Iron Dreamcast wrote:Also I like the boost because I find it cool to pick and choose when I want my speed. I'd rather build up momentum over time like in the Classic and Adventure games, but I do like being able to tap into it immediately, and it makes sense for Sonic as we've seen him do some boost-ish type of things before the concept existed. Like this one episode of Sonic X, I swear he was boosting once he had to be. The only time I really had a problem with the boost was in Colors where they nerfed it and made the game mostly blocky 2D, but that's just my opinion. Even if you don't like the boost you still have the Nighttime sections in Unleashed, and the Classic levels in Generations.
Aleron Ives wrote:I'm not really surprised that Sega stuck with the boost mechanic. It fits perfectly with the general trend of games becoming glorified Sega CD FMV titles: you're watching a movie that requires a button press now and then, not playing a game, because playing games is "hard".
Sonic's Megasis outings are too difficult for modern "gamers" to play, because they expect everything to be easy, tutorials to appear every 10 seconds so they don't have to remember how to do anything, and to have the ability to pay a dollar to cheat whenever they want. That's why Mania had to be created as a side project by outside Sonic fan developers and not as a flagship Sonic game. The developers who knew how to create good Sonic games left the company, and the gamers who knew how to play those good Sonic games became the minority of the gaming public.
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