually designers stick with making Sonic happy. Why? If nothing else, it's because most level designers test play their levels with Sonic.
As far as solving the problem goes, Mystic saw this coming and siphoned Knuckles off to his own little room in nAGZ. I can't say I disagree with the solution because I seriously enjoyed the Knuckles route the first time, but the implementation felt sloppy. Mystic combined noclimb with Knux's lame jump height, which was a serious cop-out.
What do you guys think?