If you’re gonna make “3D games”, I expect the games to be focused in the 3D perspective and not be reliant on 2D sections half the time. And for people who want to play actual 3D Sonic games, this half-assing of it is wearing very thin. But I think it's clearly become a crutch to them, a way of making games that seem like proper 3D platformer/adventure games at a glance, but take significantly less effort to design and create. If they wanted to make these 2D/3D hybrid games and could actually have the two halves complement each other, that'd also be fine. If Sonic Team just wanted to make some 2D games once in a while, that'd be fine. And so little of it is actually meaningful 3D gameplay most of it is made up of rail grinding, quick step sections, empty areas designed just to boost through, and groups of passive enemies for the avatar to blow away. Just check out this video, of all the non-boss 3D sections in Forces. They've essentially used the 2D sections as a way to avoid properly developing 3D gameplay 3D sections have gotten progressively shorter and shallower since 2D/3D switching was introduced, being reduced to little more than high-speed spectacle moments, while the relatively more complex/interesting gameplay takes place in the 2D sections. I feel unappreciated.The way they've been used, yeah. I expected maybe the Mega Drive original would be tucked away in there, or maybe an extra level to play, but there's no fanfare whatsoever for getting an S on every level. The other thing I learned is that there's no reward whatsoever for getting an S-grade on everything (except for a warm fuzzy feeling inside). What at first looks like sparse level design actually becomes a complex test of controller dexterity and memory as you look for visual cues in the scenery to time your jump to perfection. Seeing Sonic fair hurtle through these 3D environs, hopping over obstacles and locking onto enemies to reach new routes makes more sense, looks wonderful and makes you look (and feel) very clever. However! When you're playing for an S-grade, frequently hitting start-over at every screw-up, searching for the optimum route and finish time, there's a very pleasant turnaround. Cut-down, simplified to the point where some bits feel decidedly empty.Ībove: These retro level remakes are visibly more densely populated than the newly-made content
Maybe I've been spoiled by playing the big PS3 game for weeks prior to this one, but unlike that version, once you're past the superb retro remake levels, many sections (particularly Radical Highway) feels a little featureless. Why? Merely completing the levels isn't actually as much fun as I expected it to be. But playing through for all 28 S grades is a real game changer – and taught me two things.įirstly, the replay value is far better than the first play value. Every act awards you a rank on completion, many of which feel a lot harsher than the big version. Rate me againĪs with its big brother, there's a lot of grading going on here. But slide it up and suddenly it all looks way better. With the 3D off, everything can look a little 'PSP' in terms of graphical quality. Come on, get up off the floor, you make the room look untidy. In fact, I'd go so far as to say it enhances my enjoyment of the game. Yes, you read that right - the 3D is actually good in Sonic Generations. To my utmost surprise, I found that switching the 3D on helped. Above: With the 3D on full-whack, you can really feel the depth as you look down the pipe run