it's nice to want things
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2013 Sonic announced, it is a sequel to Generations:
I want a Metal Sonic game. He's cooler than Sonic, just as fast, and Doesn't have any friends.
Another thing is though, that they did some things right with '06 that got dropped again thereafter. One consistent thing about Sonic games after Adventure 2 was a consistent throwing out of "what already works" rather than refining a formula that was already good. Almost every game had a few elements that were interesting and new and/or actual improvements to existing elements, but they screwed up some many other areas. '06 is a prime example of that too . . . taking some of the worst aspects of previous games and then being buggy as all hell on top of that, then adding some random changes that make absolutely no sense (ie no longer being able to attack by jumping). The one good area was some of the level designs and art direction . . . which is moot as an overall game of course, but an example of what could have been a very real improvement if other areas had been consistent. (in that sense though, it just makes the whole thing more frustrating . . . seeing the neat possibilities dragged down to crap by the horrible bugs, shitty scripted sequences, poor physics/lack thereof, slowdown, odd control choices, horrible story/writing, pointless gimmicks in some stages -and genuinely bad level design in some cases too)
Sonic Adventure 2 improved the formula from SA1 in almost every way . . . the character dynamics was seamless, the problems with the hub world were avoided (by dropping it entirely), the story was better, the voice acting/directing was better, the controls and game design/mechanics were tighter, etc. (a lot less buggy too)
The only consistent problem with some players was the broad scope of gameplay styles of the 3 character types . . . still cleaned up a lot compared to SA1 (and no massive redundancy of replaying the same stages), but some people just didn't care for the non-sonic stages. (I for one liked all the gameplay styles, though there were some rough edges)
Heroes didn't do this, neither did Shadow, '06, Secret Rings, Black Knight, Unleashed, or Colors. (technically, you could argue Colors was an "evolution" of Unleashed day stages, but that's the same reason I hated it . . . that and the levels were generally more of a pain in the ass to play than Unleashed had done -in the SD versions)
I'm a big fan of evolution rather than revolution or excessive "innovation." Adding new features and breaking the mold is important, but necessary to do in moderation . . . aside from dramatic cases like making the jump to 3D in general. (and even then, Sonic Adventure built on several established elements of good 3D platformers preceding it)
Evolutionary development and refinement (along with tactful moderation in new innovations) is a huge reason why long running series of sequels can work so well if done consistently and tastefully. Sometimes there's some hickups along the way, but building on lessons learned from mistakes is an important part of things too. (off the top of my head, The Elder Scrolls series is probably one of the most consistent examples of this, and one example where the game even started out as a 3D genre -more or less- and continually built on that with exceptional results -it's the longest running Western RPG series still in existence)
There's nothing wrong with trying out new IPs and new concepts in general (regardless of IP), but when you've got something good, there's every reason to keep going with that. (and not just milking the same thing by churning out barely updated "sequels" but genuine new games with improvements, refinements, etc -or even if generally the same gameplay style, there's always the issue of new stories and new levels . . . the super heavy emphasis on multiplay has curtailed this to some extent with current games -especially FPSs- where the campaign/story mode has been largely neglected, and some series are getting updates not unlike Sports games tend to have -the Call of Duty series comes to mind in that respect . . . and I get that too, that market segment had always been important from a business perspective and it's what drives the sports game market as well, but it's certainly not something I'm interested in :p )
Day sections sucked for different reasons. :p
I only started liking day stages once I had memorized all of it... fuck those endless amount of bottomless pits... and those QTE.
I also cannot stand the music getting HPF'd when boosting... leave the music alone damnit....
No, the X360 version. I don't mess with Wii nor do I have a working PS2, and neither has a good controller.
If you don't like the QTE's then just ignore them. I don't think there are any that you have to do that are life or death situations.
Nothing, Just retire Sonic...
A lot of them look like bottomless pits but if you fail you just fall to a lower route if I remember correctly.
EDIT:
Thinking back on it there are possibly 3 life or Death Quick Time events in the entire game.
Generations gets rid of the QTEs (except for boss fights)