In fact, in Sonic Rush, if you spindash and keep the D Pad pressed on the direction you want to go, the rolling physics seem like advance!
Which is the problem in S4:E1. Ever tried using one of the filppers in Casino Street Zone and not holding the d-pad? Yeah, exactly. Physics while important aren't everything. Sonic Chaos and Sonic Triple Trouble succeed in offering a satisfying Sonic experience without 1:1 physics with the MD games.
Maybe it's the fact that I never owned a Game Gear (but had a Sega Nomad, and was very disappointed when it ultimately broke) and thus never got to play those games until years later, but I just could not get into them at all, even though I wanted to. And yes! It was all on the gameplay perspective that threw me off. The physics and overall design of the Genesis titles stuck with me. Even in the 90s you could tell the Game Gear titles were inferior and were not as fun as the bigger, more fluid titles on the MegaDrive. To be honest, the Game Gear didn't ever do the hog any justice whatsoever unlike Mario and the Gameboy. But hey- that's what you get when you water down the working formula.
I'm not surprised one bit that level design is becoming the next major complaint, because it was personally my major complaint in Sonic 4 Episode 1. I think physics was the biggest vocal point, which was looked at for Episode 2, but I don't know how much of any level design complaints made it in. I hope it's not too hard to make alterations.
I can't wait until the next Episode, where they use not-shitty level design as this game's big marketing gimmick. "THIS TIME NO BOOSTERS NO BUBBLES ALL PHYSICS!!!!!" It's gonna be awesome, and there will still be boosters and Bubbles there too!
Funny that DIMPs is paying people to make horrible level designs, when someone like me would do it for them for free... Or less money than those other guys are making...
Well, doesn't Dimps mostly make fighting games? The only real level designers they have are probably just for Sonic games. I wonder which people at Dimps are mostly responsible for the level design in their Sonic platformers.
Predicted complaints listed for Episode 2: Music, level design, lack of content in comparison to Sonic 3, inability to play as Tails alone, etc. Episode 3: We let you play as Tails alone now! ... What's that? Level design? Sorry, it would break the game if we changed it now.
Episode III will be 'Play as Tails alone for the first time!!!!' and Sonic won't even be in the game. Also the last boss is Cream's mom.
Even if this game plays almost exactly like Episode 1, I'd still enjoy it. Episode 1 despite its flaws, I was still able to enjoy playing. *shot* (Just the music was the one thing to make me cringe more than anything else.) After seeing all the various screen shots and the few leaked gameplay videos so far...I think the backgrounds and graphics look really pretty especially the Aquatic Ruin / Marble hybrid level. The either early dawn or dusk version of that level is what I favor the most, that background sky is so beautiful! I was hoping the gameplay and physics would be more close to Classic Sonic in Generations or the Genesis games but I don't think that's going to happen. Judging by the gameplay videos, the physics and gameplay style is still reminiscent to Episode 1. Although, it does seem slightly enhanced and improved. It looks a lot more fluid and less stiff, Sonic and Tails movements seem less constricted and stiff and it seems to go rather fast. That's a nice thing, but I was pretty bummed when I saw the bubbles return and just sitting there doing nothing yet again for the homing attack. I don't mind the homing attack, in fact I like that now signature move of Sonic's, but I don't like how they made badniks (bubbles mostly) just sitting there doing absolutely nothing and only purpose is homing attack chains. I think that's pretty stupid and no challenge at all. At least make the badniks move around...or something...like they did in Sonic 3. At least the other enemies move and put up a fight so I guess I can't complain. What bothers me is how it seemed hard for Sonic to get up some ledges and reach springs and I'm still uncertain whether that was due to the people playing being completely retarded and unable to play a simple Sonic game or if the game has some issues it's still ironing out. What really sold me though, was the more original approach this game has in comparison to Episode 1; I've been waiting for I don't know how long for an original game in this sense with original levels, enemies, and storyline. Nothing makes me more happy than to see new badniks running around, new looking levels with new gimmicks, new bosses and a new storyline / plot to associate it. Seeing Little Planet being encased by what looks like the Death Egg seems pretty damn cool and it's a neat little way of merging Sonic CD and Sonic 2 together. This game has more originality but they are still doing little throw backs and tie ins to Sonic 2 and Sonic CD but that's fine as long as it's done in an original way, not a complete rehash city like Episode 1. I also like how the little Sonic 2 throw backs in Episode 2 are very similar to a lot of Sonic 2 cut stuff from the beta / prototype. For example the winter level and its Christmas trees is just like the concepts of that one Christmas level for Sonic 2 that never got to see the light of day; the desert looking Oil Ocean hybrid reminds me of their way of tying Oil Ocean Zone and Dust Hill Zone into one cool looking level. Some badniks resemble some early concept sketches for Sonic 2 as well. I like this though, they are using and incorporating old ideas that didn't get to make the cut in the originals and are making it their own. I'm not sure if anyone noticed those similarities but they stick out like a sore thumb for someone like me who obsesses over the earlier builds of the classics. I'm looking forward to fighting against that polar bear enemy and I LOVE the idea of Metal Sonic stealing Tails Mechs and using it against him and Sonic. Can't wait to see how that fight works and I'm happy to see Super Sonic is again unlockable and playable. I'm liking the achievements. What also sold me was the online co-op. I literally can't wait to play this game online with a few of my friends whom I've already told I claimed Sonic as my character. XD
While more related to Episode 1 and Generations http://www.youtube.com/watch?v=hdOv09kpoCg&feature=related The Generations music almost makes this game look fun.
The AMB format is easy to edit and mess with the texture tiles easily. The game won't be easy to edit like Episode 1 is. I remember Endri made a level editor thing for it when the PartnerNet got leaked out, so that could be worked on if he fixed it up. This time however it uses full 3d models so editing stages and layouts might not be easier this time around. I'll say Ep1 will be the easiest of the two.
E2 site is up! Some get ripping all the assets that they will have inevitably left on there. Also better map music.
Is it just me, or is the mention of Little Planet in the "Story" section the first official confimation of it in episode 2? (Besides it being noticed in screenshots)
So hey, Winter Park footage! And there's two videos of it! BTW, you can hear the BGM a little better in these videos. To me, the soundfont sounds brand new. I don't think there were any songs in Episode I that had a Honky-Tonk Piano involved.
Holy crap, all of the character bios sound like really badly translated versions of the Japanese bios. Also, apparently Lost Labyrinth, Mad Gear and EGG Station had underlying story significance, hells yeah. I love it when continuity rears its beautiful head. ALSO also- sounds like the music's better. Level design is meh, but looks at least like a more refined Episode 1 style, so at least it's not worse. EDIT: Looking closer at the website's map screen, in the clouds on the left you can actually see a large, orange pipe. Looks like that's where the Oil Desert zone is set, then. Also, on the lake, there's a conspicuously out of place cloud that looks like it could be covering up a small base, or at least the chain that's holding Little Planet's foundation..