In the Boost gameplay, it kind of annoyed me how they always resulted in these bottlenecks, so no matter how many routes they put into the 3D sections, you'd always be flung back to a neutral state a couple of times a level as they joined them all up into a 2D segment. I'd say a stage like Speed Highway Act 3 in Sonic Adventure is MUCH more illustrative of how a "wide open" 3D Sonic stage could play (if we're still not bothering with trying to bring classic momentum gameplay into 3D, at least).Īs for 3D gameplay versus 2D gameplay, I would have no qualms with them being seperate again.
It was mostly very flat and devoid of platforming too, I think too many people jumped on the "THIS IS HOW 3D SONIC SHOULD BE" simply because it was something different from the norm. Take away the fanservice factor and how are they gonna convince players to explore every direction when Sonic has typically always been about heading straight for the goal but with a number of different paths leading there? When you play the Zelda stage with the mind of going for the goal, the Hyrule Field section is over in seconds. Gonna be honest, the reason the Zelda map was fun was because you had all these little areas to explore and each one had a different Zelda easter egg in it.
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Part of the problem is Boost gameplay, granted, and that comes with its own host of problems (namely, the pacing requires them to design literal kilometers of stage at a time just for a game that can be finished in a day when the stages are played back to back), but for once I'd like to see Sonic games that are either purely 2D or 3D so they don't end up diluting one another.īut at least with Lost World's Zelda map they've finally figured out how to make a Sonic level that's not suspended over a death pit/3 inches wide (intresting to note is that the Yoshi map is fully 2D while the Zelda map is fully 3D, maybe they're onto something here ?).
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Like they simply can't design a full 3D world that isn't suspended above a fuckoff huge death pit or surrounded by claustrophobic stage boundaries and that repeatedly funneling players towards choke points for 2D sections is the only middle ground they've managed so far. I'd be fine with seeing them occasionally as a level/act gimmick like how Mario Galaxy treats them, but Sonic seems to treat it as a crutch rather than a design quirk, and both sides of the coin end up worse off for it. He who chases two rabbits, catches neither.