<!--quoteo(post=600824:date=Jun 29 2011, 10:46 PM:name=Ritz)--><div class='quotetop'>QUOTE (Ritz @ Jun 29 2011, 10:46 PM) <a href="index.php?act=findpost&pid=600824"></a></div><div class='quotemain'><!--quotec-->Actually, I think it's about time we got a poll for this. Is the Unleashed format really what you people want in Sonic from here on out?<!--QuoteEnd--></div><!--QuoteEEnd--> Nope. It was a nice novelty after 06 and Secret Rings but the gameplay of Unleashed/Colours bores me to tears. Boost along a straight hallway/platform/floor, boost into the screen some more, spring homing attack enemies over bottomless pit, boost, slide, grind on three rails, boost, SURPRISE QUICK TIME EVENT boost boost boost Indiana Jones Moment goal ring. That's just Unleashed, Sonic <strike>AWESOME OUTSTANDING AMAZING</strike> Colors often turns the gameplay two-dimensional and ironically it's only slightly less linear and narrow - not to mention the platforming segments that call for better platforming controls. Unleashed kind of reminds me of the later Advance games and the Rush series, this narrow-minded fixation that Sonic equals speed all day erry day, and while I can admire Colors for trying to remedy that some of the solutions there just go about it the wrong way. Actually, you know what it really reminds me of - the narrow into-the-camera platforming interspersed with the left-right gameplay? Crash Bandicoot, only with gimpy controls/physics and more EXTREME SPEED to compensate. As for what may be a better format to work on? Taking a few cues from this video, don't quote it as gospel: <!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/kcbZxeUbGys&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/kcbZxeUbGys&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2--> Tone down the speed, make the character enjoyable to control (less accel out the ass). Make some of the paths a lot wider than shown even here - more wider or 'open' paths or levels, look at something like Sonic World or Mario Galaxy. Give room for exploration. Think about the earlier games that had level-exclusive toys and gimmicks to play with, and how ideas like those could work with a 3D Sonic - running up/alongside walls, messing with seesaws, hopping over spewing lava, snowboarding, spinning cogs, non-automated grinding... Make the railroading/Indy/loop-de-loop sequences more scarce throughout the game, but more special in their fewer numbers. Even the earlier games weren't necessarily full-tilt - Chemical Plant joined hands with Casino Night and Mystic Cave, Green Hill and Spring Yard were connected by Marble Zone... Could you imagine a Marble Zone with a 3D Sonic? I kind of can. Large rooms, dropping spikes, Batniks, the odd switch, blocks in flumes of lava, glass presses, shields, timed spikes popping out of the ground, tunnels filling with up lava, platforms teasing 1-Ups, a whole room where the player can navigate the floating platforms to avoid the showers of lava without battling the controls... emphasising platforming, danger and speed without being dominated by narrow walkways, rails, springs and boosters. More like Mario 64 or Sonic Worlds? Maybe? Find a balance between guiding/wowing the player and leaving the player to their own devices. Give the player more tools/toys and the freedom to use them, occasionally dazzling them with setpieces when they're not entertaining themselves.