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"What's this? 'Bring hammer parts to Amy's house, they will look nice in her display case.' It doesn't say what contextual purpose they serve, merely that they'll look nice. There are so many hints. Am I still on the first level? 'While jumping, slide the circle pad up and press X to air-dash…' Oh, that is super hard. The first level in any game should really be about introducing the core mechanics, just moving and jumping in Sonic's case."There's that awkwardness, the combination of sometimes needing to press three buttons in super quick succession to achieve a single jump to a new safe place. I appreciate that Sonic games have moved on a lot since the first three instalments for the Mega Drive, but they really distilled the essence of fast-moving puzzle-platforming, and to me they're markers that any subsequent 2D Sonic title should be respecting. They needn't be copied wholesale, but at least reflect some of what made them work so well in your new 2D game. Because when you tell me that your new game is going to hark back to "classic Sonic gameplay", I don't expect to have my forward momentum curtailed mere seconds after managing to pick up speed."I can run faster, but I don't want to, because there's so much stuff in the way. There's just not enough speed, which is surely the core of Sonic." – Henry Hoffman
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"This is really slow, generally. I can run faster, but I kind of don't want to, because there's just so much stuff in the way. Oh… wait. I just had maybe two seconds of loop-the-looping. That usually comprises most of an early Sonic level. There is some satisfying momentum, but it's really the minority of the gameplay, which is very frustrating. There are long, drawn-out bits of precision platforming, which feel very sluggish. There's just not enough speed, which is surely the core of Sonic. When it does quicken the pace, you get the sense that if the game had more bits like this, it'd be quite good. But the rest of it is really obfuscated and overloaded with tasks."The original Sonics were like pinball machines. This is just a platformer, with enemies to kill. The appeal of the original Sonics was that they were super fluid – you were literally flying through the world. This is the opposite of that. I can understand why – you get a lot more bang for your buck, as a level designer, if you're building for slower gameplay. But the player shouldn't be working to get that momentum."'Sonic Boom: Fire & Ice', E3 2016 trailerFire & Ice is the follow-up to Sonic Boom: Shattered Crystal, which came out in late 2014 to a raft of negative reviews. Both are supposedly aimed at the younger end of the gaming market, kids into the Sonic Boom cartoon. Shattered Crystal was criticised for its slowness, its terrible dialogue, its poor story and linear gameplay. Fire & Ice does take some steps to repairing the damage done with the previous 3DS Sonic release – levels here are designed in such a way where secret areas can be uncovered, if you want to seek them out. There are branching paths, but that can lead to confusion as to which direction to take. And that has a disastrous effect on the game's fluidity, the basic motion from one platform to another via the bouncing off an enemy's head and the collecting of rings. It simply isn't as honed as it needed to be to back up the "classic" sales pitch. And it's evidently not just me who feels this way.New, on Motherboard: The VR Controller of the Future Could Be Your Own Hands
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