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The end (hopefully) of the "Sonic was never good" meme

Silvawuff

Member
OG Sonic player here! It's an absolute shame that S3&K hasn't been experienced by more people. I mean yeah, I guess there's emulation, but it hasn't seen a home on any platform since its original debut (AFAIK), and I would consider it to be the magnum opus of 2D classic Sonic. I also played Knuckles' Chaotix at release and thought it was a very special game, so it sucks to see it almost unknown with no chance of a re-release unless you appreciate Sonic enough to like, know about it.

I watched a little of this video and I enjoyed what I was seeing. The narrator has a nice voice and he was bringing up a lot of great points about Sonic in his prime.

I think the main problem with Sonic is that the "3D" Sonic kind of ran away from what made the games special in the first place. I've played everything up to beating SA2, and ...yeah, you can't even compare those games to what made the 2D classics fun. It's like two different franchises now, that share the same character.
 
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Having grown up with a Sega Genesis and having a ton of “fun” with Sonic 2 & Knuckles, I can safely say I never actually liked the series. I wish my parents had bought me a SNES instead, it definitely lined up with my taste a lot better. While Super Mario World is one of the best 2D platformers ever made, ripe with exploring and variety, 2D Sonic platformers is a genre at odds with itself.


On one hand moving through the levels slowly is boring and plays like a sluggish platformer. “Gotta go fast” through the levels basically skips most if not all of the content and requires you to know them - at that point it barely feels like you’re playing and mainly just watching Sonic roll through everything. Your character is right in the middle of the screen and the distance you can see is so limited there is barely any time to react.


3D Sonic was a great idea and in some ways was able to solve the problems where you could see what was coming next, but the Adventure games left a lot of potential untapped and every other one flopped big time. Meanwhile the transition from 2D to 3D Mario executed almost flawlessly. Playing SM64 even as recent as a couple years ago, the game is still a masterpiece. I think it’s pretty clear Sonic was created in response to Mario’s popularity and not actually because it stands on its own as a great idea. People can like Sonic if they want but I agree 100% it was never very good, just OK.
 

Rykan

Member
No, Sorry. Sonic was never good.

The games are flawed on a fundamental level. Sonic was a mascot character that had a game build around it rather than the other way around. The result is a character with a moveset that is at odds with the actual level design of the game. Sonics moveset is designed specifically to go fast. The character is downright unresponsive and not fun to play when he doesn't go fast. This aspect is so fundamental to the character that it is baked into his very design. Sonic downright looks strange when he's walking slow in both his old design and his new design. He is simply meant to go fast, like he was advertised.

Yet it's almost as if the design for the character and the level design were two different teams with no idea what the other team was doing. Sonic levels are designed to be played slowly and the game actively punishes you for going fast. But Sonic's moveset isn't designed to do that and it has led to the same issue that has manifested itself in different forms through out the series. The whole "Momentum" argument is a bunch of BS by Sonic fans trying to defend bad level design. You can't build momentum if you don't know whats coming up ahead, and the only way to know that is by beating the game and playing it again and again to memorize every level. Having to beat a game before you can start playing it "The way it was meant to be played" is terrible game design.

In the old Sonic Games, 1,2 & 3, there is the clear clash between character movement and leveldesign that is at odds with each other. In some other series, Like Sonic Rush, the game goes all in on the speed aspect of the character and adjusts the level accordingly. Yet now the leveldesign has been so oversimplified that the games become a hold right to win game. There has never been a clear concept of what a 3D Sonic game should look like and they are all a mess because of it. It has appears to try to replicate the 2D sonic experience into 3D but it has never worked and even the best 3D Sonic game struggles to reach mediocrity. Mario understoon that 3D games are fundamentally different than 2D ones. This is why they never tried to replicate 2D Mario into 3D, rather they chose to reinvent Mario for 3D. this is why 3D mario plays nothing like 2D Mario.

That's not to say that the franchise is completely without merit. The character design is fantastic, both in its old design and its new design. The old games especially looked fantastic with vibrant worlds and the original 2 sidecharacters are great. Fantastic villain too.

The games legacy are its characters which is why the Sonic TV show was much better than the games and why people are far more excited for the new Sonic Movie than whatever the fuck Sonic Frontiers is supposed to be.

The Games were never that good and no 1 hour 30 minutes "I grew up with Sonic when I was 6 and I loved it" video is going to change that.
 
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S

SpongebobSquaredance

Unconfirmed Member
The Games were never that good and no 1 hour 30 minutes "I grew up with Sonic when I was 6 and I loved it" video is going to change that.
neither will a one dimensional comment on a forum.
 

Rykan

Member
neither will a one dimensional comment on a forum.
The sales of the franchise, or rather the lack thereof, speaks for itself. The re-releases of classic Sonic games don't sell well. Sonic mania, the game which comes closest to old sonic games and supposedly the best selling sonic game in years, only manages to sell somewhere between 1m ~ 2m units.
Imagine needing videos to explain why Mario games are good.
Most underrated comment of the thread.
 
