They've already shown they're too scared to emphasize this anymore by throwing out Advance Amy in her entirety and going out of their way to pretend Classic Amy always had equal abilities to Sonic. Origins Amy is still just him but "better".
Unpopular opinion: Advance Amy is absolutely zero fun to play as and I'm glad they gave her a new moveset in Origins and Superstars to bring her more in line with the rest of the cast. I couldn't even make it past the second zone of Advance 1 as her because I just hated how she controlled.
Unpopular opinion: You usually won't have the best or most good faith impression of something if you only mess around with it for a few minutes.
I have no clue if this is an unpopular opinion but usually if I'm not having fun with something in the first ten to thirty minutes I just drop it and play something else. I didn't enjoy Amy in Advance 1 either, gotta say.
I don't enjoy baked carrots. That doesn't mean baked carrots should be permanently replaced with a less flavorful food for all the people who do enjoy them.
Advance 1 Amy is fun because with only a few changes she recontextualises the way you have to play the game. She's got a fun alternative moveset, with significant major nerfs and only very minor buffs. Alongside the rest of the cast, she's a welcome addition for the sake of variety. The only thing I'd change about her is her lack of a spindash style move, because that inability to gain speed from a standstill really hurts the flow. Just give her a peel-out and job's done. As a purely optional thing, I just don't see the harm. All that said, Advance 1 Amy would be wholly unwelcome in a co-op experience like Superstars. She needs to play similarly to the other characters to keep the game balanced. It's a bit of a no-brainier, right? The Advance 1 moveset necessitates a slower pace and has a higher skill floor, and together those factors are going to put anyone playing as her at a significant disadvantage to everyone playing as anyone else. As for Origins vs Superstars... Superstars wins out because it at least makes Amy a bit more unique. In Origins, she can be boiled down to just Sonic with a worse Drop Dash and better insta-shield. I know it's a tiny bit more nuanced than that, but in the broadest strokes that's what she is. Giving her that double jump in Superstars affords her some ever-present maneuverability options that the other characters don't have (... until Trip is unlocked and trumps both Amy and Knuckles). That said though, a double jump is the most boring and uncreative addition to a moveset in any platformer. I feel like very few options were explored when it came to designing the mechanics for both her and Trip.
Advance Amy can gain speed from a standstill though, just not with a move directly ripping off Sonic. Don't we all respect Sonic 1 with its lack of spin dash? Not sure why it's suddenly an inherent problem here. I'm not even saying her Advance 1 controls were perfect and they should just copy that forever, I just think her hammer is better used for bonking and acrobatics than just as a bigger instashield and a drop dash with Sonic 06 physics.
For what it's worth, I never had any significant issues playing with Advance 1 Amy. Yes she's a little harder to get to grips with, but that's the entire point. Emphasis on little though, I had no troubles finishing the game with her.
I remember her trivializing bosses in advance 1, which is where most of that game's difficulty lied for me
With Origins, sure it's fine to have no spindash if the entire game is designed with the lack of it, but you cant tear the Spindash out of games that are designed around it. Sonic 3 is quite literally unbeatable without the spindash, you get softlocked multiple times. Plus with Superstars even if you design the game around her specifically not having it, it'd mean she'd just be gimped compared to the other 4 characters which is a bit no-no in a multiplayer game where somebody will have to be stuck with her, and debating over who has to play as the worst character is no fun. Making Amy play completely differently to the others in a 4-player co-op game would just be plain bad design.
100% agreed. I don't *hate* Amy's control in Advance but it's not ideal. It feels too cumbersome to manage in a game designed around mostly simplistic movesets (the following games mostly threw that out the window but that's beside the point). I don't think it makes sense for a classic Sonic character to not be able to roll, it's an integral part of the gameplay and in Superstars' case I think it would've hurt the game overall. Characters should be defined by their special moves, not their base moveset. This wasn't explained very well. Sorry if this sounds rambly!
