Running commentary: -Ugh, Aaron just talked about how people didn't like slamming into things at high speeds, so they've slowed Sonic down. Great, not like anybody needs to get GOOD AT THE GAME IN ORDER TO NOT SUCK or anything. I mean, ugh. It'll be fine if the game is designed around it. But they knocked it out of the damn park with Generations, and I'd be fine with an iteration or two more of that. Oh well. Let's let it succeed or fail on its own merits. -Spin dash is back, but it doesn't look all that much faster than just running... -The homing attack looks kind of... automatic? Like you target a group of enemies and take 'em all out? -Keep in mind that we're seeing the first level, here. It's going to look incredibly easy. -Hah! Gold cannons! How many people are gonna remember that? -Wisps are definitely back, just saw the laser. -Sonic landed on a planetoid at the end. How very Galaxy-esque! -Aaron specifically called guys like me out, haha. I'll see what I want in level three, eh? -Looks like Sonic has a little backflip double-jump. -Hey, there's the cannon launchers from Oil Ocean! -The most notable thing I'm seeing here is that Sonic doesn't seem to have any real difference of momentum. You're either walking, running, or spin-dashing, and there's no balance between those states. The game seems built around straight lines rather than curves. -Aaron was wrong. Watching level 3 isn't making me any more interested in this, haha. Said there's no way you can stop running in this part. It looks like SkyRoads in a sense. Overall, it looks... solid. I mean, I think it'll be a decently fun time. But not at all what I personally wanted or expected for the next major Sonic game.