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The forest in Act 2 was being cut down by Eggman to create the newsprint in the printing press facility in Act 1.
Stardust Speedway - Flows well and I love the turrets, growing plants and "spring mazes". Only negative is that metal sonic is a bit drawn out (clearly in range+on same plane but you can't hit him for like 10 seconds, mini metal sonics taking their sweet time to spindash)
Studiopolis Act 1 - Liked it more when I did more exploring as Knuckles.
Press Garden - Looks and sounds great, nice use of the frozen sonic gimmick from wacky workbench, fun boss and I liked the Shinobi reference.
Green Hill - I was expecting the highest paths to be more rewarding is all
Studiopolis Act 2 - Was a bit too automated and the boss too easy as Sonic
Flying Battery - Great new additions here
Chemical Plant - Only nitpick is I was expecting the puyo puyo fight to transition into a "real" boss.
Metallic Madness Act 1 - Not a big fan of the cluttered CD aesthetics and cheesy music here but the double plane thing was really cool and it flows better than the original
Mirage Saloon - Only problem I have with it is the "spindash off the plane" bug
Lava Reef - Slow and pointless elevators and they should've used the switch idea from Marble Garden where an enemy defended the switch and the opening of the gate was instant since it's more interesting (that or the timed gates from Sandopolis except with faster pushing of those black switches). I also found the mini-boss kinda confusing and died a few times at it. Still it was really fun overall and the walker thing was implemented well the second time around.
Oil Ocean - Surprisingly cool with the interactive boats, fire and pollution; was also a good idea to nerf the seahorses even if they went too far with it. Mini-boss is too easy as Sonic though and having you start losing rings from pollution by exploring for big rings too much wasn't their best idea.
Hydrocity - I was annoyed with the big ring locations and some of the underwater parts. Great bosses though.
Metallic Madness Act 2 - Too much cramped space overall and the mini-Sonic thing could've been done better (have tiny paths for him and let the player have more control over when to transform)
Titanic Monarch - Electrocution traps blend in with the background, too many ways to get crushed when going fast (especially as Super Sonic), and too much of a mishmash of old ideas. I did like the electroballs, the robotnik faces in the background and the maze thing though, and the final bosses are pretty great as well.
Also titanic monarch is absolutely fine, it just goes on a little too long. If you're halfway decent at controlling the grav spheres it's really fun to blast through.
But I enjoy them a lot since I came into the level already really comfortable with using them. I can imagine that they could be annoying for people who aren't so cozy with them.
Then, there's Oil Ocean Act 2. It's not that bad of a zone. But it's nothing great either. The boss battle, however, with it's cheap deaths, made me unhappy about replaying these zones several times.
Hydrocity didn't introduce enough new graphics and gameplay elements. The highlight for me is not even the boss battle, but the boats. These were cool. Everything else was just meh Hydrocity.
Flying Battery Zones will be remembered with introducing garbage and bad weather effects. I would happily skip these.
Lava Reef Zone felt bland. It felt like it was there just to increase the quantity of zones.
In terms of looks and design, MSZ and SOZ both blow it away, fueling the fire further.
The only opinion I really differ on is FBZ. I was quite impressed. Speaking of weather effects, I thought the pollution in OOZ was really lame and cheap. Unlike Sandopolis with its cool darkness, you can't run around OOZ without hitting switches; it just ends up looking bad all the time.