yes, but 2017 is being made by the team that did Colors and Generations. I mean, Generations did have separate level versions for both Sonics, but if they do that for 5 fucking characters I doubt the game would actually have very many levels at all. I’d rather have a large amount of Sonic levels with lots of variety just within their own designs than have a bunch of playable characters but very few levels for each character like in all the Adventure series.
We were talking about Sonic 2017, not Sonic Mania.
IIRC this game is not made from some engine that already existed, and it’s not even being developed in-house by SEGA, so I doubt they actually HAD anything like this during Sonic 4’s development
I feel that Sonic Adventures is a start of the wrong direction for Sonic the Hedgehog.
Characters such as Big the Cat only took away from the game.
They way Sonic 3 handled multiple characters was great, the levels had branching paths that only particular character skills can take advantage of.
There are routes only Sonic could take, or only Knuckles, or only Tails could go. None of this stupid filler levels fishing or digging for treasure with the worlds worst metal detector diluting the same from what should be space for some awesome level design. Sonic and Knuckles Cart somehow made this idea also work in Sonic 2 (albeit Knuckles was broken in Sonic 2).
Sonic Adventures series on to me since the beginning was more style than substance, okay that killer whale jumping over sonic was cool too see but it added nothing to the game play.
And that hub world only made things more confusing that it had to be. Later 3D Sonic games only compounded on the issues of poor level design, terrible, cringe-worthy story and terrible in game bugs.
I might agree to Knuckles Chaotix as it was made on the ruins of Sonic Crackers, an unlreased and unfinished Sonic game that got canceled for the genesis.
So Unfinished people had to hack in a title screen for the Rom so the game can be sorta playable.
Knuckles Chaotix was a interesting idea and game built from parts of rejected ideas from past Sonic titles (characters and concepts that didn’t make the cut in the past).
It was a glimpse of what could have been.
Sonic Battle on the other hand was a waste.
There was supposed to be a game for the Saturn that was based off the Sonic SatAM Cartoon, it never went anywhere and the project got canceled.
Dose not matter thou as Archie Comics ruined Sonic SatAM for me.
I have fond memories of SA2 and will admit it’s an average game at best. But I never got to play SA1 until like around 07-08 and it was the GameCube version. Was such a terrible experience that I’ve never had any desire to ever revisit that game. You spend a huge portion of that game not even playing as Sonic and it’s just overall not very fun. I remember playing the Big the Cat levels and being like “WHY THE FUCK IS THIS A THING!?”
Just realized something. Most of Sonic 3’s songs were worked on by Brad Buxer, Michael Jackson’s keyboardist and musical editor who stayed on when Michael left. Since he’s still around, I wonder if Sega could get him to do songs for Mania. Or at the very least, help with remixes of anything from Sonic 3.
Yeah Sandopolis Zone 1 was pretty good. Zone 2 was my most hated stage in S&K. On another note, I think the zones in the Sonic 3 part were too big/long. I hated marble garden. If you look at the zone maps they were freaking HUUGEEE. Compared to S&K. I think S&K zones were perfect. Not tooo long, and not very short either. Just the right length.
The Sonic Battle gameplay could work on a more modern console if it was more balanced.
And Sonic Spinball is all the SATAM I wanna see in the games. I like the cartoon and the comics, but I don’t think those characters would work in a video game. And the last thing that Sonic needs is more friends.
And I think I’m the only one who doesn’t hate Sandopolis. It’s not hard.
Like, yeah, the first time through it was tough, but it was a super interesting design with the ghosts n all. It really made that stage stressful. Plus the addition near the end of having to race the rising sand while trying to make sure you got switches open and ghosts being held back. It was awesome.