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#61
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MUTEKI AND BEAT PRESENT KNUCKLEMANIA 2018: 2 KNUCKLES 2 FURIOUS: KNUCKLES THE ECHIDNA IN KNUCKLES & KNUCKLES VS. KNUCKLES & KNUCKLES PART THREE: PRESS GARDEN AND STARDUST SPEEDWAY With ref and commentators: FanboyMaster, GoggleBob, Morning Songs
me: [affecting a horrifyingly bad German accent] I VAS TAUGHT [how to type] BY ZE WERNER HERZOG MESSOD. [no accent] Err, wait, no, I think it was just the Herzog method, execuse me. Fanboy: Werner Herzog would probably just tell you about the tragic futility of learning any keyboarding. Then he would tell you to burn your tapes. [silence] Fanboy: I just made a really tasteless Grizzly Man joke. (All I know about Grizzly Man is that it's about a dude who tried to live with bears, and there's a scene in the film where you see Werner Herzog react to footage shown off-screen of that guy getting eaten by a bear.) |
#62
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MUTEKI AND BEAT PRESENT KNUCKLEMANIA 2018: 2 KNUCKLES 2 FURIOUS: KNUCKLES THE ECHIDNA IN KNUCKLES & KNUCKLES VS. KNUCKLES & KNUCKLES PART THREE POINT EIGHT NINE THREE OR SO: THE END OF THE METAL SONIC BOSS FIGHT With ref and commentators: FanboyMaster, GoggleBob, Morning Songs Here's the bit that somehow got cut off from the previous render. It's the end of the Metal Sonic boss. BEAT is still behind, but by less than a second. Check out the nearly synchronized "AND HE'S DOWN" from us! Frankly, beating this boss is always a fact worth celebrating. By the way, with the new update coming out for this game in a few months, it seems like this boss is going to change in some interesting ways, and that spike wall may not be sticking around. What will replace it? Well, I've seen it, and it's pretty interesting. |
#63
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#64
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I have opinions on these new Sonic levels, and I'm not afraid to share them
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#65
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MUTEKI AND BEAT PRESENT KNUCKLEMANIA 2018: 2 KNUCKLES 2 FURIOUS: KNUCKLES THE ECHIDNA IN KNUCKLES & KNUCKLES VS. KNUCKLES & KNUCKLES PART FOUR: HYDROCITY, MIRAGE SALOON, AND OIL OCEAN With ref and commentators: FanboyMaster, GoggleBob, Morning Songs
BEAT: Alright, muteKi, I'm going to have to -- I'm asking you to like, a personal favor, as a friend -- me: Yeah? BEAT: I NEED YOU TO DIE! Fanboy: In real life or in Sonic Mania? BEAT: Not in real life! ...Ah shit, I just went backwards! Last edited by muteKi; 04-27-2018 at 01:50 AM. |
#66
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Yo, you linked the cut off metal sonic fight again.
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#67
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*slaps forehead* spent all that time on the writeup and couldn't get the damn link right. go me! anyway it's fixed now
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#68
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So I see you this and raise you an even longer update, plus a retroactive edit to the part 1 episode
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#69
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MUTEKI AND BEAT PRESENT KNUCKLEMANIA 2018: 2 KNUCKLES 2 FURIOUS: KNUCKLES THE ECHIDNA IN KNUCKLES & KNUCKLES VS. KNUCKLES & KNUCKLES PART FIVE: LAVA REEF AND METALLIC MADNESS With ref and commentators: FanboyMaster, GoggleBob, Morning Songs
Oh god, a pull quote. So fucking many good ones, but let's go with this: GoggleBob: muteKi's having some problems here! MorningSongs: Yeah, we have a second death on muteKi's side me: Actually, third now Fanboy: Oh wow BEAT: OH FUCK YES, YES. THIS IS GOOD FOR BITCOIN. THIS IS GOOD FOR BEATCOIN! Fanboy: Beatcoin?! No!! Everyone: NO! MorningSongs: Look, of all the things we indulge you in...please don't make a cryptocurrency, BEAT. Last edited by muteKi; 04-29-2018 at 11:26 PM. |
#70
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This last post went up a little earlier than I intended. I am updating here to say that it has been properly finished now. So if you were wondering why the bold tag wasn't closed, wonder no more, for it is.
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#71
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Double update because I missed a day!
