QUOTE (Guess Who @ Sep 27 2010, 02:56 AM)

Go play Chun-Nan or Adabat Day and tell me how long the game plays itself before you're dead. Unleashed had plenty of flaws, but the day gameplay was not one of them, and you're clearly talking out of your ass here.
I also put forward that with Sonic Colors's stage count, there will be far more opportunity for the gameplay style to develop itself, because with Unleashed's limited number of stages, the difficulty curve for the daytime style was far too short-lived. The optional stages mitigated this somewhat, but a lot of them were too short or gimmick-centric (such as the stage built entirely around the spinning platforms from Chun-nan) to really count as developing the gameplay style, per se.
If there are more levels, however, there's more room to mess around with the kinds of things the player does—not so much to make it more difficult as to make it more complex.
EDIT: How
ever, I do have a few pointed niggles with the gameplay style. One is a shortage of level-specific gimmicks. Another is the mindless ease with which the Ring Energy system allows one to keep their boost gauge up, which Colors seems to have improved on by changing the boost-source to the White Wisp capsules. A third complaint is that the 2D sections in the main story stages have a tendency to play like Rush-lite with a heavy emphasis on memorization, which Colors has certainly done something about. And then there are the gods-damned QTEs, which get really annoying at the end of the game. Colors seems to have... made them less annoying, anyway, I'm not sure I'd call those trick segments a "fix," but at least it looks like I won't be killed by a button sequence anymore.
The general boost-pad saturation also puzzles me, as the boost pads are rendered largely redundant by the boost
dash. I do appreciate their helpfulness in straightening out my boost trajectory in the 3D sections, but even so, I consider the number an overdose. The
overemphasis on speed is also quite overbearing on the whole; sections like Chun-nan's spinning-platform bits were tragically under-utilized.
Also, while many of the optional stages were interesting and challenging, others were frustrating and cheap. Especially when the sidescroller sections tried to combine boosting with actual gameplay. Memorization-or-bust isn't terribly over-fun.
This post has been edited by Solaris Paradox: 27 September 2010 - 02:35 AM