I find it funny that a thread titled Unpopular Sonic Opinions still has so much discussion on other people's opinions, and why they are wrong. Very strange. Anyway, some of my own unpopular Sonic opinions: Sonic Spinball's Options/Credits music is fine as it is and doesn't need to be fixed. Most examples people bring up of this are usually badly emulated versions of the song from YouTube that are over 12 years old Sonic 3D Blast: Flickies' Island is a great example of a game where people cannot see past the isometric viewpoint, and usually list it as a bad game. It's really not. The gameplay is rather solid (especially for a isometric 3D platformer of this type), the music is on point (both Mega Drive and Saturn versions) and the story is simple and self-contained. It's also not too challenging, and I do pick it up again for a run from time to time Blaze's character and backstory were permanently ruined by Sonic 2006. She was absolutely fine in Sonic Rush/Sonic Rush Adventure, and the shoe-horning of her into Silver's story as an alternate timeline/dimension/whatever ruined the character to the point of no return Shadow the Hedgehog really isn't a bad game. There's some jankiness to it, and the mission system is a bit weird, but I actually thoroughly enjoy playing it. I do go back to it on occasion Sonic Frontiers: The Final Horizon's changes to the story and ending are awful, and undo an ending that actually meant something with a lasting impact. I did not like it at all
I will freely admit that I am one of those people that cannot see past the isometric viewpoint. I have never been able to get to grips with isometric games as they have always felt unnatural to control, and 3D Blast is no exception to this.
I've already said I don't want Amy to be exactly her Advance form forever. She should probably be able to at least roll and the hammer drop and dive moves are somewhat situational. All I really want is for her to also be able to bonk and bounce around. It's not like they couldn't just change those spin dashable rocks in AIZ to also be breakable with a hammer or say just a roll (as they should be). Superstars' multiplayer is a horribly designed nightmare anyway. Why do we have to pretend that a distinctly-controlling Amy would've interfered with some grand co-op vision when the character's base controls already make the shared camera infeasible? Not sure why a move like the spin dash that instantly slings you off-camera is just so incredibly necessary in this broken-ass system. Splitscreen alone would do a lot to solve these already-existent problems between characters, but that's also apparently a bad idea because it's also not what Sonic Team just happened to end up with. Origins Amy doesn't have any special moves. That's her earlier forms you're thinking of. This is exactly my problem. I keep having to bring up Advance Amy because she's an already existent, very distinct character that ST seems to be ignoring entirely and have replaced with something entirely indistinct and generic. If you're going to tell me that a limp double jump has more utility than her Advance 1 hammer jump then you're just being disingenuous. I don't understand why pressing down and B while moving is so cumbersome for you guys. I feel like I'm taking crazy pills because Advance Amy just isn't as hard to control as some of you are saying. Maybe she is to you but I'm not the only one in this thread who's always had a fun time with her. If you ask me she's vertically mobile in a way that's MUCH more fun than Tails or Knux. Here's a nice example of a one-button Amy that still allows for some satisfying hammer bounce action.
I didn't know this was the Don't Disagree With My Unpopular Opinions thread. I'm not saying anybody has to change their mind or anything. And yeah it's usually not even clear what is and isn't exactly an unpopular opinion. I must say I find this particular tangent rather shallow and pedantic.
Sonic games are almost always worse when they try to be ambitious, I tend to like the smaller and more focused ones a lot better. I greatly prefer a game that focuses on a few elements and refines them over a game that tries to do everything and ends up faltering in more than a few areas.
Alright, I wasn't gonna do this, but by replying this way you've now officially ticked me off. So here we go. Over the past four pages of this thread, you have gone out of your way to act in bad-faith, dismissive of other people's opinions, and disingenuous about what other people have had to say: If I have to pick apart all of these to demonstrate what I mean, I will, but those are just examples I found over the past four pages. This is a discussion thread. People are laying out clear and valid reasons for why they are saying the things they are and you seem to be just flat-out ignoring them in favor of putting up strawman arguments, making broad assumptions about what people actually mean, and arguing against things that were never an argument to begin with, *before* making your actual proper argument. It's making this thread unbearable to read or participate in. This thread does not need random interjections about how awful Sonic fans are, or bad-faith interpretations of people's arguments, or sarcastic remarks about them. You have already been called out for this once on this very thread. This should be a respectful thread, act like it.
I still think the best approach for Amy is a hybrid of Advance and Origins/Superstars ideas. Let her spindash, to keep base play consistent between characters. Give her the hammer jump on UP+Jump. Make double jump into just the hammer swing insta-shield, no actual double jump. Something like that.