MUTEKI AND BEAT PRESENT KNUCKLEMANIA 2018: 2 KNUCKLES 2 FURIOUS: KNUCKLES THE ECHIDNA IN KNUCKLES & KNUCKLES VS. KNUCKLES & KNUCKLES PART SIX: (METALLIC MADNESS AND) TITANIC MONARCH With ref and commentators: FanboyMaster, GoggleBob, Morning Songs
So that's it. You'd think this is the end of the video, with me as winner? Well, not quite! The game isn't actually over yet. BEAT's only half a level out. What will happen next? You'll find out soon enough! Keep in mind as you read this quote that at this point BEAT and I are both really fuckin' hammered: me: Losing against me doesn't make you a bad person, it just makes you human! Fanboy: Wow. BEAT: Oh what does that make you then per se? me: I WROTE THE BOOK ON SONIC THE HEDGEHOG! Or at least I would have if I finished it already! Fanboy: You would have if someone would publish it. BEAT: You know, I'm surprised you managed to diss yourself in that statement GoggleBob: I'm not surprised. Fanboy: Let's be honest here, saying "I wrote a book about Sonic the Hedgehog" is already dissing yourself. |
#72
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#73
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Oh hey there's another one of these!
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#74
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I think that in Sonic Advance's two-player mode you could ride on Knuckles' head while he was climbing.
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#75
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I would believe it -- I've not tried to do the 2-player stuff really due to the fact that by the time I got a GBA and a copy of the game, the DS was already getting long in the tooth and GBA multiplayer is even more of a hassle to set up.
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#76
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I would not be strictly opposed to future Sonic Advance Shenanigans.
How good is GBA Emulation netplay these days? |
#77
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Also I don't think I linked to the Wolf3D dog-petting mod. Here it is: https://barsk.itch.io/woof3d
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#78
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So I think I'm going to do the last two updates tomorrow night. Not really feeling up to it right now, honestly.
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#79
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No worries man, take your time.
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#80
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MUTEKI AND BEAT PRESENT KNUCKLEMANIA 2018: 2 KNUCKLES 2 FURIOUS: KNUCKLES THE ECHIDNA IN KNUCKLES & KNUCKLES VS. KNUCKLES & KNUCKLES PARTS SEVEN & EIGHT: THE ENDGAME With ref and commentators: FanboyMaster, GoggleBob, Morning Songs You can probably guess the fate of the game from the thumbnails, so I'm putting both of the last two updates here at once.
Fun other things we discuss during these episodes: US Presidents in Fiction, Mr. Bean, Dril tweets inc. those about Mr. Bean, Bad Rats and how bad it is, and the odd Sega PC ports back in the day (Sonic & Knuckles Colllection FM Synth soundtrack being played on an actual OPL3 is a transcendant experience). ALSO I HAVE PUNISHED BEAT TO PLAY SONIC BLAST BECAUSE HE LOST
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#81
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Sonic 3D Blast isn't bad, just boring. Although that ice zone music....
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#82
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Oh, not 3D Blast.
BLAST. |
#83
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Otherwise known as G Sonic
but specifically the Master System version bootleg quasi-official TecToy release |
#84
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Have a blast = Have a good time
Have a Sonic Blast = Screw you |
#85
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Last edited by muteKi; 05-10-2018 at 02:43 PM. |
#86
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EPILOGUE BONUS POST!
