QUOTE (GeneHF @ Oct 11 2010, 10:51 PM)
Played through it (again) for the Wii.
-Obviously muddier than the PS3 and 360 versions visually (even on component 480p) The music also mostly took a hit in how it was redone.
+Game is still pretty fun and easy to grasp. Many of the cheap elements from the partnernet build were toned down, such as the number of mantis enemies in MGZ2 and the speed of the walls slowed down.
-DIMPS' penchant for some really touch special stages, especially the seventh. You'll be hard-pressed to get anything higher than 5 seconds.
+Sega listened to my one major complaint in wanting straight progressing of levels and added the option to move on to the next stage if you so choose. Everyone wins here.
++Sorry for the guys who are finding the final boss hard, but he was damn awesome, if still pretty easy. Now, I don't remember him having that sweeping laser attack, so that one caught me off guard. Regardless, I didn't die to the guy. Tip: Corners are your friends.
-Acceleration is still a little slow walking and rolling physics need work. I find it a little odd that you can't gain speed from rolling in a U-bend, allowing you to go higher.
+Air boost (and air canceling) are quite nice.
Overall: looks like a certain fanbase has egg on their faces from these last few months. Bring on Ep. 2, Sega. You're on the right track so far, but go a little more with new ideas for levels. The nostalgia trip was nice, but lets see those creative juices flow.
Keep in mind that the progression is optional and must be selected every time it comes up or you're sent back to level select as if you were playing Megaman.
Sega may be on the right road, but this road does have some early exits on to other right and wrong roads.