W.A.C., on 10 December 2011 - 08:57 AM, said:
Jayextee, on 10 December 2011 - 07:52 AM, said:
A remix of Chaotix should just use that sublime art an those funky tunes and throw the rest away. Search your feelings, you know this to be true.
Now the facts are over, my opinions on that matter: it should play like Sonic 2. No elemental shield clutter, air speed cap present (to torture the speed-runners a bit. Hey, it's okay - they love it), and a good variety of play styles like Sonic 2 offers; as opposed to S3K having levels that uniformly throw at the player speedways and slow-ass platforming in every single level. Very staccato. I know some of y'all like that shit, but I don't. Make it play like Sonic 2.
Oh yeah, and if the special stages don't rape the player's eyes, then they are done wrong. We're back to facts here with this one.
What...what...WHAT? Elemental shields didn't clutter the gameplay, it added depth and why on earth is bringing back the speed cap a good idea? When it comes to play styles, S3&K was way more diverse and interesting. Different characters actually did different things which added a lot of replay value. Then when it came to the levels, they were much larger and less straight forward. Just comparing the first act of the fourth zone to both games gives a good idea of how much more well designed the levels were for S3&K.
[LINK] [LINK]
Just a matter of opinion, bro. Like that you just link maps without any explanation and tell me to look.
Let's see what a varied palette S3K has, from a gameplay perspective;
- Angel Island Zone mixes slow platforming sections (often around the water) with rollercoaster speedways (often involving loops and tubes that make this like Green Hill Zone ON FIRE).
- Hydrocity Zone mixes slow platforming sections with rollercoaster speedways (often on the surface of the water, or zig-zag left-and-right sections).
- Marble Garden Zone mixes slow platforming sections with rollercoaster speedways (most of which involve spinning tops).
- Carnival Night Zone mixes slow platforming sections with rollercoaster speedways -- and even has gates that 'boost' you through such. And a barrel I'm sick of hearing about.
- Ice Cap Zone mixes slow platforming sections with rollercoaster speedways (in Act 1, the slopes. In Act 2, they often involve tubes and loops that make this like Green Hill Zone ON ICE).
- Launch Base Zone mixes slow platforming sections with rollercoaster speedways.
- Mushroom Hill Zone mixes slow platforming sections with rollercoaster speedways.
- Flying Battery Zone mixes slow platforming sections with rollercoaster speedways.
- Sandopolis Zone mixes slow platforming sections with rollercoaster speedways.
- Lava Reef mixes slow platforming sections with rollercoaster speedways (though in fairness this one
does have the least of the latter, I will concede).
- Hidden Palace mixes
slow platforming sections a fight with Knuckles with rollercoaster speedways. Or rather, one. Springs still present to aid you on your way.
- Sky Sanctuary mixes slow platforming sections with rollercoaster speedways.
- Death Egg Zone mixes slow platforming sections with rollercoaster speedways; that are often totally not interactive.
Whereas Sonic 2 lacks the rollercoaster element in Mystic Cave Zone (not counting Sky Chase, since it's a two minute interactive cutscene :3), and has it vastly downplayed in Casino Night, Hill Top, Oil Ocean and Wing Fortress.
I'm not saying that making every zone play with the same rhythm as Chemical Plant Zone is bad. Just saying a remake shouldn't adhere to it, especially if Chaotix' resources were used for, you know, a game (instead of an elastic band simulator or whatever it was in actuality).
me, reiterating said:
I know some of y'all like that shit, but I don't.
As for the 'shield clutter', enjoy your piss-easy bosses.