I agree with all of this.On the whole they're flawed but generally okay. I've always had a more positive opinion of SA1 than its sequel though. I don't like how SA2 forced each character and their shooting, speed, and hunting game mechanics into the same storyline. It did introduce some good mechanics into the speed gameplay, particularly grinding and a more streamlined lightspeed dash, but for as many improvements as it introduced to the speed gameplay, it created just as many problems in the other two; treasure hunting is unnecessarily made linear for padding, shooting feels clunkier due to larger character models, and the levels are all generally more streamlined but less memorable (minus City Escape and Pumpkin Hill). None of the bugs were fixed, so no points there.
SA2 removing the hub world was probably for the better, but I honestly never had a huge problem with the hub world. It's also a part of what gives SA1 its personality relative to the sequel -- its RPG relics are bleeding out of every aspect of the final product, and it results in a Sonic game that has stronger world-building than most others.
SA1 I think succeeds over other Sonic games in its ability to tell a story. It's incredibly average in terms of gameplay, and I think the same applies to its sequel.
Chao Garden still has sort of a mystical quality to it, part of that is nostalgia but I also think it's structurally interesting; I've always loved the evolution aspect of it, and how different combinations lead to countless different visual transformations. The system itself is not particularly enjoyable due to the heavy amount of grinding, but a more streamlined recreation of this game mode with online features could honestly be pretty neat.
even if you are right, the sonic design was better than saturn's and the need for sega to make a villain bigger than robotnik was already necessary to this day because only having one villain the game becomes repetitive and monotonous the need to make him talk was so that the scenes would make more sense and people appreciate it except the sonic saga of its extinction for me it is a good game just like the 2I like some part of the first game but I still think that Sega should've never changed the series so radically.
Why did they feel the need to give him a redesign with the green eyes and the more lanky figure, why did they feel the need to make him talk in cutscenes, why did they add a bigger villain than Robotnik (which became a monster of the week quickly after)?
I think that if Sega has kept Sonic as the main gameplay focus and the overal ambiance of the classic game (up to the Saturn) the series could've been still appreciated and seen as a good one by most people.
And yet Mario didn't have to change his design (nor change from Bowser to a bigger threat) when he has jumped to 3D and most people are agreeing that he had the overall better game in his serieseven if you are right, the sonic design was better than saturn's and the need for sega to make a villain bigger than robotnik was already necessary to this day because only having one villain the game becomes repetitive and monotonous the need to make him talk was so that the scenes would make more sense and people appreciate it except the sonic saga of its extinction for me it is a good game just like the 2
Nintendo doesn't "shoehorn" gimmicks in any less than SEGA does. It's also not necessarily that Nintendo's gimmicks are better or worse than those in Sonic games (Which is subjective), but rather how effectively those gimmicks are implemented. Nintendo has mastered the art of integrating their gimmicks in so well, you barely even think of them as gimmicks. Using Cappy in Super Mario Odyssey feels so natural that you barely even realize that it is a gimmick. The closest you're going to get to that level of gimmick implementation in Sonic is the boost.Well the thing is that Nintendo had better gimmicks overal (and didn't shoehorn them in every games). Mario Sunshine wasn't well apreciated as a Mario game either.
I think that the Wisps and Elemental shields are the best gimmicks in the series while the rest are just mediocre or bad.
Sonic Adventure 2 still suffers from several downgrades such as Sonic feeling heavier and less platform-friendly than in SA1, Tails/Robotnik are clunkier than Gamma and Knuckles/Rouge's levels are probably too big/complicated for their own good.
Sonic 2006 still has made the error to have Silver's gameplay being all about the physic engine of the game (which was very inaccurate, Half-Life 2's Source Engine and gravity gun handled it much better 2 years ago).
PS: I'll still defend the if it ain't broke don't try fixing it philosophy because Mania has proven us that you can make great things with old things.
This is something I'd love to see changed if a remake ever got made. Keep the option for the old, inferior controls for those who for whatever reason want it, but allow these abilities to all be mapped to different buttons for ease of use. I can't even count the number of times I've died because I wanted to light speed dash over a bottomless pit through a trail of rings, only to do the wrong action and fall to my doom.I will never forgive SA2 for lumping the spin dash, somersault, light speed dash, and occasionally even activating switches, all onto one button, with the abilities activated depending on the scenario and how long you activate the button. I've often found myself attempting to do one of the actions but doing the other by mistake, which is especially frustrating in the case of the somersault.
I have. If you couldn't beat Final Chase, you probably would have a hard time with Cannons Core. The final story's actual story I'd say is worth it if you care about it, but the levels themselves aren't really anything to write home about aside from the great music. If you ever do get around to it, the best advice I can give you is get the aqua necklace as Knuckles first.I've beaten SA1 all the way through, but in SA2 I never got past Final Chase in the Dark Story and thus haven't experienced all the ending content.