The homing attack introduced itself to the world in 1998 with Sonic Adventure. Since then, it's not only been a staple of 3D Sonic games, but literally a staple of the character itself. Wherever he goes, it goes, and people have different feelings and ideas about it. Some think its a welcome evolution of Sonic's fundamental moveset, others think its an absolute necessity in 3D, still others don't really care that much about it, and perhaps a few think it needs to either go or undergo some changes. I started this topic because I'm genuinely interested in the move's existence, its future, and what people think about it, so I want to engage Retro in a dedicated discussion about the move and prevent further derailing of other threads over it. Specifically: 1. How has the move evolved and where has it been, for better or worse? 2. How has it served the franchise in 2D and 3D, for better or worse? 3. How could it be improved OR with what would you like it to be replaced in the future, either in 2D or 3D games? Getting #1 started, the homing attack has been in every 3D Sonic game with the exception of the Sonic World in Sonic Jam, and its only previous instance was in the form of the golden shield powerup from Sonic 3D Blast. After Adventure 2, it has also been in every DIMPs-developed 2D Sonic game except for Sonic Pocket Adventure. If I missed anything, feel free to clear that up for everyone. For this subtopic, let the discussion focus on the move's functional role and usefulness in each game as well as its aesthetic and technical specs: how did it feel to use, how did it affect Sonic's inertia/momentum/overall movement through the stage, etc. Subtopic #2 will be the pathos of the homing attack. How do you think (or feel) it has served the franchise in 2D and/or 3D? Did it make it worse or did it make it better? Was it simply an inevitable design decision, or an easy mechanic that's been resting on its laurels for too long? Subtopic #3 will simply focus on suggestions for its improvement, great or small, or its replacement. If you'd like, consider a specific homing attack from a game to cite as an example for a basis of improvement. For example Sonic Heroes's homing attack tends to move in a sort of arc to each enemy as opposed to a straight line. If you want it replaced, it could be by anything from the Insta-Shield to something completely new and original, but think about what kind of purpose, design, or experience it would be made for. You can discuss whichever subtopic you like in any order. Play nice. The move does have an established place in the franchise in both 2D and 3D now, and we probably will be seeing it more and more. However, with Sonic Generations coming around and bringing back Classic gameplay, SEGA have shown that they're listening to people who are sick of the move and don't think it belongs in a 2D Genesis-style game. For everyone that doesn't like it, there's probably 1 or more that either like it or don't think much of it, so consider that. I personally don't think the move is an absolutely necessary tool, but I don't mind using it in either a well-designed 2D or 3D game. I didn't like it in Sonic 4, but I personally didn't mind it at all in a Sonic Advance or Sonic Rush game, and I actually liked it better in Sonic Megamix and certain other rom hacks. For 3D Sonic games, I think it's perfectly possible to design such a game that caters to a different philosophy that renders the homing attack superfluous or out of place. For emphasis, design is everything. Design can make the best of a tool or the worst of it. Let's talk about how design served this move in all of its iterations, maybe discover a newfound appreciation for the move, and overall have an entertaining discussion about it.