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S

SpongebobSquaredance

Unconfirmed Member
The sales of the franchise, or rather the lack thereof, speaks for itself.
The fact that people still think highly of classic Sonic in spite of the several missteps in the games that followed, speaks for itself.

by the way
 

Rykan

Member
The fact that people still think highly of classic Sonic in spite of the several missteps in the games that followed, speaks for itself.

by the way
Yeah it does. It's called Nostalgia, which is why every Sonic video like this includes the mandatory "I played this game with my little brother when I was young and I remember fondly blablabla" which is also included in this video. It's normal to remember your childhood fondly when you were young and far less aware of what was good or not.

I'm also not sure what that 2016 interview is supposed to say?
 
S

SpongebobSquaredance

Unconfirmed Member
Yeah it does. It's called Nostalgia,
Bumping of everything as "you are just nostalgic" is incredibly short-sided and a lazy argument. The reason why many think that classic Sonic holds up isn't just tinted memories.

I'm also not sure what that 2016 interview is supposed to say?
That Sonic is a very successful franchise, even if you only count the games. A downward trend doesn't indicate that the sales are generally bad and that they don't make decent profits per game. Saying that they are non-existent is hyperbole.
Sonic is an icon with a big media presence.


The re-releases of classic Sonic games don't sell well. Sonic mania, the game which comes closest to old sonic games and supposedly the best selling sonic game in years, only manages to sell somewhere between 1m ~ 2m units.
Please provide a source of how many units Sonic games sell, because to my knowledge we don't have concrete and current numbers. All you can really go off by are estimates, interviews, and the occasion Sega provides hard data.

Sonic Mania isn't the most successful Sonic game in years.
Sonic Unleashed, Generations, and probably even Forces sold roughly 5 million units each according to estimates.
Sonic Adventure, Sonic Adventure 2, and Sonic Colors were among the best-selling third-party games on Nintendo platforms.

Additionally.
 
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Rykan

Member
Bumping of everything as "you are just nostalgic" is incredibly short-sided and a lazy argument. The reason why many think that classic Sonic holds up isn't just tinted memories.
This is ironic. I just posted an entire post explaining why the old games had issues and that is a "lazy argument" yet you have responded with 3 posts with like what..6 sentences in total? Sonic sold big because of Marketing and is remembered fondly because of nostalgia. I've explained in the post above why the actual games aren't good.
That Sonic is a very successful franchise, even if you only count the games. A downward trend doesn't indicate that the sales are generally bad and that they don't make decent profits per game. Saying that they are non-existent is hyperbole.
Sonic is an icon with a big media presence.

Additionally.
That's because, as I've suggested above, Sonic is a very good franchise. Its just that sonic platform games aren't very good and thats not what is keeping the franchise afloat.When people say "Sonic was never good", they're specifically refering to the Sonic Platform games. At least, that is what I'm refering to. The link you posted doesn't mean anything without proper context. It mentions like 4 milion sales but it doesn't say where those sales are coming from. It mentions 4 somewhat random titles. Most of the sales probably come from Mario & Sonic at the Olympic game. Sonic Racing probably didn't do huge numbers. Sonic Generations is like a 10 year old game that can't even be purchased on most platforms anymore.

All of this makes that number rather meaningless.
 
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Imagine needing videos to explain why Mario games are good.
To be fair, 1) Those videos exist, and 2) Before New Super Mario Bros. on the DS came out, reviewers were eager to dunk on 2D Mario gameplay because "lol 2D platforming ded polys go brrrr". It's almost hard to believe now that that game was considered a risky, experimental entry.
 
S

SpongebobSquaredance

Unconfirmed Member
This is ironic. I just posted an entire post explaining why the old games had issues and that is a "lazy argument" yet you have responded with 3 posts with like what..6 sentences in total? Sonic sold big because of Marketing and is remembered fondly because of nostalgia. I've explained in the post above why the actual games aren't good.
It really isn't. Your take would be fine if you wouldn't discredit the other side. Sure, everyone was a victim to a strong marketing campaign, momentum is just an excuse, people are blinded by nostalgia, and your take is the only take that's fair.
That's a flawed and lazy argument. It discredits everything from the other side of the coin from the get-go, as it paints a picture that those people can't neutrally analyze those games and can't give opinions that aren't filled with bias.
If you have thoroughly listened to this or one of the several other videos/articles/essays etc. explaining what makes Sonic good, you could perhaps put things into perspective. The argument isn't just "I liked this game as a kid and remember it fondly". Far from it.

That's because, as I've suggested above, Sonic is a very good franchise. Its just that sonic platform games aren't very good and thats not what is keeping the franchise afloat.When people say "Sonic was never good", they're specifically refering to the Sonic Platform games. At least, that is what I'm refering to. The link you posted doesn't mean anything without proper context. It mentions like 4 milion sales but it doesn't say where those sales are coming from. It mentions 4 somewhat random titles. Most of the sales probably come from Mario & Sonic at the Olympic game. Sonic Racing probably didn't do huge numbers. Sonic Generations is like a 10 year old game that can't even be purchased on most platforms anymore.

All of this makes that number rather meaningless.
Not as meaningless as pulling numbers from straight air and making up assumptions. Again, please provide a source of how many units Sonic games sell.



This report states, that Sonic Forces, Yakuza Kiwami 2 and Football Manager 2018 sold 14 million copies in total.
It's only realistic to think that most of that comes from Sonic Forces. Yakuza isn't a huge seller and Football Manager usually sells around 2-4 million units.

