Facts.
Sonic Mania has arguably higher highs than 3&K but it has some bad parts too. If Mania Plus irons out the issues, it could be.
S3K has the highest high with the whole endgame. Mania just doesn't have that level of escalating scenario design.
But Mania's levels stomp it overall imo. S3K is still great, but I always wince a bit when Marble Garden, Carnival Night, Flying Battery and Sandopolis pop up. It's suuuuuper uneven. Mania's biggest flaw is its lack of a wholly original identity, but when everything else is fantastic...who cares, I guess?
hey now, what did Flying Battery do to get lumped in with those others
hey now, what did Flying Battery do to get lumped in with those others
for a split second I thought you were talking about the lock-on cartridges in a literal sense3K is way too bloated to sit atop the list of Genesis era games as it is.
You'd think Death Egg's loop rails would earn the most ire, but here we are. At least most of those can be bypassed, I guess.
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okay but like
Bad music and bad stage gimmicks.
3. If you are gonna post art of Tails with odd proportions, at least post official, unedited art. Observe...
He's not farting, he's blowing Mogul away with a gust of wind from his tails.
... I feel like I'm being set up to finish a punch line.He's not farting, he's blowing Mogul away with a gust of wind from his tails.
just going to go ahead and say it
Mushroom Hill's pulleys are even worse 'cause you have to actually do some work with them
1. Marble Garden's Music is legit.
2. Marble Garden's gimmicks are not.
3. If you are gonna post art of Tails with odd proportions, at least post official, unedited art. Observe...
Definitely a bit much of this, though.Especially so because of the prevalence of what might as well be 3D era scripted boost pad segments considering how you are railroaded with momentum through some segments.
My man.S3K has the highest high with the whole endgame. Mania just doesn't have that level of escalating scenario design.
But Mania's levels stomp it overall imo. S3K is still great, but I always wince a bit when Marble Garden, Carnival Night, Flying Battery and Sandopolis pop up. It's suuuuuper uneven. Mania's biggest flaw is its lack of a wholly original identity, but when everything else is fantastic...who cares, I guess?
But also this.
i hope you're just talking about act 1, because this is slander otherwise
i hope you're just talking about act 1, because this is slander otherwise
The mechanics in play aren't great, but I'll always dig the overall level design for how ridiculously complex it is. Secret alternate routes literally everywhere in that zone.
Mania's low points for me are Green Hill, Oil Ocean and Mirage Saloon on the Sonic route. Flying Battery's Act 1 and Hydrocity's Act 2 could be more creative, but I still like them a lot as a whole.
Act 1, yeah. Act 2 could use another 45-60 seconds of gameplay but otherwise it's one of the strongest individual acts in the game.
The mechanics in play aren't great, but I'll always dig the overall level design for how ridiculously complex it is. Secret alternate routes literally everywhere in that zone.
To their credit, they were only reviewing the DLC for the original release vs. the whole package like most other outlets are doing.
That's fair. I feel like I find a new Act 2 path every other time I play through S3&K.The mechanics in play aren't great, but I'll always dig the overall level design for how ridiculously complex it is. Secret alternate routes literally everywhere in that zone.
Low points to me are Stardust Speedway (pretty much just because of the bosses) and Oil Ocean (despite it being my favorite Sonic 2 zone), and Titanic Monarch. High points are Studiopolis (obviously), Mirage Saloon Act 2, and Metallic Madness.
Re: The new bonus stage - I'm not really feeling it.
A decent-sized and fair criticism of the original Mania was that the Blue Spheres acting as a bonus stage threw off a lot of the in-game pacing. I feel similarly with this pinball stage - seems like it could go on forever.
I agree about the length. There really should be a timer or something here.Re: The new bonus stage - I'm not really feeling it.
A decent-sized and fair criticism of the original Mania was that the Blue Spheres acting as a bonus stage threw off a lot of the in-game pacing. I feel similarly with this pinball stage - seems like it could go on forever.
All the S3K bonus stages had a way to kick you out before too long. The slots had the exit walls, the gumball machine would eventually run out of bumpers, and the orbs had a finite end with the beam. This one seems like it could potentially last forever if you do well enough.seems just like the original S3K bonus stages to me - get in, get what you want, get out when you're done
I'm not surprised, I haven't read many positive impressions of it. I think it needs some polish.Rather surprising that sonic team racing is at least 5 months away
I have faith in Sumo, and IMO they'll bring out a neat Arcade style racer.I'm not surprised, I haven't read many positive impressions of it. I think it needs some polish.
I just hope it can be as good as a single player game as Transformed was. I know Sumo is a talented studio, but people quit their jobs all the time. What if some missing key individuals behind Transformed are not working on this? If by any chance, you have read a preview detailing this aspect of the game, please let me know :)I have faith in Sumo, and IMO they'll bring out a neat Arcade style racer.
Now we just need confirmation of Vector and this'll be GOTY material.