I really hope he retains that personality in Mania. Bye "& Knuckles" Sonic the Hedgeblog has been reminding me of how silly Ray's animations are in the arcade game. I want 100% down for SegaSonic mode and Heroes mode. I don't think the plane or train will be involved the same way during Encore mode. ![]() They will have a different Mirage Saloon especially if based on Encore mode. They will be involved in the ending animation, even if it's just a slideshow Then I caught myself humming it for the rest of the day.As far as Story Goes, I initially thought that Mighty and Ray's story would take place right after the main story, possibly during the time Sonic is gone so they would essentially be playing Encore mode as their regular mode, but everyone has to have a separate Encore mode, right? So with that mean Mighty and Ray's Encore mode would actually be similar to STK's first run? Likely not, but since they are set to show up in the promotional story animations then I can't see them starting off during the regular storyline. I thought it was so naff the first time round. However, the best thing about Sonic Mania: ![]() I like the fact that Knuckles gets some slightly different routes and a separate boss, but some more of those would have been welcomed. It's a shame, and the interdimensional conceit feels like an excuse to just chuck a bunch of zones together because they like them. There's nothing like the epic transition from airship to desert to caves to sky sanctuary to death egg to orbit that S&K had. We'll always be revisiting the past.Īnd then there's level transitions that kinda give up after the first few. Hopefully they will get another chance to do just that, but I suspect we'll get Sonic Mania 2 with another mix of old and new zones. The team has proven it can do brand new 16-bit style content and do it brilliantly, with fantastic level design. This feels like a bit of both, not enough of one or the other. I'd still like to see this team go back and remaster S3&K, and then move onto something entirely new. Angel Island intro, elemental shields, several entire levels, traps and bosses from other levels, Supersonic ending stage and all of Blue Spheres. I can tell this is what the team made as an alternative to Sega letting them do a remaster of S3&K, as it has so many elements from that game. But if I have a main complaint, it's that it's still only part brand new game and part homage. I think Sonic Mania is excellent, and it has frequently surprised me with some gameplay twists that have put a big smile on my face. I dunno, it feels like a hamfisted idea, but it's a minor complaint. Maybe the Blue Spheres game could have been a menu mini-game instead, and star posts could go to the gumball machine or something new. The naff low-poly characters are a Saturn homage, right?īlue Spheres is great too, but once you've gold medalled all of them, there's not much point in them being there any more, and I got really good at the 14 from S3&K so most weren't difficult at all. I really like the new special stages - they're a bit weird at first but the techniques are learned quickly and they're great fun to speed around. I'll probably try a Sonic solo run at some point. ![]() But I've now done a full run with Tails and got all the emeralds en route, which seems easier (flying helps!). The level design has a flow to it that almost feels wrong to resist. I thought the giant rings were really hard to find at first, like you have to purposely go out of your way to resist the natural urges of the level design, fighting against springs and ramps and really breaking away from the main path. I cleared the game with Sonic and Tails but only two emeralds, then again with Knuckles, before 'Green Hill farming' the remaining emeralds and skipping to the real ending. I've spent the last few weeks going through old Sonic games (even the slightly crap Sonic 3D) and yet going straight into Mania has still kept things fresh and interesting. ![]() Well, this has been absolutely wonderful and lived up to its promise.
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