When I say that classic Sonic games have a "camera problem," I mean that the field of vision is far too low for games designed around high speed platforming. Sonic 1, CD, 2, and 3&K are excused due to the limitations of the day. This argument mainly applies to Mania, and any potential classic Sonic games going forward. As someone who grew up on S3&K, the field of view wasn't an issue for me at the time and is something I've learned to adapt to, as I'm sure most of us here have. However, when you compare Sonic Mania to other modern platforming games, I argue Mania stands out as the most unwieldy in terms of being able to pick up and play with a real sense of flow. This is not a critique of Mania's level design, art, or animation, since Mania excels in all of these aspects. This is a critique of Mania's outdated field of view or "camera" when it comes to the amount of screen filled up by the playable character vs. what you can see in the level. To demonstrate, I've grabbed a 1280 x 720 screenshot of a standard moment from the games Donkey Kong Country: Tropical Freeze, Mario Maker, Rayman Legends, & Cave Story. I've roughly measured out the size of the characters on screen vs. the screen space dedicated to the level by dividing the 1280 width and 720 height by the pixel count for the width and height of the playable character. Comparing Sonic to these other modern platformers, Sonic in Mania takes up more screen space than any other playable character. After the picture I have the math. If you don't like that I didn't include Diddy Kong's tail in Donkey Kong's character size I apologize. :specialed: Sonic Mania's screen is: 13.61 times wider than character 6.67 times taller than character DKCTF's screen is: 16.84 times wider than character 6.86 times taller than character Mario Maker's screen is: 23.70 times wider than character 7.13 times taller than character Rayman Legends' screen is: 22.86 times wider than character 13.33 times taller than character Cave Story's Screen is: 24.62 times wider than character 14.4 times taller than character These measurements are of course approximations, but I think they're close enough to make the point, and the differences are clear on their own just with the screenshots. In my opinion, all these other games are friendlier and fairer on the player than Sonic Mania due to the larger screen space dedicated to being able to see what's coming down the road. In addition, these other games aren't as fast, further improving a player's ability to react without having to memorize level layouts and enemy placements. Sonic's 2D camera should not continue to be restricted by Genesis-era tradition. Games like Terraria, a 16-bit ish game, allow the player to scale the visuals however they'd like. You can max out the screen and make your character a small spec in the game world, or zoom super far in if that's your thing. Future 2D Sonic titles drastically need an option to zoom out the camera. This would improve the experience for new players and allow experienced ones to play based on reaction time, rather than memorization. Thanks for coming to my TED talk.