As said, we don't have concrete and current numbers so we can only go off by are estimates, interviews, and the occasion Sega provides hard data.
What we can say with the highest probability is that Sonic Mania isn't the best-selling Sonic title in years. We can also say that the games sell generally well and that claiming that the sales are non-existent is hyperbolic and wrong.
 
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Rykan

Member
It really isn't. Your take would be fine if you wouldn't discredit the other side. Sure, everyone was a victim to a strong marketing campaign, momentum is just an excuse, people are blinded by nostalgia, and your take is the only take that's fair.
That's a flawed and lazy argument. It discredits everything from the other side of the coin from the get-go, as it paints a picture that those people can't neutrally analyze those games and can't give opinions that aren't filled with bias.
If you have thoroughly listened to this or one of the several other videos/articles/essays etc. explaining what makes Sonic good, you could perhaps put things into perspective. The argument isn't just "I liked this game as a kid and remember it fondly". Far from it.


Not as meaningless as pulling numbers from straight air and making up assumptions. Again, please provide a source of how many units Sonic games sell.
It's not a flawed and lazy argument when its the actual reason that these games are prasied so much. None of these videos adress the clear issue layed out above, an issue that is extremely obvious to anyone who plays the game after the hype is gone.

None of the Sonic fans can explain why even the "Return to form" Sonic games sell poorly.

Sonic 2 sold about 9 million copies on an installbase of 49 million consoles.

To compare, The sonic Advance series, the first "Return to form" Sonic games sold a little over 1m per installment on an installbase of 81 million console. Thats a huge drop off. Sonic Mania, one of the few times that Sega actually released Sales information, sold 1m - 2m copies on an installbase of well over 150 Million consoles and thats not even including PC. The drop off is insane and the answer here is no secret: Most people who played "Classic Sonic games" stopped buying them and the franchise has been unable to introduce a fair number of new players to the classic style of games...Because it was never good and the hype is gone.


This report states, that Sonic Forces, Yakuza Kiwami 2 and Football Manager 2018 sold 14 million copies in total.
It's only realistic to think that most of that comes from Sonic Forces. Yakuza isn't a huge seller and Football Manager usually sells around 2-4 million units.

As said, we don't have concrete and current numbers so we can only go off by are estimates, interviews, and the occasion Sega provides hard data.
What we can say with the highest probability is that Sonic Mania isn't the best-selling Sonic title in years. We can also say that the games sell generally well and that claiming that the sales are non-existent is hyperbolic and wrong.
It's as you've said, we don't have any concrete numbers on that. Two of those games have mobile versions as well and we don't know how many those made out of the total numbers of sales. With that said, It's hardly relevant because Sonic Forces isn't a "Classic" Sonic Game.

I will retract my statement about Sonic Mania being the best selling Sonic title in years. I misremebered an earlier statement that said that Sonic Mania is actually the highest metacritic rated Sonic in years.
 
It's not a flawed and lazy argument when its the actual reason that these games are prasied so much. None of these videos adress the clear issue layed out above, an issue that is extremely obvious to anyone who plays the game after the hype is gone.

None of the Sonic fans can explain why even the "Return to form" Sonic games sell poorly.

Sonic 2 sold about 9 million copies on an installbase of 49 million consoles.

To compare, The sonic Advance series, the first "Return to form" Sonic games sold a little over 1m per installment on an installbase of 81 million console. Thats a huge drop off. Sonic Mania, one of the few times that Sega actually released Sales information, sold 1m - 2m copies on an installbase of well over 150 Million consoles and thats not even including PC. The drop off is insane and the answer here is no secret: Most people who played "Classic Sonic games" stopped buying them and the franchise has been unable to introduce a fair number of new players to the classic style of games...Because it was never good and the hype is gone.


It's as you've said, we don't have any concrete numbers on that. Two of those games have mobile versions as well and we don't know how many those made out of the total numbers of sales. With that said, It's hardly relevant because Sonic Forces isn't a "Classic" Sonic Game.

I will retract my statement about Sonic Mania being the best selling Sonic title in years. I misremebered an earlier statement that said that Sonic Mania is actually the highest metacritic rated Sonic in years.
Ah yes, sales totally indicate the quality of a product, just like how the last two Pokemon games look and play like mediocre, low.budget PS2 games, yet sold like pancakes. Forget about actual game design (which is the topic actually discussed in the video), nah, it's SALES!

Oh, If Sonic was never good it wouldn't have a fanbase as knowingly dedicated as it has and Sonic Mania would've not been as well recieved by Critics and Players aslike as it's been.
 
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Rykan

Member
Ah yes, sales totally indicate the quality of a product, just like how the last two Pokemon games look and play like mediocre, low.budget PS2 games, yet sold like pancakes. Forget about actual game design (which is the topic actually discussed in the video), nah, it's SALES!

Oh, If Sonic was never good it wouldn't have a fanbase as knowingly dedicated as it has and Sonic Mania would've not been as well recieved by Critics and Players aslike as it's been.
If your game used to sell 9 million copies on a much smaller installbase and it now only sells between 1 - 2 million copies on an installbase that is 5 - 10 times as large, then something clearly is going on. Also forget about actual game design? Maybe you should actually read posts before commenting, I specifically adressed the design of the games in a previous post.

