The per-pixel motion blur they use does a pretty decent job at it [IMG] Motion blur in the previous games tended to look pretty bleh but I think...
Kishimoto mentioned back in January that they originally had the spindash and it being able to damage enemies is the reason the boost doesn’t in...
Haven’t noticed it in arcade and challenge mode I’m playing on PS5 if that matters.
The way they chose to highlight Sonic 4’s soulmate over Triple Trouble the one Game Gear game that managed to capture the spark of the Genesis...
Rolling/dropdashing freaking out it 2D if you touch the stick still remains, dropdash in 3D stages is still useless. The asterisk thing is...
It’s like they sat down ready to remove one of the few things that makes Cyberspace actually fun to replay before someone mentioned that SEGA PR...
If it is time trials for cyberspace I can see them adding invisible walls all over the place and removing the homing dash to justify their...
Why would this happen when Frontiers exposes the problems with Forces and its boring, heavily automated set piece obsessed level design? It’s an...
The boost turning in Cyberspace is inexcusably bad, just played 3-1 the Green Forest remake and it’s a struggle to avoid falling off the stage at...
Don’t worry their FOMO will soon distract them when they’re given the next opportunity to burn their wallet over a 0.3% chance to get the latest...
It’s hard to win when you’re going up against the botnet that fans and possibly even the publisher of Gacha Bullshit are likely employing here, at...
One of my biggest annoyances in open zone is the number of times I’ll jump through a hoop or hit a rail and be sent in the opposite direction,...
Cyberspace does have significantly less invisible walls compared to Forces or even Generations, not sure if this was part of some conscious...
It’s occlusion artifacts due to the way screen-space reflections work, when a character blocks the reflective surface SSR can’t work resulting in...
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