ᴘᴀʀᴛ ᴏɴᴇ ᴏғ ᴛᴡᴏ ɪғ ᴍᴜᴛᴇᴋɪ ғᴇᴇʟs ʟɪᴋᴇ ᴄᴏᴍɪɴɢ ɪɴ ʜᴇʀᴇ ᴡɪᴛʜ ʜɪs ᴏᴡɴ ᴇᴘɪʟᴏɢᴜᴇ ᴛʜᴀᴛ'ʟʟ ᴍᴀᴋᴇ ᴍɪɴᴇ ʟᴏᴏᴋ ʟɪᴋᴇ ᴄʀᴀᴘ. ᴘᴀʀᴛ ᴏɴᴇ ᴏғ ᴏɴᴇ ɪғ ʜᴇ ᴅᴏᴇsɴ'ᴛ ғᴇᴇʟ ʟɪᴋᴇ ɪᴛ. ɪᴛ's ʜɪs ᴄᴀʟʟ ᴍᴀɴ, ɪ ᴅᴏɴ'ᴛ ᴛᴇʟʟ ʜɪᴍ ᴡʜᴀᴛ ᴛᴏ ᴅᴏ. IS SONIC MANIA GOOD? Well if we take into account all ports of the game we can create an average of their goodness which can be compared against the median goodness of all games released in the last 20 years after adjusting for the lack of FOV slide- YES. YES, SONIC MANIA IS GOOD. SONIC MANIA IS FUCKING GREAT. IS SONIC MANIA THE BEST SONIC GAME? Listen to me very closely, you idiot. YOU DO NOT THINK IN SUFFICIENT DETAIL ABOUT WHICH SONIC GAME IS MOST BEST. THAT IS THE ONLY POSSIBLE THING WHICH GIVES THEM A MOTIVE TO FIND THE ABSOLUTE LIMITS OF BEST AND WORST. You have to be really clever to come up with a genuinely dangerous thought. I am disheartened that people can be clever enough to do that and not clever enough to do the obvious thing and KEEP THEIR IDIOT MOUTHS SHUT about it, because it is much more important to sound intelligent when talking about the blue fast varmint. This question was STUPID. OKAY FINE, HOW'S IT STACK UP AGAINST THE 5 (OR 4) 16-BIT GAMES IT'S BASED ON? That's a much less less existentially terrifying question! I'm not sure! Let's find out TOGETHER! I think it's pretty inarguable that Mania rates higher than Sonic 1. Don't get me wrong, The little guy's big debut is an absolutely incredible game, full of amazing ideas that changed the medium forever. But like anything's first steps, it's a little shaky and uncertain. The series needed just a little more time to grow so it could learn to stop tripping over itself. I have to give it an edge over Sonic 2 as well. It's a mindblowingly ambitious sequel that does an incredible job capitalizing on Sonic 1's potential, but it lacks the new ideas that came later, and is just a little too long to be played without a save function. Then there's that weird outlier of the 16 bit series Sonic CD, which is an interesting game, but never really one of my favori- Wait. Why isn't that bold text linked to a let's play thread? Have I seriously never done an LP of that one?! I've done LPs for 3D Blast and Dreams Collection for fuck's sake! Whatever. Mania's better. Well hey, that's three for three! Gotta say, Mania's doing pretty good in this little contest! Now all the lil guy has to do to take home the crown is win this last round against *checks notes* Sonic 3 & Knuckles! Oh. Ohhhhhhh. Well SHIT. Sorry Mania, you did your best. And hey, second place isn't that bad when you're matched against that kind of heavyweight, right? I mean, you don't see people giving Creed shit for losing to Conlan. WHAT'S S3&K GOT THAT MANIA DOESN'T? I could probably come up with a few reasons if you got on my case about it, but the one that springs immediately to my mind is the story. But BEAT, I can hear you thinking with my terrifying, previously undisclosed mind-reading abilities. The stories of early video games in general and 16-bit platformers in particular are disposable excuse plots, written to give-bare bones justification for the video game guy to do video game stuff! What could the story of a 16-bit sonic game possibly add to the experience beyond a few bonus points for presentation? Well, a whole lot of things, but the ones I want to focus on are buildup and payoff. S3&K's plot is openly silly, but it does a great job on establishing Robotnik's appropriately silly ultimate weapon as a BIG IMPORTANT DEAL by keeping it front and center. You abort it's first attempted launch! You see its destructive power firsthand while deep underground! You see Robotnik be a little too mean to that Gullible red fellow in the service of getting that destructive thing airborne! You watch it rise above the clouds fully operational! So when you finally set foot on it for real you're like "OH SHIT IT'S ON!" The game builds up this awesome threat, and then rewards your anticipation with a dope-ass battle in deep space. It adds emotional weight and catharsis so effortlessly, elevating a kick-ass game to a kick-ass experience. Unfortunately, Mania sort of dropped the ball on that whole aspect. I mean you get a few cutscenes that all indicate that the weird EggRobos are acting up, and remind us that the pink rock is important, sure. But we never get a sense of looming threat to psych us up, or any hints as to what exactly he's trying to accomplish to make us get excited about stopping him. We just sort of arrive at the secret base at the end. I think this is at least partially because Mania (like Generations before it) was explicitly designed as a celebration of the franchise's past. That's not a diss, because it fucking kills as a celebration title! It's an AMAZING celebration title! But being a celebration title means you gotta keep falling back on old areas with old threats. Instead of going "Oh wow where's Robotnick going with this?!" we're going "Oh man Hydrocity Zone looks awesome now!" It prevents the game from establishing it's stakes, and giving itself it's own identity that