Ah yes that fanbase is "So dedicated" that their throwback to the "Classic" games sells about 15% of the original games. Sword & Shield both had good scores from reviews, so do you want to play the critics card or not? Pun not intended.
 
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The sad part is the original Sonic games were vastly overrated. The likes of Quackshot, Revenge of Shinobi, Mickey Mouse were so much better on the MD IMO
Let me counter-argue a bit here: Sega's Disney output is mediocrity and not anywhere near on the same tier as Sega's best work. Castle of Illusion? Quackshot? Capcom's Ducktales on NES has comparable quality to those, and that's on NES hardware. World of Illusion had milquetoast level design with little to no difficulty, and mostly rode on visual spectacle and gimmick context-sensitive mechanics. And this is all after we pretend that Fantasia never existed.

It utterly baffles me how people who say "Sonic is overrated" prop up the absolute most bland of Sega's 16-bit output. Even Sega's crappier games are at least more interesting and experimental.
 
S

SpongebobSquaredance

Unconfirmed Member
To compare, The sonic Advance series, the first "Return to form" Sonic games sold a little over 1m per installment on an installbase of 81 million console. Thats a huge drop off. Sonic Mania, one of the few times that Sega actually released Sales information, sold 1m - 2m copies on an installbase of well over 150 Million consoles and thats not even including PC. The drop off is insane and the answer here is no secret: Most people who played "Classic Sonic games" stopped buying them and the franchise has been unable to introduce a fair number of new players to the classic style of games...Because it was never good and the hype is gone.
First things first, the only Sonic Advance title I would count as a classic Sonic is the first one, as the sequels are more or less predecessors to the formula introduced in the Sonic Rush games. Secondly, some people may don't wanna hear this, but the GBA didn't have that many big sellers in general. And it didn't need them. Making games on the GBA was a whole lot cheaper. Many games were sold for like 20 bucks brand new. Sure, there was obviously Pokemon and Mario Kart that were multi-million sellers, but most third-party games sold 200k to 500k. That didn't stop them from making them though. I don't think that's a fair comparison at all.

If we look at fanmade projects (some of them turning even into their own games) we can see a passionate and dedicated fanbase. Sonic Mania received great reception, and I doubt it tanked. The only thing we know is that it sold over a million units, but that news was almost 4 years ago. The game is quite often on the Switch' eshop charts, I doubt it did bad. Especially compared to Sonic 4.
Anyway, 2 million is an estimate. Personally, I think 3-4 million is more on key, but either way, that's not too bad. Yeah, Sonic used to do better on Genesis, but that was the golden age, before the quality of titles started to be questionable and also before Sonic had like 9000 different fanbases. If Sega wants Frontier to do like 8-10 million again, they need to make sure its a quality game and they also need to make sure it grabs the attention of most Sonic fans.

None of these videos adress the clear issue layed out above, an issue that is extremely obvious to anyone who plays the game
Well, I think they totally do. They just see Sonic having a different design philosophy than most 2D platformers.
After Sonic there were a lot of games that tried to be fast (like Superfrog, Bubsy). Most of them failed, which is telling because it shows that making your own Sonic isn't just about making your character move fast. Momentum and conveying believable animations is a very real thing and very important. Personally, I remember classic Sonic as the original "get gud" games. Not because they were extraordinarily difficult, but because they were clearly built for several playthroughs and wanted you to experiment and get good with the mechanics. It is less about memorizing the levels as it is about figuring out what you can do. The levels are essentially sandboxes (Sonic 2 and Sonic 3 in particular, not so much Sonic 1 although Green Hill almost perfectly showcases this).

I misremebered an earlier statement that said that Sonic Mania is actually the highest metacritic rated Sonic in years.
Yeah, I think it is. Other games received ratings between 75 and 85, like Generations or Rush. The last game that received the same amount of acclaim as Mania was Adventure 2 though. And then there are stinkers like Boom or 06, and games that received mediocre reviews. It's all over the place.
 
Let me counter-argue a bit here: Sega's Disney output is mediocrity and not anywhere near on the same tier as Sega's best work. Castle of Illusion? Quackshot? Capcom's Ducktales on NES has comparable quality to those, and that's on NES hardware. World of Illusion had milquetoast level design with little to no difficulty, and mostly rode on visual spectacle and gimmick context-sensitive mechanics. And this is all after we pretend that Fantasia never existed.

It utterly baffles me how people who say "Sonic is overrated" prop up the absolute most bland of Sega's 16-bit output. Even Sega's crappier games are at least more interesting and experimental.
Please....
 

lyan

Member
The games legacy are its characters which is why the Sonic TV show was much better than the games and why people are far more excited for the new Sonic Movie than whatever the fuck Sonic Frontiers is supposed to be.
Actually quite looking forward to Sonic Frontiers, from the trailer it looks like they are using PSO2NGS as a base (despite its flaws, movement is not one) which I already see plenty of potential from the handful of 3d platforming missions it contains.
 

NeoIkaruGAF

Gold Member
No, Sorry. Sonic was never good.

