whoever said:
This is why I have huge problems with Sega's developers and heads in charge (namely Iizuka) because they won't FIX what's wrong. They'll keep releasing the same junk and hope people will like it the next time.
Sorry bucko, but you'd really have to be out of your mind to think that Colors hasn't been a step up from the series. If anything, that's indicative that they DO listen- no interfering side gameplay, an emphasis on platforming, surreal stage designs, no forced dialogue or vocal noises in-game, Super Sonic in the stages, more enemy variety, and Eggman as the primary villain. So Sonic Team didn't do EVERYTHING right? No shit.
whatever said:
titles like Sonic Rush and Sonic 4 with bad programming that DOES happen to interfere with the game.
The Rush titles were competently programmed, so wtf are you babbling about here? Those were quality games, and I can't ever recall critics picking them apart for "bad programming". Let me guess though, you're going to bring up some purposeful physics differences of which have exploits that you have to go out of your way to do. Yeah, real compelling bro.
blah said:
Because when you read Sonic, you expect high speed platforming
This is such a funny term, since no such thing really existed in the series prior to Unleashed. Platforming was always a steady-paced affair.
hah said:
which emphasizes slopes and the uses of how you use your speed, the ability to explore, energetic, funky tunes, and a blue hedgehog who fights a big egg shaped doctor who's obsessed with robots, taking over the world, and killing that HATED BLUE HEDGEHOG. Sonic Colours is missing some of those key elements and it shows.
It's missing a grand total of.... one. That bolded option. And even then, none of the 3D games did prior so this isn't exactly a surprise.
herp said:
Plus, the removal of an iconic move does happen to alienate those who grew up on the franchise in the 90s and are just now playing a modern title and not being able to use their favorite ability.
Spin Dash got the SMG Fire Flower treatment in the form of Spikes. Also, if they had followed the game at all, they would've realized that this game is following the gameplay mechanics implemented by Unleashed, which was sans-traditional-spindash. Yeah, I would prefer it if the spin was implemented more traditionally (since the slide basically does the same thing), but then again, you're still blowing this comically out of proportion. To bring up Galaxy again, those games are acclaimed as fuck yet deviate pretty far from the originals in terms of mechanics and usage of staples like powerups.
derp said:
I just want people to express what they don't like and I feel all Charybdizs is saying.
That's right buddy boy, use an unwitting novice at the game to prop up your own soapbox.
Charybdizs said:
Sonic Adventure definitely was linear, but to an extent, that was good. I mean, nobody wants to be stuck in a giant level with no sense of which way to even go. On the other hand, I feel like in Colors, (So far at least, I'm only on act 6 or something of Tropical Resort) it's so linear that they stuck you on a road in 3d parts, and said "keeps driving, enjoy the scenery!" Sure the scenery is really cool, but maybe I want to actually explore some of it. Like I said, maybe this widens out a bit in the future levels, I hope it does. In Adventure, I could always hop off the beaten path and find cool prizes, or just plain cool areas. Did you ever find all the crazy secret passages in Final Egg Zone as Sonic? I don't even know how I found half of those.
Colors is chock-full of different paths and goodies, but this isn't really apparent at the beginning of the game since you don't have access to many wisp abilities yet. Though they're mostly in the 2D sections (since that's what the game emphasizes) there are occassional divergences in the 3D portions. Also, in the Adventure games, hopping off the beaten path often resulted in hurling yourself into an empty void.