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>> No.2272 [View]
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>>2261

They've been building the boost gameplay for over 4 games now and the best thing that came out of it was Seaside Hill Act 2 in Generations but the same game had garbage lows like Crisis City act 2 and Planet Wisp act 2. They don't seem to be fixing problems with what little we've seen in Forces.

>The boost is way to integral to the gameplay meaning that controlling Sonic at any time he isn't a speeding bullet is dodgy.
>This fucks most of the platforming which generally sucks. It's what people are describing as 'blocky' and does not really factor in sloped level geometry. The homing attack is the worst jump extender in the world when not locked on.
>2D sections of stages are entirely a cop out design crutch from designing full 3D spaces to run in.
>The level design relies way too much on railroading Sonic via generic stage gimmicks and linear hallways. ie: speed up pads all over, red trick rings to force movement in the air, random unfitting zip lines, and entire sections of three rails over a death pit.

Hell they even diverged into making Super Sonic's Lost Galaxy where they deliberately crafted a new gameplay style and control scheme to deal with some of the above problems. And then they designed their stages in ways that didn't use any of their changes to fix any of the fucking problems.

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