I'm one who doesn't hate the more slow paced elements in Sonic. As others have said, in my ideal Sonic formula, you don't just go fast because that's how the game works, you go fast because you're good at the game and can make the moves quickly without getting slowed down. You have a high top speed, but you have to earn that acceleration. This is a problem I have with Unleashed, Colors, and Generations, among a few other games in the series. You're just shot out of a cannon and dodge what comes your way. You don't earn the speed, the speed is the gameplay. I still like the games a lot, they're really polished and fun, but they feel like they miss the point of what was Sonic gameplay up until that point. Sonic 1 advertised speed, but you had to earn it. Sonic 2 made it a bit easier but it was still earned, and that's generally how it was through most of the main games through 2006. Then 2006 was a half finished mess and Sega threw the baby out with the bathwater. It wasn't the ideas for the gameplay that were bad, it was just that it wasn't finished and thus full of half implemented features, glitches, and far too many lengthy load screens. Formula-wise, that game was much closer to the Genesis games, aside from the Town Stages (which were taken from Adventure), than the games that came after it. Even the multiple playable characters were closer to "Sonic with a twist" like in S3&K than in previous games. They didn't work nearly as well, but terrible execution doesn't mean it was a terrible idea.
Part of my problem with Unleashed, Colors, and Generations is that with their "gotta go fast" style of gameplay, it really hampers the exploration. The games previous to this had tons of exploration. You didn't have to do it (most of the time), but if you wanted to, you could look around, find secrets, and be rewarded for it. It's already been pointed out that CD took this to the extreme, but that's what I like about it. It changes the formula a little, enough to stand out on its own, but still feels distinctly Sonic-like. You can still burst through the levels, there are even rewards for getting extremely low times in the time attack mode, but there are other rewards for taking your time and exploring every corner of the level. This, more than the other classic Sonic games, gives you more reason to replay, more things to unlock, more motivation to really experience absolutely everything the game has to offer. It's still not my favorite of them, but I love the ideas here. I don't feel it's quite as well polished as Sonic 2, but it's got enough ideas to make me like it as much (maybe more) anyway. Sonic 3 & Knuckles, with its multiple characters, multiple stories, and advanced gameplay mechanics and sheer polish, make me feel the game has as more to offer than CD, but CD did more with less. If 3&K rewarded exploration with things like the Hologram Projectors or the robot-making machines, or rewarded practice with the time trial mode and the things you can unlock from it, it would feel like it had a lot more content, even though it actually only added a little.
Sonic Adventure 2 is another game that does this really well. If you only bother with story mode you're missing the vast majority of the game. Go and play the extra missions in each level though, and this game suddenly has more content than many RPGs. The different missions and grades encourage you to master the levels in different ways, to explore, to go fast, to be stylish, to find the right mix of these factors. And along the way you continually unlock things. Like in CD, the unlockables aren't much, but they're paced just right to make you keep trying for that next goal. And when you finally finish everything? Green Hill Zone. Possibly my favorite unlockable in any game ever. It takes effort to earn it, but it's fun, and you're given little rewards along the way. It makes the game feel like it has way more content than Adventure 1, even though it has a comparable amount of levels.
Now with the Adventure games, some people complain about the many gameplay mechanics, not all of which are that much like Sonic's. I can get where people are coming from, but I think the differences are overstated. As far as I'm concerned, Tails, Knuckles, and Amy are all close enough to Sonic for me to still feel like I'm playing the same game. Knuckles is one people complain about a lot, but I don't see it as slow, because you're still rewarded, especially in Adventure 2, for exploring with speed. Amy is chased the entire time, so she's certainly going fast, and Tails is racing. I was actually really disappointed with Tails in Adventure 1 because you didn't get the chance to explore quite as much, outside of the Adventure Fields. I'd really like to play as him again in the same type of style but without the racing. It felt like a 3D version of playing as him in Sonic 3. 2006 kind of gave you that, but then I've already talked about the problems with that game. Really, you barely get to play as these characters anyway (aside from Knuckles), so it's not much of an issue. What is more of an issue is the Adventure Field. I could see how some people are turned off by this element which is really all about exploration, but only at a few points do you really have to explore (searching for keys in the jungle, finding how to transform the Egg Carrier). If you want to explore it, though, there's tons of stuff to find. Talking to every NPC and finding their own little story, exploring with every character at different points of the story to find how things change over time. Meeting other characters, like how you can find Sonic and Tails knocked out outside Casinopolis. I love the Adventure Fields, and loved how they came back in Unleashed. They came back in 2006, too, but then that's just an example of how to do them wrong. They were mostly barren outside of the few missions, but the missions required so many lengthy loading screens they were just dreadful to play.
Also worth noting is that Knuckles does have linear gameplay with his same controls and moves in 2006, but it's a glitchy, half finished mess, so we know how that worked out. If we got more of that style in an actually finished game, though? I would love it.
I've left out talking about Gamma/Eggman and Big's gameplay, because my defenses for the other gameplay styles don't apply here. Yeah, these ones are pretty different. Gamma/Eggman encourages speed as well, there's platforming involved, but yeah, it's fairly different. I still don't hate these. Gamma's Action Stages are very few, and take up very little of the game. They're still pretty fun, and by the time of Adventure 2, Eggman/Tails stages are much more refined and play a lot better. Not incredibly Sonic-like, but fun in their own way. Plus, Gamma's story is awesome, and totally makes it worth it. Big? Well Big barely adds anything to the story and couldn't be any less like Sonic's gameplay. That must be why he only has a few stages. I still don't hate it, but I must admit this is the one bit of the game I wouldn't miss if it was removed. As a character, though? I still love Big, even if finding his cameos in Adventure 2 was more fun than playing his stages in Adventure 1.