goes beyond references to older games. IT'S STILL A FUCKING GREAT GAME THO, RIGHT? Shit yeah man it's sick as hell. CREDITS HATED ENEMY, WHO'S VICTORY IS ILLEGITIMATE AND UNEARNED. MuteKi: I'LL GET YOU NEXT TIME I SWEAR! DISCORD BROS FanboyMaster: "Knock Knock it's Sonic & Fuckles!" Gogglebob: "You know they've got like 30 people constantly cranking out Eva papercraft." Muteki: "Uhhhhhhhhhhhhhhh video world." MorningSong: "I have to wonder if this is some sort of a religious festival, because I'm seeing a lot of fasting!" OTHER PEOPLE WHO TOTALLY RULE Madhair60: For letting me use his awesome Oil Ocean Comic SoySus15: For all the props in the text chat. Everybody who showed up for the race: You guys rule. AND FINALLY... YOU: I really enjoyed doing my part of this crazy two-man LP, and it gives me a big old goofy smile whenever you guys let me know you enjoyed watching/reading it. It's still true that I mostly just do these things for me, but there's at least a little part of me that does it for you. Thank you all so much! ?? |
#87
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EPILOGUE BONUS POST PART 2
(C'mon, did you really think I'd turn down the chance to write too many words about Sonic?) When I first played this game, sure, I liked it. It was more Sonic, and it takes a lot for me to outright dislike a Sonic game. But did it grab me the way Sonic 2 or 3 did when I first played them? Did I come to find myself slowly growing enraptured by this game as I learned more about it the way I did Sonic CD? Heck, did it introduce a major novel change that, even if it didn't work quite right, still felt like something interesting that ought to get revisited by someone in the future like Knuckles' Chaotix did? Well, no. In fact, I quickly found myself burnt out by this game after a while, and there was a long period of time from around November to like March where the idea of even playing the game at all felt like a chore more than a joy. And why is that? Well, I've hinted at this in some of my writeups, but there's a key issue with the game here -- I've played most of it so, so many times already that such interest in coming back to it seemed very hard to do. Why not just, after all, play Sonic 3 (K) again? Now, I don't want to come down to hard on this game! It's got a lot of stuff that I'll always be very glad to praise. For one thing, the sprite work in this game is pristine, some of the absolute best of all games of all time. This is a game whose spritework is competitive with some of the best of the best: Symphony of the Night, Capcom and SNK fighting games, Mega Man 8, and all manner of shmups from the latter half of the 90s and onward. It's easy to see how they managed this, since what most of these games have in common is an iterative process that allows them to retain the work from previous games, and spending the time that might be spent building an initial set of sprites for a character with tuning and tweening. It is telling that a great bulk of Symphony's spritework is either directly taken from or loosely adapted from PC Engine CD game Rondo of Blood; rather than re-spriting hundreds of enemies, time was spent tuning up things like Alucard's fluid walk cycle. Similarly, the music is stunning. Designed to mimic musical styling common to the time, it absolutely nails the feel of games of the era. The reverb-heavy guitar of Lava Reef 2 calls to mind some action and role-playing games on Sega CD and PS1. Titanic Monarch owes a lot to Metal Shark Player's stage tune from Mega Man X6. Studioplis has a clear influence from house and new jack swing stylings that were less influential by the mid-90s but were by no means dead genres. It definitely sounds right for the era the game is supposed to be built for, as if a "lost" Saturn Sonic game. I wish I could find a link handy for you, but I seem to recall reading that this project was originally meant to be just a 4-level side game meant to be part of a repackaging of the mobile ports of Sonic 1 and 2 (along with possibly 3) in a collection for PC and consoles. The four levels in question would be the ones we saw here -- Studiopolis, Press Garden, Mirage Saloon, and Titanic Monarch. I believe part of the issue comes down to the fact that Sonic 3 has odd licensing rights issues related to its music; Sega seems even more reluctant to acknowledge its existence lately, though you can still freely purchase it from Steam. Anyway, when this collection was unable to materialize, this new package, consisting of those four levels, whatever Sonic 3 levels they could get the OK to remake, and a few stages from other games came out instead. It's still a tie-in game of sorts, but now it's a promotional lead-in for Sonic Forces, which was...OK; like many of these retro promotional games (the Mighty Gunvolt games coming in mind in particular), it's easy to call it stronger than the game it's meant to be an ad for. Even then, it's definitely clear that this is a full game, and compared to the previous "greatest hits" collection that was Sonic Generations, it's got an