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报告翻译问题
You sound like Sonic fans back in 2009 -2012 when the adventure games were considered mediocre games.
Similarly the Unleashed Project for Sonic Generations made the Unleashed day stages accessible to anyone and more and more people got to play those great stages without the hassle of the werehog also Unleashed's story got better retroactively compared to Colors, Lost World, and Forces.
Then you had the bad launch of Colors Ultimate which tainted a lot of opinions about it.
Xenia Canary improved a lot loading times for sure but even with that there are still flaws to Sonic 2006 that go beyond the glitches. Project 06 would polish the roughness of the edges but for it to become really good it would need a full remake with a revised physic and level design.
The Unleashed Project is great, people could finally get the Day stages without being forced to do the night stages or medal collecting.
Shame about Colours Ultimate. The game should've had a proper two act per zone with the smaller missions as optional ones.
about halfway through the game so far.
I feel like people probably praised this game so much back in the day because the prior games were 06 and unleashed. 06 is notorious for being the worst sonic game ever because people never heard of blast, and unleashed had a pretty bad reputation at the time. so having something decent was a big win for people.
playing the game, at first, it was awful. controls were super sluggish. I upped the resolution and turned off V-sync and WHAM, plays so much smoother.
that being said, I can't say I really like the game. it's basically a gimmicky 2D sonic game with no spin-dash and one of the worst jumping mechanics in a sonic game. it's also full of what I call azzhole design.
they mapped homing attack to the same button as double jump. that means that if you try to double jump, and there's a balloon, or a spring, or anything targetable, you're not going to double jump, you're gonna homing attack and miss the mcguffin. and there are a lot of places so far where I'd want to homing attack, but the place a spring specifically to prevent any attempt at backtracking.
they have a lot of one shot you miss it you gotta die/restart/replay to get it stuff. why do some wisps re-appear and some don't? no indication that it will or won't either until you get it, use it up and realize that was your only shot at the mcguffin. you might be able to double jump and wall jump for the mcguffin, but no, there's a spring nearby.
what I do like about it, is that the "special stages" are co-op. that's a nice feature I haven't seen since sonic 2.
overall, it just feels like a mediocre 2D sonic game. it's better than advance 2 and the 8 bit games for sure, but really doesn't measure up imo to the rush games, the origins games, nor the other 2 advance games. heck, I'm still not sure if I like it better than sonic 4
Give the DS version of Sonic Colors a shot sometime. It's actually good!
no... just no... I can't let you get away with saying advance 2 is great.
the special stages are terrible. the way to enter a special stage is worse. everything to do with special stages was greatly enhanced in advance 3, where you didn't need to collect everything in one go, and there were only 2-3 chao per act to collect, with a neat chart indicating relatively where they are in the stage.
the bosses in advance 2 are terrible. the freakin' wheel can insta-kill you with that stupid hand! the uneven ground will make it actually impossible to dodge attacks sometimes. every boss being a running battle except for the final boss was a terrible design.
then you need to collect the 7 emeralds PER CHARACTER in this god awful system with the worst special stage in the series. I'd rather collect emeralds in heroes than advance 2.
and then there's techno base, which not only is a crime against eyes, but the most asinine design in a sonic game ever. constantly launching you at spikes and enemies for no raisin.
advance 2 is definitely at the bottom of the 2D sonic games. maybe better than blast.
also, it loses points for not being co-op, while advance 3 has the best co-op the series has ever seen. just a shame that you can't collect chao in co-op. like, wtf?
sky canyon requires the trick system to survive, not just reach higher paths. miss a trick, and you just die. not a lower harder path, just death. sonic advance 2 is the epitome of what I call azzhole design.
Yes, Egg Saucer's random instant kills are insufferable ♥♥♥♥♥♥♥♥.
I think the rest of the bosses as a whole are very slightly above average for a Sonic game, though I really must emphasize the faintness of this praise—with the singular exception of Rush Adventure, I'd say that every Sonic game has mostly terrible boss fights, Advance 2 definitely included.
True Area 53 is straight up good though, unironically one of the best Super Sonic boss fights there have ever been. Too bad no one gets to play it thanks to the emeralds in this game.
Really though, if I'm judging a Sonic game on special stages and boss fights, almost all of them are complete garbage.
Where Sonic Advance 2 excels for me is in time attacking stages being extremely fun. I think they are very well designed for this purpose, perhaps more so than any other game in the series.
I think Sky Canyon is perfectly fine, in a vacuum.
The problem is that the game does a poor job of teaching the player how to play, allowing them to coast through basically all content without trying up until that point. It's possible, perhaps even very common, for a player to get all the way to Sky Canyon and not even know the trick system exists at all (hell, it happened to me).
There should have been more gradual ramping up of skill barriers over the course of the entire game, instead of all at once in zone 5 out of 7.
advance 3's isn't all that bad, pretty generous with hitboxes in that one... but yeah advance 1 takes a lot of getting used to, but at least it's easy to get to the special stage to retry.
advance 2's special stages are pretty okay until special stage 5 and on, then it's kinda a nightmare to pass them and takes practice... which means repeating stages with a map to get those darn coins.
advance 3 would be better if the keys weren't so annoying to find, but you can find them in any stage and just randomly casually replaying stages.
the rest would be slightly above average if they didn't play like azz. the constantly running gimmick is interesting at first, but really gets old. the ground is uneven in a way to really screw up your jump, particularly where it slopes downard, usually meaning you're eating a hit.
sheet controls doesn't make games better! having something being challenging because it feels like you're carrying a dam panda on your back during gameplay isn't good gameplay.
it also makes playing the bosses pretty much the same as the other characters besides cream because she's just OP and amy because it's even more insufferable.
not like there are a whole lot of those to compare to anyway. the 3D sonic games are pretty good though, but it's hard to compare to 2D ones.
no, all of them are not complete garbage. see, there's a whole range from great to terrible. I can see an argument for most being mediocre, with sonic 2 8 bit's boss fights are terrible. when boss fights are required for progression and special stages required for unlockables (especially characters and a final stage), then they really matter.
most special stages aren't particularly difficult, at least from the games up to colors. they might not be particularly great or interesting. I liked rush and rush adventure's special stages well enough personally, but most aren't terrible. like outright bad like advance 2's is.
not just the trick system though, the gimmicks in that stage are pretty terrible. I was having a lot of fun with the trick system from the first level, glad rush still had it. but sky canyon is bad in a vacuum. starts you immediately and pretty much always over giant pits of death, and uses that weird windmill gimmick thing that just launches you without you really knowing where you're headed, which can lead to deaths if you enter one the wrong way.
advance 2 really suffers from you having to know where you're going beforehand. it's azzhole design that was fairly common on handhelds to create artificial length in the games. if you died a lot, the length of the game would be extended because you have to replay everything 1000 times to get everything.
the level design in general from that point onwards takes a terrible turn as most gimmicks from then on will launch you to death if you're holding the wrong or right direction or if you're not prepared to last minute trick.
the game is just pretty terrible all around. if you stick to the first few zones, it's okay, but the bosses are absolute garbage besides the first hammer one and maybe the spinning spike cylinder one. the biggest issue with these stages are the uneven ground making it pretty much impossible to dodge certain attacks because your jump is going to go forward and down instead of up. the spike cylinder one has a flat even ground the whole way through.
the bosses are also pretty unintuitive. why would you think you need to jump on some random plate following eggman in the ice level? took me a while to realize I could switch gravity on demand in that one fight. it was hell before that point too. last boss (not true area 52) is alright though, as you can ACTUALLY fight it differently based on the character.