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Augus
Mar 9, 2015


Neat idea for an LP, I like it when people take games that have been LP'd to death and go at them with a different perspective from everyone else.
Honestly, S-ranking the stages in this game isn't that hard. In my experience you just need the patience to pull of a deathless run. This isn't really a game where optimizing your time is all that involved or important. And the levels are broken messes filled with cheap deaths, but there's also a weird consistency to the brokenness so that once you beat a level once, beating it again isn't nearly as hard because you've learned what not to do to keep the game from making GBS threads itself and killing you.

The thing is that in an ideal world where the game always performed like you make it look in these videos and the bugs were all taken out, the game design still has huge problems. Sonic's movement has no real momentum to it, and his ground velocity has no influence on his aerial velocity after jumping, which kills any sense of flow. The enemy gauntlets are sometimes skippable, but they're still there, frequent, and obnoxious. The levels can feel very barren and repetitive, with the same enemies placed everywhere. The buddies are abrupt diversions from the core gameplay at best. Sonic's movement isn't that fast so reaching those shortcuts doesn't exactly require much in the ways of reflexes or timing. If they provided a different way to progress through the level that would be fine, but a floating ring that lets you automatically skip a section of gameplay should at least be hard to reach.

The ground pound is bound to the same button as the light speed dash, a returning problem that had already been addressed in Shadow the Hedgehog of all games. Homing attacks leave Sonic more or less frozen in mid-air until he lands and their range is way further than is reasonable or intuitive, problems that would return in Sonic Lost World and Sonic Forces. Homing attack chains are spammed to the point of exhaustion, a problem that has persisted to this day. Dash panels and springs are everywhere, which remove your control of Sonic when you hit them. Often dash panels will send you into a pair of spikes that you couldn't see and can't avoid because Sonic's controls are locked after hitting a dash panel. Springs either carry you from one point to the other automatically or send you upwards with no momentum and the same stiff, almost-frozen controls that you get after a homing attack.

Sonic 06 is a broken, blatantly unfinished game. But even if you patched every obvious glitch in the game, it would still be plagued with issues. Most of the challenge in the game comes from fighting with the controls, remove that and what you'd get is a pretty bland and insultingly easy platformer. In a game that's as unfinished as this though, the line between "bug" and "feature" is blurry. When entire mechanics are barely functional, determining what might've been patched out given another year of development and what was just a bad idea becomes a lot of guesswork. The fact that these poor design decisions have shown up in other Sonic games certainly doesn't help.

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Augus
Mar 9, 2015


The best type of combat in Sonic is the one where you jump down from 500 feet in the air, kill a motobug, and then bounce back up 500 ft in the air.

Augus
Mar 9, 2015


it's kinda just a giant mostly empty circle that they dropped some objects into haphazardly.
it's easy to get lost there because the game is really terrible at guiding you with visual elements and the camera is inherently disorienting.
like, okay the game is playable at times, if you approach it in the right manner, but I'm not really seeing much "game design" here. the levels are very slapped together and nothing really flows together in a sensible way. the game is at its "best" when it's limiting your possible engagement with the mechanics as much as possible (because the mechanics suck) so that all you need to do is press A a few times

Augus fucked around with this message at 05:52 on Feb 10, 2018

Augus
Mar 9, 2015


Kurieg posted:

It just reminded me of the Egg Viper from SA1 that pulled a similar "Suicide at the enemy post combat" trick, which had a fairly involved detonation sequence that was visible in the background of the victory screen.

a majority of the stuff in Sonic 2006 could be accurately described as "Like Sonic Adventure 1 but more lame"

Augus
Mar 9, 2015


you can take damage in that final part from shockingly small pieces of debris from the cars being thrown around

Simply Simon posted:

I'd be giving the game more poo poo about not quite working, but just yesterday I was bored and tried Sonic Adventure 2 because it's on my steam list through a package deal, and the final Sonic level? It's just as bad about letting you home in on rails. Hell, it's maybe even worse.
um, that's probably because the homing attack locking onto rails wasn't actually a thing in that game.

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