overall better balance to stages to play through (it is thankfully not all variations on Green Hill and Casino Night). Even if it's a compiled game, it's a compiled game that was definitely done with thought for balance, structure, and pacing. Heck, there are a lot of little touches obviously inspired by deeper cuts from the 2D series -- rarely do any games give thought to art or level structure of Chaotix, and almost never will you see anything that could even be construed as a reference to one of the Master System/Game Gear games. That's not to say there aren't some parts of it I take issue with. I liked the bonus stages in Sonic 3 and Chaotix, which allowed you to collect rings and powerups in a secondary stage that you could take with you to aid you in the rest of the level; here, they are just a clone of the Sonic 3 special stages (one of the few bits from the port of Sonic 3 that was in a full completed state before their remake project was axed) and reward unlockable game modes and achievements on completion. In the event that you've perfected all the stages, they don't have any use at all other than to kill time or possibly cancel out of a super form. Remade levels have typically doubled or tripled (possibly even quadrupled!) in size from their original forms, but the frustrating 10 minute time over still exists, despite the fact that it was optional as soon as the game came to GBA and stealthily excised since then. I still think some of the more elaborate bosses don't really explain how they work (i.e., how you're supposed to defeat them) very well. Sonic CD's more elaborate bosses, which most of this game's bosses seem to take their cues from, weren't always fun to play, and they also weren't right at the end of a long 10 minute level, instead placed in their own separate stages that had pretty short lead-in sections instead. But overall, it's hard to shake the feeling I haven't seen all this before. Indeed, they've done a retro-styled companion promotional game to (re-)introduce people to the series before -- Sonic Pocket Adventure for the Neo Geo Pocket. While not as faithful to the original Genesis games' feel (indeed, it feels somewhere between Genesis Sonic 1 and some of the Game Gear games) as this, it still does a lot of what this game does. There's a Green Hill level (which has more structural similarity to Emerald Hill from Sonic 2) followed by a Chemical Plant level followed by a city/casino level (in this case based on Casino Night -- most of the levels take most of their cues from Sonic 2, really). The team that made this game would then go on to also make the Sonic Advance series, the first game of which takes a lot of the original ideas from Sonic Pocket Adventure and remixes them into more original levels while also having physics that feel even more like the Genesis games (and including playable Tails and Knuckles!). They're both really great games that tend to get overlooked by folks who stopped paying attention to the series by the Saturn era or later, and definitely feel like holdouts to a style that Sega eventually wanted to move away from. I can't entirely blame them. While this game was (like Symphony and MM8 as mentioned above) built around the question of what a Sonic game could have been like if developed for the Saturn (with a handful of small enhancements over what would have probably been possible, like cleanly looping CD-quality audio), I wonder if as it stands it would have done well. On the one side there's the future NGPC and GBA games I mentioned, and on the other there's Sonic Jam, which is an even more direct remake of all 4 Genesis games (1, 2, 3, &K; Sonic CD not included) with a few minor detractions party based around having to be rebuilt for the Saturn (such a streamed audio that due to compression doesn't sound as nice as a clean rip from a Genesis) and a few enhancements common to the S1&2 mobile remakes (time attack mode in particular). I think if the rest of the series chronology had been about the same but this game came out in, say, 1996, then by the time the GBA games started coming out we'd probably get the same kinds of complaints of sameness that plague the 2D Mario series since the DS (though maybe Sonic Jam wouldn't have happened). I've since turned around on this game a fair bit. I rarely sit down and think that I'd really like to play this game -- mainly because of the bosses -- though I do need to sit down and mess around with the (boss-free) time attack mode more than I have. Part of my frustration is that the changes to the levels here are just minor enough to be annoying most of the time, if you try to work based on your previous understanding of the levels they're based on. Sometimes the source levels don't change much -- Green Hill 1's middle routes are almost exact copies of acts 1 and 2 from Sonic 1, while Green Hill 2 starts out equally similar to act 3 from Sonic 1; Chemical Plant 1 is only slightly compressed from act 1 and 2 of Sonic 2. Flying Battery 1 has changed very little from the source material, though act 2 is so sprawling