I think he's totally right. I still love SA2 for those parts that are... well, "OK", but having replayed it once I got it on Steam... I almost didn't finish it. I played it several times over on the Dreamcast and GameCube. It was so boring playing anyone other than Sonic or Shadow, and Shadow only has like, what, 3 or 4 stages? By contrast, I enjoyed playing everyone but Big in SA1, and even Big's stages were still interesting. All of his stages take place in other characters' stages, but with expanded explorable areas that couldn't be accessed by anyone else. Just have a look at Ice Cap or Emerald Coast.
On the tangent of SA1, I sorta want to see him take a stab at it; whether it be the original or DX. Gameplay-wise it's all the same, so it doesn't matter which. The problem is the re-release 360/PS3/Steam versions though. For the sake of ease
and consistent quality, it would have to either be the Dreamcast or GameCube versions.
Before the video went live though, it occurred to me that most of the stages in SA2 are hallways/roads/half pipes. SA1's level design was way more open-ended (or at least, disguised much better), and I guess that sorta re-enforces my undying love for SA1. I liked the Chao a lot better in SA2 than SA1 though. I'd just shoot up the place as Gamma in SA1. It was much improved in DX, but by time I got that (on PC--I got a GameCube way later) I already burned myself out when it comes to Chao. Probably why I had so much trouble getting through SA2 on Steam again.
Honestly, I kind of like to think of SA2 as an excuse to just make a multiplayer Sonic Adventure. As such, Shadow is just a cool skin for when Sonic has been chosen already. =P
also screw you crazy gadget is best level
::CMG (UTOPIA)::, on 20 April 2015 - 02:33 AM, said:
Banjno Kazooie, Spyro The Dragon, Super Mario 64, and even Sonic R has better controls & cameras than Sonic Adventure 1 & 2.
I really don't think this is a fair comparison. Those games nearly never reach the same speeds, and when they do, they're in much more controlled environments--e.g specially designed paths (Spyro) or slides (SM64, although admittedly I haven't played the whole thing). I suppose you could argue all of SA1 and SA2
are controlled environments, but they don't limit your range of control like the examples I gave (which I personally find to be a good thing).
Edit: And to clarify, I'm trying to make the point that the camera is "better" in those games because the player is under full control at all times since the game is slow enough that it isn't an absolute nightmare to deal with.
On the note of the camera, I'd argue taking away control of the camera is effectively a requirement for games of these speeds. This is especially the case in SA2 over SA1, where there's a much larger emphasis on speed. Consequently, you have no control over your camera unless you're at a complete stand-still, whereas SA1 was much more lenient--allowing you to rotate as you ran, and even override the stage camera by holding both triggers. Ever wonder why you could only pan your camera in Unleashed (unless you were in a hub, where camera rotation is a must), and why that was completely omitted from Generations?
I'd bet the camera systems of any of those games would break down much like free cam does in SADX at the same speeds as SADX.
Edit: I can never make a post without editing it hundreds of times, can I?
This post has been edited by Morph: 20 April 2015 - 06:00 AM