One of my most disliked game design tropes is what I'd call "arbitrary lock and key": when abilities only exist to let you get past arbitrary...
Going 3D simply allows you to go faster than 2D does since the "I can't see where I'm going" problem doesn't exist. Being in the air in a 2D game...
While thinking about what kind of open world format I'd use for Sonic a while back, I thought of an Elden Ring-like structure, with an open world...
While on youtube yesterday, youtube reccommended me a Sonic Heroes TAS. I don't care much for Heroes, but TASs are always fun. Two comments struck...
Sonic games are always going to struggle with the fact that two of the classic gameplay styles--flying and gliding/climbing--are insanely...
Re: 06 I really appreciate 06's level design for going back to the "every playable character plays the same levels which are built to support all...
I feel like this mostly comes from Frontiers having actually good lines for him to read as opposed to the absolute trash they gave him for...
Any 3D Sonic game without a chao garden cannot be an Adventure game. (this is phrased as a joke but I also kinda unironically believe it)
Frontier's main issue artistically is that the Starfall Islands just don't have any of that surreal flair that nearly every level in this entire...
Probably not canon and also not a funny animal.
Me: I want SEGA to return to the surreal vibrant art-styles of Sonic's earlier years! *monkey's paw curls*
I'd honestly argue that most speed levels in SA2 are more linear than the better boost levels, which tend to feature more overt alternate paths...
Hah, I was wondering if my offhand comment would spark conversation. For the record, I erred on calling Frontiers a boost game because it's core...
So, to clarify first: I haven't played Frontiers, but I am watching someone stream through it right now and am on the part where they're doing the...
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