The games are flawed on a fundamental level. Sonic was a mascot character that had a game build around it rather than the other way around. The result is a character with a moveset that is at odds with the actual level design of the game. Sonics moveset is designed specifically to go fast. The character is downright unresponsive and not fun to play when he doesn't go fast. This aspect is so fundamental to the character that it is baked into his very design. Sonic downright looks strange when he's walking slow in both his old design and his new design. He is simply meant to go fast, like he was advertised.

Yet it's almost as if the design for the character and the level design were two different teams with no idea what the other team was doing. Sonic levels are designed to be played slowly and the game actively punishes you for going fast. But Sonic's moveset isn't designed to do that and it has led to the same issue that has manifested itself in different forms through out the series. The whole "Momentum" argument is a bunch of BS by Sonic fans trying to defend bad level design. You can't build momentum if you don't know whats coming up ahead, and the only way to know that is by beating the game and playing it again and again to memorize every level. Having to beat a game before you can start playing it "The way it was meant to be played" is terrible game design.

In the old Sonic Games, 1,2 & 3, there is the clear clash between character movement and leveldesign that is at odds with each other. In some other series, Like Sonic Rush, the game goes all in on the speed aspect of the character and adjusts the level accordingly. Yet now the leveldesign has been so oversimplified that the games become a hold right to win game. There has never been a clear concept of what a 3D Sonic game should look like and they are all a mess because of it. It has appears to try to replicate the 2D sonic experience into 3D but it has never worked and even the best 3D Sonic game struggles to reach mediocrity. Mario understoon that 3D games are fundamentally different than 2D ones. This is why they never tried to replicate 2D Mario into 3D, rather they chose to reinvent Mario for 3D. this is why 3D mario plays nothing like 2D Mario.
All of this. All of it.

I never had a Genesis, but you can bet one of the first things I did when I discovered emulators was to try Sonic. And what I found was exactly the above.

To me, Sonic 2 was already inferior to the original. The flaws of the original could be justified with it being the first game. Sonic 2 has so many cheap moments that deliberately punish you for going fast, I really couldn't justify the game's acclaim with anything else than hype and SEGA's aggressive marketing.

Original Sonic isn't bad, but I never saw anything in it that puts it among the giants of the medium.
 

Tams

Member
Sonic's alright.

I was never really into it though. I didn't get the 'bro' (skateboarding?) culture that it was aiming for. Even as a child it seemed childish and kind of a like a poor man's Nintendo character.
 

jigglet

Banned
The term boomer is used more often online now as a broad tongue-in-cheek term for anyone 30 and over. Its obviously not literally referring to baby boomers in this context.

There’s even a subgenre of games called boomer shooters now lol
This. I don’t get why it needs to be explained.
 
There were good games - Lunar, Virtua Fighter, Daytona, Crazy Taxi. But, I definitely got more use out of my Nintendo and PlayStation consoles.
It's understandable if you were not actually much a "Sega fan" to begin with, but propping up your collection of Sega consoles gives an opposing impression. It's kinda weird for a non-Sega fan to do, even within the context of a discussion about Sonic games. If I went and said "I owned all of Nintendo's systems and can tell you Mario was never good", would my opinion somehow sound more real and genuine? Of course it wouldn't. A hot take like that can't be propped up with an appeal to "nerd cred".

Please....
I don't even get a "too long, didn't read" for that? Jeez.
 
If I went and said "I owned all of Nintendo's systems and can tell you Mario was never good", would my opinion somehow sound more real and genuine? Of course it wouldn't. A hot take like that can't be propped up with an appeal to "nerd cred".
Saying Mario isn't good is actually a hot take. Saying Sonic isn't good really isn’t.
 
If your game used to sell 9 million copies on a much smaller installbase and it now only sells between 1 - 2 million copies on an installbase that is 5 - 10 times as large, then something clearly is going on. Also forget about actual game design? Maybe you should actually read posts before commenting, I specifically adressed the design of the games in a previous post.

Ah yes that fanbase is "So dedicated" that their throwback to the "Classic" games sells about 15% of the original games. Sword & Shield both had good scores from reviews, so do you want to play the critics card or not? Pun not intended.
Critics are the ones that have been biased against Sonic for years, to say the same group of critics who've popularized the "Sonic was never good" crap, IGN, gave Mania a good reviews is definetely something noteworthy. And besides the dedicated Sonic fandom is a lot more neiche than the casual fans or gamers who've just played the first Sonic when it came out and probably weren't aware of the next ones.

Btw doesn't help that there was a complete 5-ish year drought, no Sonic game for the Saturn, and the next two mainline entries being for the Dreamcast, last two consoles failing terribly before SEGA started publishing for their main competitors. And the fact that most classic fans either don't know the Advance games or completely ignored them because they used the Modern designs. So Sonic definetely slid off for other reasons.
No, Sorry. Sonic was never good.

The games are flawed on a fundamental level. Sonic was a mascot character that had a game build around it rather than the other way around. The result is a character with a moveset that is at odds with the actual level design of the game. Sonics moveset is designed specifically to go fast. The character is downright unresponsive and not fun to play when he doesn't go fast. This aspect is so fundamental to the character that it is baked into his very design. Sonic downright looks strange when he's walking slow in both his old design and his new design. He is simply meant to go fast, like he was advertised.

