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When it comes down to it, different people have different experiences and preferences. I enjoy challenging fights (I've completed Dark Souls and Super Meat Boy and done no gear runs in Shovel Knight) but I don't want the stress of running out of attempts or the tedium of repeating something easy in order to get another try at something difficult.
Yeah that's what I said earlier. It's like the New Super Mario Bros games. They have lives but the levels are just filled with so many coins you will collect a ton of 1 ups. Mania is the same. There are tons of rings so long as your not losing them to getting hit all the time you will collect dozens of extra lives. In the original Sonic's you would only get about a third of the extra's you get in Mania.
If anything the more annoying throwback is the 10 min time limit. Since some of Mania's levels are huge, and if your trying to explore for big rings you will run up into the 8-9 min mark almost every time.
Sonic Mania saves every stage, so you only have to replay the last save if you lose on a stage.
Sonic 2 continues are the lives from Mania.
I get your reasons, but your behaviour toward bosses is what gives you that bad experience. I get that it's tedious to repeat the final level but try to look for 1up monitors, collect rings and avoid enemies at least on the final level. The final boss (no emeralds) is not even that hard, I think I died once on that boss. Your aggresive tendency on bosses is what ruined your run.
So in other words it's sort off your fault, kind of like when you play a game with quicksaves and complain about doing part all over again after again because you didn't quicksave.
I actually went into the game expecting it to be too hard for me. Usually, I avoid games that I think will be too difficult because not beating a game = not getting my money's worth.
But, I actually did manage to beat the game, and it IS a lot less unfair than the old games, and I appreciate it for that. I appreciate that this game can reach out to people like me who are less hardcore than people who have consistently replayed these games for 20+ years.
I do not agree at all with the idea that the game was 'too easy' for that reason. Maybe it was too easy for people who know the ins and outs of the physics, but did it ever occur to anyone that they are just overqualified?
Also, people have different skillsets, I am crazy good at blue sphere and puyo puyo because they present a different kind of challenge than pure twitch, which was basically all sonic 2 was. I think that's another reason mania has a wider appeal than the old games, because in many aspects of its design, it acknowledges those other skillsets.
I guess the point I'm trying to make here is, saying a game isn't 'for someone' applies sometimes, but I don't think it applies here, I think mania does actually want to appeal to my demographic - people who prefer the game gear games, people who liked blue sphere, people who are more about puzzles and exploration than raw twitch. The twitch is still there, but it isn't as huge a barrier for entry as it was in the old days.
I guess I just wish more people appreciated that instead of seemingly want to shut out more people because they'd like a possible next game to be kaizo mania.
I agree with this tbh, the advance games gave you the option to disable the time out penalty, I wish mania did as well. It's such a dumb thing to have and I died to it 4 times in my first run...
They do seem pointless, since good players aren't going to run out of lives while bad players are more likely to be content tourists, who are better off being able to brute force their way through stages.
My first, spoiler-free run saw me get all Emeralds as Sonic and end on 17 lives. That number would have been close to 30, except that:
* I took at least a half-dozen time-out deaths.
* The stupid train "cutscene". If you decide to jump when the train zooms by, which seems like the intuitive thing to do, you automatically die. I dropped quite a few lives doing this.
* It took me a few goes at the last boss before I figured out that hitting Jump is actively bad.
just an example: press garden zone act 1 boss.
in my first 3 playthroughs i just tanked it and hit him twice while my invincibility frames were still up, just boosting through it. now on my 4th try i actually saw that the machine itself doesn't go near you. it'll stop just before you, and use his blade. that blade doesn't have to collide with one of the boxes as i thought the entire time. it can just hit the ground and you can hit it for free. very easy boss, doesn't need any dmg boosting, isn't frustrating at all. it only is if you are trying to do it while jumping through the boxes and hope it hits a box etc. these are 3 VERY different experiences. one of which seems unfair and annoying. one abuses the rings and gets hit all the time, but only the last really plays it correctly. keep a cool head and figure it out. every boss is easy if you just wait and pay attention for a moment.
However, there are alternatives for those who have extreme amounts of trouble. For one thing there's the dev menu (not the same thing as the debug menu) which can be enabled by adding devMenu=y under [Game] in settings.ini
Or using a save editor to give yourself more lives.
Just like the classics, the equivalent of using a Game Genie if things are too difficult even with repeated gameplay.
Game is only slightly challenging, you have to be paying attention and have some skill but it's overall a great time, I never ran out of lives.
Basically, lives have singlehandedly ruined this game for me, and they're one of the reasons I can't play sonic. I don't get why there's not just an *option* to play without them.
But for other games I played, some being hard but they had no lives counter. In other words, Infinite Lives & Continues.
Mega Man 11 on its easiest Difficulty has infinite lives.
https://www.youtube.com/watch?v=c2CLO8CcBjg
So I feel that this Extra Lives system would be not needed lately. A player could keep playing forever but if that player is killed, that player would suffer a penalty for dying in a game such as losing money as seen in Boarderlands, Bioshock Infinite & Mario, just to name a few.
Disney's Ace in Action also had a Penalty System for dying in a level such as losing acorns which are need for upgrades.