I've had a couple of kinda weird glitches in my PS3 copy; in the clocktower segment of C. Rooftop Run, I got inside the clock, but I guess the event didn't trigger properly or something because when I spindashed I ended up getting back out of it, without having the hands turn or the bell chime. I also couldn't get back into the clock, and was subsequently stuck in that area, so I had to run into a mine to start from the last checkpoint. Also had the spike barrels seemingly appearing out of thin air on the Modern act of the same stage. I've not had any recurring, game-breaking stuff happen though. Definitely a little disappointing that stuff like this can happen, but ultimately it hasn't really affected my enjoyment of the game.
That kinda happened to me. There was a lone barrel in the middle to I quickstepped left only to have a barrel appear out of nowhere attached to the middle one.
SO, I still have the "Crash when trying online mode" and "random forced quick step to the left" bugs in the PC version. Any word on when a patch is coming?
The barrels drop from the airship flying overhead but they do drop rather close at the bottom of the hill.
As far as I can tell the airship can throw highballs or lowballs for lack of a better term. You have to be watching it launch them, rather than elsewhere.
I've just finished the main story (not many missions yet) and I loved every bit of it... except for the few bugs I encountered. I didn't see Sonic air guitar, though. >=\ Did you guys notice how Classic has yet another waiting pose when facing left? I don't think that one was in any previous game.
Seconded. I have booted the game though and found some missing and broken textures, so maybe that patch fixed this.
So, did anyone else notice that the games Sonic 3 and Sonic CD were sources for multiple songs that didn't have a stage featured in Generations (Metal Sonic's fight on Stardust Speedway doesn't really count, as it's not really a fully playable level)?
You know, one thing that just about every review I've read has criticized has been Generations' replayability, specifically its length. And it got me thinking... Aren't all Sonic games like this? I mean, if you were sufficiently skilled at platformers in general, couldn't you blow through ANY of the Genesis Sonics fairly easily on your first time through? In fact, I'd argue that you could easily beat ANY of the Genesis games (aside from S3&K) on your first playthrough in much less time than the five hours that seems average for Generations. As I said in my review for my college paper, it's easy to be good enough to win, but really, really hard to be great. I think most platformers that made the jump to 3D tended to ramp up their adventure or collection elements. Mario 64 was a COMPLETELY different game with completely different objectives than any that came before it, you know? 3D, to many developers, demanded exploration, and Sonic's gameplay style doesn't jibe with that. I think that as long as Sonic sticks to this sort of gameplay style, length will always be an issue for some people. But that's just fine with me; the replayability is in mastering the levels, not beating the game.
Yes, modern reviewers aren't tolerant of old-school lengths. Though they also aren't tolerant of how SEGA tried to fix that with cheap tricks (E.G. Werehog) so they are just unpleasable in that regard.
Reviewers generally seem a lot more pleased having a short game with good replay value than a game with a lot of unfun filler. I remember reading some IGN editor once saying he'd much rather have Unleashed be a really short game that was fun to replay than have to deal with the werehog at all. Honestly, unless they made drastic changes to Sonic's 3D formula, the issue of length will not be resolved. Personally, I was pretty happy with Generations' and Colors' length. Short games, sure, but solid replay value, especially with Generations. Edit- You know, Limbo is about 3 hours long and has terrible replay value, but yet it debuted on XBLA at $15 and got fantastic reviews.
The price may have had something to do with it; Generations is twice that price or more, depending on the platform you buy it on. Also, Limbo was artsy. Reviewers eat that up.
I've put over 17 hours into Generations so far and there's still a lot more for me to discover. I put around 3 hours into Limbo and never went back to the game again. Also, I spent $10 each on Limbo and Super Meat Boy with the latter game having a fuckload of replay value but at the same price. I got way more of my money's worth with Super Meat Boy and Sonic Generations. While price is definitely a factor, how much worth you can get out of what you spend should have a major affect on a review score. Also, it would have been nice if Generations included a few more levels. >_> Ice Cap or Hydro City in HD would have been amazing.
Is anyone else on the PS3 version having problems with online? I'm doing ranking runs for the trophy, and after I'm done my run my time doesn't show up. Is it like, really slow updating, or something?
I don't suppose anyone has an extra dlc code for Casino Night? People on ebay are charging way too much.
So SEGA has opened a support line huh? well get to it people and start reporting those glitches you've been complaining about for the last 10 pages.
Here's a glitch I found while messing around in City Escape 2. It's possible to backtrack during the skateboard section. Once you perfect the technique, you can backtrack as much as you want. It might be possible without infinite boost, but it would be a real struggle. I've also been working on a possible way to get skateboard-less Sonic into the beginning section, but I don't have a recording of my idea. If you manage to leap over the dash pads at the end of the section, you won't go into the animation where Sonic loses the skateboard and you can sort of land on the roof between sections. I've only done it twice and both times I didn't react quick enough to try and gain control. I think if you can gain control there, you can backtrack over the dash pads and get back into the skateboard section.