Yet it's almost as if the design for the character and the level design were two different teams with no idea what the other team was doing. Sonic levels are designed to be played slowly and the game actively punishes you for going fast. But Sonic's moveset isn't designed to do that and it has led to the same issue that has manifested itself in different forms through out the series. The whole "Momentum" argument is a bunch of BS by Sonic fans trying to defend bad level design. You can't build momentum if you don't know whats coming up ahead, and the only way to know that is by beating the game and playing it again and again to memorize every level. Having to beat a game before you can start playing it "The way it was meant to be played" is terrible game design.

In the old Sonic Games, 1,2 & 3, there is the clear clash between character movement and leveldesign that is at odds with each other. In some other series, Like Sonic Rush, the game goes all in on the speed aspect of the character and adjusts the level accordingly. Yet now the leveldesign has been so oversimplified that the games become a hold right to win game. There has never been a clear concept of what a 3D Sonic game should look like and they are all a mess because of it. It has appears to try to replicate the 2D sonic experience into 3D but it has never worked and even the best 3D Sonic game struggles to reach mediocrity. Mario understoon that 3D games are fundamentally different than 2D ones. This is why they never tried to replicate 2D Mario into 3D, rather they chose to reinvent Mario for 3D. this is why 3D mario plays nothing like 2D Mario.

That's not to say that the franchise is completely without merit. The character design is fantastic, both in its old design and its new design. The old games especially looked fantastic with vibrant worlds and the original 2 sidecharacters are great. Fantastic villain too.

The games legacy are its characters which is why the Sonic TV show was much better than the games and why people are far more excited for the new Sonic Movie than whatever the fuck Sonic Frontiers is supposed to be.

The Games were never that good and no 1 hour 30 minutes "I grew up with Sonic when I was 6 and I loved it" video is going to change that.
It only punishes you for wanting to go fast all the time because you aren't paying attention to how the levels are built. Often steep slopes and flat sections are an indicatory that you shouldn't go fast, while the placement steep slopes, ramps, springs, etc. are most of the time indicatory that you should. Also if you press down while moving Sonic can turn into a ball to detsroy enemies and also allows you to build up more momentum faster.

And Also you haven't watched the video in full didn't you? Like... maybe it talks about the game design?
 
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EverydayBeast

ChatGPT 0.001
It was a well done 80s 90s franchise that needed a proper burial 🪦

Kenan Thompson Reaction GIF
 
No, Sorry. Sonic was never good.

The games are flawed on a fundamental level. Sonic was a mascot character that had a game build around it rather than the other way around.

What does this have to do with anything? Creating a character first or designing gameplay first has no overall baring on the quality of the game produced. There is no "wrong" approach here.

The result is a character with a moveset that is at odds with the actual level design of the game. Sonics moveset is designed specifically to go fast. The character is downright unresponsive and not fun to play when he doesn't go fast. This aspect is so fundamental to the character that it is baked into his very design. Sonic downright looks strange when he's walking slow in both his old design and his new design. He is simply meant to go fast, like he was advertised.

I don't know about "looks strange" when moving slowly. I would say the animation work done here is pretty fucking incredible actually, and does a good job of selling the idea that Sonic is building up speed with each step, rather than just automatically being at maximum velocity. The actual physics in these games is also very robust given the era it was made in. Going downhill accelerates Sonic more quickly, going uphill presents more resistance so you accelerate more slowly. Rolling into a ball accentuates this. You can roll down a hill and pick up speed faster than by running, but while you're a ball if you lack sufficient speed you'll slow down faster going up a slope.

Yet it's almost as if the design for the character and the level design were two different teams with no idea what the other team was doing. Sonic levels are designed to be played slowly and the game actively punishes you for going fast.

Designed to be played slowly? Have you stopped to examine the level geometry? There is a reason that there are more hills and slopes and curves and loops in a given 2D Sonic level. Compared to more classic sidescrolling platformers like Mario which are intentionally very blocky. What do you think the purpose of those slopes and curves are? The purpose is to interplay with the way Sonic moves as mentioned above.

And obstacles and enemies can punish you if you're overzealous or don't react fast enough, but you're never punished with death or a loss of a life. As long as you have a ring you can keep going, and in that sense Sonic games are far more forgiving than 2D Mario games for example, where if you hit any obstacle without a powerup you lose a life.


But Sonic's moveset isn't designed to do that and it has led to the same issue that has manifested itself in different forms through out the series. The whole "Momentum" argument is a bunch of BS by Sonic fans trying to defend bad level design. You can't build momentum if you don't know whats coming up ahead, and the only way to know that is by beating the game and playing it again and again to memorize every level.

You definitely can build momentum without knowing a level map by heart. I did it with Sonic Mania when that released in 2017 - can't even use nostalgia for a childhood game as an excuse for it. You're absolutely right, that Sonic's movement is designed for keeping a good pace/rhythm. But you also have tools at your disposal as part of your moveset to mitigate risk. You can curl into a ball by tapping the down button on the d-pad while running to curl into a ball, which will protect you from most enemies that are in your path.

