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Also what is this "seven scenarios" thing? Adventure already struggled to implement 6 characters back then.
The Sega Pluto never game out for a good reason.
How is the DC the worst mistake (right after saying "quitting their hardware buisness").
Yes, I'm surprised people think that Mania isn't good.
Honestly, the worst thing I can even say about Mania is the lack of originality with most of its zones (should've been a 50/50 balance of old and new content) and the whole game feels like it could've been on the Saturn rather than on modern platforms. Otherwise it's the best Sonic game released in a long time.
The thing about Forces is after Mania, when Classic Sonic was thrown into the Phantom Ruby's time warp, Robotnik saw his chance to take over & without Classic Sonic around in the Past, no one can stop him.
So my playthrough of Forces was about Freeing Mobius and returning Classic Sonic to his own time before both the Past & Present Sonics vanish into the Time Warp Paradox caused by the Phantom Ruby.
Sonic Mania Plus continues where Forces left off where the Time Warp Paradox is still in effect in the Past even though Classic Sonic is back in the Past fighting Robotnik but Robotnik has already started his advance by capturing Mighty & Ray.
Classic Sonic is from the Past as stated in Generations.
^
This.
Many of them may feature references to or assets and ideas from older games, but tend to play quite differently (e.g.: piloting the Screw Mobile to fight Eggman in a diving suit).
Considering cut content and ideas from previous games to be old and derivative seems strange to me. This is something that happens with game sequels in general all the time and you usually just don't know about it, unless the devs explicitly tell you, people datamine games, betas, prototypes, etc., or ancient concept art is unearthed.
I simply don't see how it matters that assets from Desert Dazzle were used when no one ever got to play Desert Dazzle before.
Otherwise, completely agreed.
I think it's probably a consequence of Sega not seeing the potential of a proper new Sonic game that plays like the classics (even with everyone asking for exactly that, incessantly, for decades) and not giving the time and resources to create totally original content, paired with their insistence on reusing old zones, enemies, and bosses in basically every major Sonic game since Generations.
I'm willing to give the benefit of the doubt and assume most content reuse is the devs trying to create the fullest experience possible with the little Sega allowed them to work with, but yeah, that doesn't change that at the end of the day I'm playing through a bunch of old zones doing a bunch of things I've already done before.
They probably did the best they reasonably could, but it's definitely a huge shame we didn't get something far more original.
Sonic R, Sonic Riders, Sonic Zero Gravity were good games along with Unleashed.
Even as early as Green Hill Zone, Act 2's boss was pretty much the Death Egg robot from Sonic 2, yet felt completely different from how it was in Sonic 2, bringing new life into something old making it feel somewhat fresh again.
There's stuff like that diver boss, and then there's stuff like Chemical Plant midboss, which is a slightly different IceCap midboss, or GHZ boss, where it's a weaker Death Egg Robo. There are a few nice bosses - like Oil Ocean's Act 2 boss, and even Crimson Eye would have been nice if Phase 1 was original.