it's hard to navigate through it based on reference from the original act. Lava Reef 1 and 2 have main routes very close to the original game's, and while Hydrocity 2 is again, quickly the same level after a brief remix in the introduction, act 1's biggest change is finding ways to put you under the water far more often than the original level did (which is appropriate enough, since it's now no longer the second level in the game). Compared to most of the game, the visuals in Chemical Plant 1 have changed the least from the original game, despite there being some obvious places to add a hint of parallax or two; Oil Ocean and Flying Battery had pretty monochromatic backgrounds that could have used a little more punching up than what we ended up getting in the end (though they do fair a bit better compared to Chemical Plant in this regard). Ultimately, I just don't think the gameplay changes are eough to make the original source games obsolete. It's certainly nice to go and play these new and remixed levels, but the sort of maximalist design makes it overwhelming, possibly even a little exhausting, to play all the way through. And it's also a bit frustrating that in this mix of old, revived, lost, and remixed content that a finally playable version of Sonic 2's lost Hidden Palace stage is still locked to a mobile platform without an actual d-pad or buttons and didn't also make its way over here -- I'd have rather seen that over Oil Ocean or Metallic Madness, frankly! It also doesn't help that there isn't as satisfying a plot arc. BEAT's described a bunch of that in his posts (inc. the one above), as did Deptford in the companion game discussion thread -- nobody gets developed like Knuckles was in Sonic 3; the game doesn't introduce and tease ever-more elaborate encounters with a specific mechanical instrument of doom the way the Death Egg was either. even the Hard-Boiled Heavies feel a bit perfunctory. Heavy Gunner has a nice and elaborate boss encounter near the start of the game (plus a cameo in the intro animation), and Heavy Magician teases throughout act 1 of Mirage Saloon before her encounter as a boss in act 2, but Heavy Shinobi and Heavy Rider are just...there. Heavy King barely even gets that much, only showing up as Knuckles' Lava Reef boss encounter and as part of the final boss for Super Sonic. Aside from knowing they take their power from the phantom ruby, like mischief, and also want to stop Sonic, we don't ever really get a sense of motivation from them, and the ruby itself gets more characterization in Forces! But all of this is a bit beside the point for why I recommend this game. Since Sonic Adventure 2, the series has had the same sort of changes seen in, well, Shmup, Fighting, Puzzle, and Beat-Em-Up games: audiences have played these games for quite a while, understand them very well, and want a new challenge. Hence you get, say, Cave's score-focused games full of screen-filling bullet patterns, the initially inscrutable combo systems of Street Fighter Alpha 3 and the parries in Street Fighter 3, the Tetris Grand Master series, and the rank-focused stylish character action of Devil May Cry. You'll note that of all of these, Sonic's the only one not built out of a tradition rooted in arcades, but it's still very much built by a game company inspired by (and at the time frequently defining) arcade-focused design. Hence Sonic Adventure 2 had its ranking system, and why future games try so hard to go fast and reward ever-more-elaborate memorization and going faster. From Sonic Advance 2, 2D focused Sonic's never really handled well at low speed. The games are meant to be pushed to their fastest, while Sonic getting heavier and harder to decelerate requires committing harder to movement decisions. Going slow tends to feel wrong, and precision is regarded as a thing you have to work for rather than a guaranteed component of the controls. And I like this because it takes a game formula I enjoy and gives me fresh, new challenges that demand a lot of focus and attention to get through with! But Sonic Mania is built off an engine meant to replicate (and even slightly improve on) the original games' controls. It is meant to be slower. It is meant to default to precise controls, with speed coming more from, say, rolling or using the super power. It is accessible in a way that most games over the past decade and a half in the series have explicitly, usually intentionally not been. And it provides a quick summary of the old games where both nostalgic folks who checked out as the games became more challenging and newcomers who aren't familiar with the series can find things to appreciate. And frankly, I've always thought the old series was some of the best games to control of all time, and it's very nice to see that sublime control in a new game, whether or not it's wholly original. Sonic Mania is the only game in the series since Advance 1 that really feels good even when it's slow. Finally, a Sonic game that doesn't force you to go faster than you can think! Yes, you should definitely play Mania! |