by Phantom October 18th 2010, 7:07 pm
Okay, now it's my turn to really say something about this game, now that I've actually played it to (near) completion...
Get ready for a TL;DR here.
Right from the get-go, this is a Sonic game done up in the style of the "classic" Genesis games. Side-scrolling from left to right, with tons of enemies, traps and gimmicks standing between you and victory. At the end of each Act, if you have enough Rings, there's that Big Ring that I've always looked forward to. If it seems familiar, then you're right. It takes almost all of the tropes and mechanics from Sonics 1 through 3 and runs with them.
That's not to say it's a "rehash," otherwise there would be carbon copies of the older levels verbatim, and there's plenty of new things to play with, from zip-lines to rolling boulders, and running on a track made of flying cards is something truly inspired. I also really like the Special Stage, in which instead of the maze rotating on its own, you rotate the maze itself. There's also a time limit on that and some gates that demand a toll of yea many Rings to pass, so that mixes things up a bit. There's also a very nasty puzzle in Lost Labyrinth that took me a while to figure out, maybe too long of a while (but at least I didn't need to resort to GameFAQs for the answer).
Boss Fights also have some familiarity, but there are twists as well. One Boss went from a cakewalk to brutal after a few hits, and predictability goes out the window with some in particular (like the Mad Gear Boss).
And now the one thing that people seem to be ranting about like it's a cardinal sin of some kind: the physics. I didn't really notice much until later in the game, when I took my thumb off the D-pad, and Sonic came to a gradual halt. In midair, it took all the momentum away and he dropped like a stone. I considered that a mixed blessing of sorts, because it was helpful to make pinpoint landings, but when I'm fired from a cannon, after I reached the apex of the shot, it meant that I had to do the rest of the work to keep going in that direction. In addition, it did look rather silly to see Sonic propelling a gear that moved at a different speed than he himself was. It took some getting used to, Lord knows I've had a lot worse in games before when it comes to controls, but after a while I lived with it. Still, it is something that could do with a patch.
I don't quite understand Kuriboh's problem with the level designs. Many of them have alternate paths, and if you missed landing after taking out a row of baddies with the Homing Attack, fear not, for sometimes there's a different way through. If that's not the case, well, it's not the first time in a Sonic game one would have to backrtrack (bearing in mind the pyramid from S&K with the switches that opened doors--I've had to backtrack and re-open the doors many a time). Lots of levels in this game encourage the use of running really fast (and for some in particular, it's imperative), but like all Sonic games, there's a time to run and a time to walk--very dangerous places require accuracy in jumps else you miss a platform or become a blue grease splatter.
Overall, I'm liking it. From a critical view there are things that appear out-of-place, but it's functional and above all, it's fun. I would, however, recommend it only to seasoned Sonic players, not so much for Sonic rookies, though.