Further to that there is no need to play a Sonic game at maximum speed all the time either, the good thing about the way Sonic's physics are designed is that you can effectively carry momentum (there I used the word) even at a sort of medium pace. As I've mentioned above, you can get into a nice rhythm, even when you're not going at maximum velocity, where Sonic's handling characteristics really can shine. Getting, maintaining and keeping that pace is part of the challenge of the game. You can't expect it to be easy or given to you for free - especially when you go on to say that simply going fast and holding boost to win in Rush isn't fun either.
Stuff like the Spindash are one of the tools you can use to quickly regain the pace that you might have lost.

The rest is all about reacting to what's happening as it happens.

I'm not going to lie and say that the games were without flaws. Sonic 2's level design got extremely cheap with enemies positioned just offscreen to cheapshot you. This was mostly resolved by Sonic 3 and Knuckles by my estimation. Mania was especially good about avoiding blindsiding you - 16:9 aspect ratio certainly helped with that too.


Having to beat a game before you can start playing it "The way it was meant to be played" is terrible game design.

You don't have to beat the game to start playing it "the way its meant to be played". There isn't even a single prescribed way of playing the game. You can go slowly if you want, you can go full tilt, or you can maintain a balanced pace. Whatever floats your boat. And memorising levels to be able to complete them more quickly is nothing new - that's how speedrunners speednrun games.

Part of the appeal of your much lamented level design, is how vertical they are and how unique each of the many interweaving paths are. In simplistic terms, higher routes allow you to go faster, but part of the challenge is going fast and avoiding falling down to lower paths. Lower paths have more obstacles and a little bit slower. Some of the replay value comes from having perhaps failed to keep on a high and fast route, and coming back to try and succeed at doing that. There is absolutely nothing wrong with that approach to game design.

Its like complaining about not being able to go full pelt in a racing game the first time you play it. Of fucking course you can't go as fast as is physically possible the first time without fucking up.
You can say that Sonic isn't a racing game, but its not a typical platformer either. Its a platformer with racing-game-like elements in there. Its different - not bad.

In the old Sonic Games, 1,2 & 3, there is the clear clash between character movement and level design that is at odds with each other. In some other series, Like Sonic Rush, the game goes all in on the speed aspect of the character and adjusts the level accordingly. Yet now the level design has been so oversimplified that the games become a hold right to win game. There has never been a clear concept of what a 3D Sonic game should look like and they are all a mess because of it. It has appears to try to replicate the 2D sonic experience into 3D but it has never worked and even the best 3D Sonic game struggles to reach mediocrity.

I disagree with you about Sonic 1, 2 and, 3 and Knuckles. But you're right 3D Sonic has always been mediocre. That's not really relevant to this discussion though is it.

Mario understood that 3D games are fundamentally different than 2D ones. This is why they never tried to replicate 2D Mario into 3D, rather they chose to reinvent Mario for 3D. this is why 3D mario plays nothing like 2D Mario.
This is just factually incorrect. Super Mario 3D Land and World are both literal translations of classic Mario Sidescrollers into 3D. Very different to the design of Mario games of the 64/Sunshine/Galaxy/Odyssey mould.
What Nintendo got right, was dialling in Mario's movement in 3D first, before designing the game around that. As opposed to the overly ambitious attempts at Rashomon storytelling and divergent gameplay Styles that Sonic Team did with Sonic Adventure.

That's not to say that the franchise is completely without merit. The character design is fantastic, both in its old design and its new design. The old games especially looked fantastic with vibrant worlds and the original 2 sidecharacters are great. Fantastic villain too.

The games legacy are its characters which is why the Sonic TV show was much better than the games and why people are far more excited for the new Sonic Movie than whatever the fuck Sonic Frontiers is supposed to be.
Absolutely. The design appeal of the characters and levels was absolutely stunning for a game that came out in '91.
That strong aesthetic and fun character design is what has captivated so many and kept Sonic alive through years of mediocrity and a dark period of absolute garbage. So I can't argue there.

The Games were never that good and no 1 hour 30 minutes "I grew up with Sonic when I was 6 and I loved it" video is going to change that.

This is a reductive statement. Just because you don't enjoy the games or their approach to platforming level design doesn't mean that its "always been bad".
And simply handwaving people's enjoyment as being purely based on nostalgia is pretty insulting.
I played Sonic 2 when I was very young (that was the only Sonic game I had played), and then didn't play them again for nearly 10-15 years. When I tried them again, I've loved them. I enjoy the physics, level design and moveset, and how each of those interact.
Am I a nostalgia merchant for thinking that way?

If you didn't enjoy the games, then is all good. Its not for everyone, they present a unique challenge amongst your usual sidescrolling platformers.
But don't insult my intelligence by saying that my enjoyment of the games and their mechanics is purely down to rose-tinted glasses.
 
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Kokoloko85

Member
Sonic games rule. Especially 2 and Sonic3+Sonic&Knuckles.
I also loved Sonic Adventure 2, I think its the only 3D Sonic game with a metascore of 90+.

SA1 has some special nostalgia for me. I remember renting it with the Dreamcast from an import game store and it was so way beyong anything on the playstation, saturn or N64

My other suggestions would be Sonic Mania and Generations.
 

