<!--quoteo(post=593172:date=Jun 8 2011, 03:19 AM:name=Namo)--><div class='quotetop'>QUOTE (Namo @ Jun 8 2011, 03:19 AM) <a href="index.php?act=findpost&pid=593172"></a></div><div class='quotemain'><!--quotec-->I don't mean "weird" in that way. Think of it more like "strange" as in "why the heck is Episode 2 this different from 1"? (Y'know, on the very slim chance it may be). I'm in the crowd also that wasn't too impressed with level design or music. I only like 1 music track and 1 level from the whole game. I quit around Metropolis-Ripoff-Zone Act 1 because I couldn't take any more.<!--QuoteEnd--></div><!--QuoteEEnd--> The answer is simple: a lot of people didn't like Episode 1. Or at least enough for SEGA to hear that people didn't like Episode 1. By the nature of it's image, it's name, and it's playability, it's no mystery why Episode 1 sold well or why people enjoyed it so much. It's SEGA finally diverging from their constant 3D game quest for mediocrity and focusing on a true return to the classic look, feel, sound, and gameplay. Technically, that's what they did. We just think they did a pretty shitty job of it, and apparently it wasn't even supposed to be Sonic 4 in the first place, so we were on to something. DIMPs can make good Rush games and good Advance games, but they can't seem to make really good Genesis games. Merely decent, cheap ones if anything. A C- or D+ where we expected SEGA to really bring their A game, where it could've counted for more than a brilliantly executed cash-in. I enjoyed several parts from Sonic 4, but didn't really enjoy entire zones all that much, and while the music was actually quite decent, I couldn't excuse the laughable boss theme or the special stage lullaby. I could barely pass the half-hearted final boss theme, and that was arguably the most decent part of the game.