Now I mentioned Gamma's story, so I'll say that, yeah, the story definitely does play a part in how much I like the series. I'm a firm believer that story should be one of the lower priorities in a game, but if the gameplay is already great, then a nice story to go along with it doesn't hurt. I grew up with American Sonic with the cartoons and comics and other merch, but really, that didn't hook me as much. I liked the cartoons, but when they went off the air, they didn't stick in my mind so much. I just went back to playing the games and forgot about the stuff that wasn't in them. Once Adventure came around and I learned about the Japanese story, though, that tickled my nerdiness in just the right way. The mix of science and fantasy, the tight continuity that still leaves just enough unsaid to let your imagination take over. The way the stories from the Genesis games, the original stories, tie into Adventure so well, even though so few people realize it, is very interesting to me. People say that Adventure changed things, but it really didn't. Sonic 3's story is basically just a fleshed out version of exploring the same backstory from Sonic 2, and Adventure follows that same trend. Even X-Treme was going to do the same (some of the story elements they were tossing around in that game are really interesting and I would love to see them expanded). Games after Adventure didn't follow the exact same plot as much (Adventure kind of brought it to its logical conclusion) but they kept exploring the same sorts of ideas, and I enjoyed that. The many gods that make up the universe, Chaos, Void, Gaia, etc. The rich history and locations. That is until Colors, anyway. Unleashed changed the story a little, but still tried. The plot was a little lighter but the characters got more depth and emotion than in previous games, so I figure it evens out. The basic ideas were still like the games before it. Then Colors figured it would take Unleashed's trend to the extreme, and just stop trying with story, and Generations followed. Generations had an opportunity for such a cool story, but instead it had possibly the weakest story since Sonic 2 (maybe even Sonic 1). It's still a fun game, but there's nothing wrong with story, and plenty of Sonic games did story right before. I wish they would go back to having stories along the lines of either Adventure and the games that followed (which were really just the stories of Sonic 2, CD, and 3 with cutscenes and dialogue) or stories like Unleahsed, since many do seem to appreciate the lighter approach.
Really, I just wish we could get a Sonic adaptation, comics, cartoons, anything, that stuck to the original story. I like the cartoons in their own way (well, maybe not Underground), but each one screws it up. I like what Flynn has been doing with the comics in the last several years, but he has too much attachment to the old American canon that I really think just gets in the way. At least Penders has inadvertently forced him to change things and make them closer to what I want. He was slowly doing that for years, but with Worlds Collide we basically jumped forward like 10 years and I love it. If only every arc could be like Shadowfall, which finally feels like it fits in the game universe, rather than a completely different universe which in many ways has nothing to do with Sonic. In the mean time, though, it's still one of my favorite comics (especially Universe). The whole Freedom Fighters concept has so little to do with Sonic. You could really remove Sonic and Tails from SatAM, change Robotnik's design a little more (they already changed it quite a lot), and you'd never know it had anything to do with Sonic. Still a good show, but it's a concept that works on its own, and they just threw Sonic in there. I know the characters are based on the little animals from Sonic 1, but they might as well be completely original. When I pick up the comics, I'm still surprised that they continue to publish a continuation of the cartoon instead of a comic that more closely resembles the games that they're still selling, and thus attracting more of that game audience, which is obviously much larger than the cartoon audience, especially since the comic's target audience is kids (and since Archie knows how to distribute, kids actually read it, unlike Marvel and DC).
Short version:
-Speed should be possible, but has to be earned by simply being good at the game and making your way past obstacles without losing speed. Adventure-2006 style gameplay (for Sonic's at least) is a much more accurate 3D translation of Classic Sonic than Unleashed-Generations is. Unleashed-Generations just have more polish.
-It's extra nice when exploration is encouraged and rewarded. CD and Adventure 2 encouraged and rewarded both speed and exploration. Let's do more of that. Give us more unlockables, even if it's just concept art and stuff.
-The universe and story is a lot of fun. I wish we would start focusing more on it again. Be more like Adventure or Unleashed.
-Other characters are fine. I love it when they're "Sonic with a twist" like in 3&K, or Tails and Amy in Adventure 1. 3D Knuckles is close enough that I still like it a lot. Even the ones that are more different can still be fun, but I can see how they might as well be left out. That said, aside from 3&K, yeah, Sonic is always my favorite to play as (he always has the best levels), but it's still nice to change it up a little, and can make the game feel like it has a lot more content. I just want to play Adventure Tails in Adventure Sonic-style levels.
EDIT: Oh yeah, people have mentioned music, too. I just forgot to mention it because almost every single game in this series has amazing music, so I don't have anything at all to complain about. I just want Sega to keep up the good work in that department. I especially find it cool how sometimes songs will be reused or referenced in later games. S2 8-bit's Bridge Zone becoming Tails' theme in Adventure, Green Hills Zone's theme being CD's main theme (and used in a few other places), Adventure's Windy Valley using remade songs from 3D Blast, S4E2's White Park Act 2 sampling Adventure's Twinkle Park. Those little legacy shout outs are cool. Of course, it wouldn't be worth much if the songs weren't good in the first place. Also, I must admit Crush 40 is a total guilty pleasure, and while the latest games have had good music as well, I wish they would come back and do more stuff. Even the lyrics in these songs do a lot for the story, they are the key sources for characterization for a lot of these characters, and I don't really mind that.
This post has been edited by JoeyJojoJr: 11 July 2014 - 06:52 PM