Rykan

Member
What does this have to do with anything? Creating a character first or designing gameplay first has no overall baring on the quality of the game produced. There is no "wrong" approach here.
Because designing a character first and building a game around that limits the design of the game. You're not creatively bound in your design if you design the game first and then create a character that fits into the design of the game. That doesn't mean that every game build around a character is bad, far from it. Otherwise every game build around an already exisiting non - gaming IP would be bad and that's definitely not the case. But this does clearly create a problem for Sonic because the design of the game doesn't match the design of the character at all. It's clear that the character was already designed and meant to go fast long before they figured out how to make that work and how to design a game around that.
I don't know about "looks strange" when moving slowly. I would say the animation work done here is pretty fucking incredible actually, and does a good job of selling the idea that Sonic is building up speed with each step, rather than just automatically being at maximum velocity. The actual physics in these games is also very robust given the era it was made in. Going downhill accelerates Sonic more quickly, going uphill presents more resistance so you accelerate more slowly. Rolling into a ball accentuates this. You can roll down a hill and pick up speed faster than by running, but while you're a ball if you lack sufficient speed you'll slow down faster going up a slope.



Designed to be played slowly? Have you stopped to examine the level geometry? There is a reason that there are more hills and slopes and curves and loops in a given 2D Sonic level. Compared to more classic sidescrolling platformers like Mario which are intentionally very blocky. What do you think the purpose of those slopes and curves are? The purpose is to interplay with the way Sonic moves as mentioned above.

And obstacles and enemies can punish you if you're overzealous or don't react fast enough, but you're never punished with death or a loss of a life. As long as you have a ring you can keep going, and in that sense Sonic games are far more forgiving than 2D Mario games for example, where if you hit any obstacle without a powerup you lose a life.


You definitely can build momentum without knowing a level map by heart. I did it with Sonic Mania when that released in 2017 - can't even use nostalgia for a childhood game as an excuse for it. You're absolutely right, that Sonic's movement is designed for keeping a good pace/rhythm. But you also have tools at your disposal as part of your moveset to mitigate risk. You can curl into a ball by tapping the down button on the d-pad while running to curl into a ball, which will protect you from most enemies that are in your path.
I'm going to adress these 4 parts as one because it's all related and its really about the same topic: The momentum/speed of Sonic and the level design build around it. The game does have hills and slopes and loops and whatnot for getting you up to speed, and this is exactly why the games are not very good and why all classic sonic games break down because of it. If you're going into one of those sections which are specifically designed to get you up to speed you will, almost without fail, be punished for it by an enemy, spikes or spring to push you backwards that you had almost no chance to react to unless you already know exactly where it is. If you don't want to play the game, just look up any playthrough of Sonic 2 done by someone who hasn't played it (much) before. In the vast majority of the playthrough, like 90% of it, Sonic won't actually be going fast. There will be a small section here and there, sure, but most of it is him going slow because the game actively punishes you for it if you don't. Perhaps Sonic Mania has solved that issue, I haven't played that particular title, but the classic Sonic Games definitely have that issue baked into every single one of them.

This is what a normal, non - speedrun/Sonic Expert run looks like.



And yet when you take away the speed of Sonic, what do you have left? Mediocrity. That's what. Sonic has no special abilities, the jumping is incredibly imprecise and he's not fun to control when he's not going fast. Comparing this to a Super Mario World or Super Mario Brothers 3 and the difference in quality should become apparent to anyone who isn't sucked into the marketing of it.


Further to that there is no need to play a Sonic game at maximum speed all the time either, the good thing about the way Sonic's physics are designed is that you can effectively carry momentum (there I used the word) even at a sort of medium pace. As I've mentioned above, you can get into a nice rhythm, even when you're not going at maximum velocity, where Sonic's handling characteristics really can shine. Getting, maintaining and keeping that pace is part of the challenge of the game. You can't expect it to be easy or given to you for free - especially when you go on to say that simply going fast and holding boost to win in Rush isn't fun either.
Stuff like the Spindash are one of the tools you can use to quickly regain the pace that you might have lost.

The rest is all about reacting to what's happening as it happens.

I'm not going to lie and say that the games were without flaws. Sonic 2's level design got extremely cheap with enemies positioned just offscreen to cheapshot you. This was mostly resolved by Sonic 3 and Knuckles by my estimation. Mania was especially good about avoiding blindsiding you - 16:9 aspect ratio certainly helped with that too.
Sonic is not a racecar. There is no way to limit your speed in a Sonic game properly. Yes there is build up but that doesn't mean that you have full control over the exact speed you play. You either go fast or you go slow. Again, I point to the Lets Play video that I posted above. That is what an actual playthrough of Sonic 2 looks like. The vast majority of players will have to play through the game slowly.
You don't have to beat the game to start playing it "the way its meant to be played". There isn't even a single prescribed way of playing the game. You can go slowly if you want, you can go full tilt, or you can maintain a balanced pace. Whatever floats your boat. And memorising levels to be able to complete them more quickly is nothing new - that's how speedrunners speednrun games.
I've adressed this above. The game doesn't give you any real way to limit your speed and the level design itself primarily dictates how fast you can go. I'm sorry but this whole "You can play how you want to" is utter nonsense as far as I am concerned. I can't help but feel that there is a clear difference between how you would like to remember these games to be vs what they actually are like.
Part of the appeal of your much lamented level design, is how vertical they are and how unique each of the many interweaving paths are. In simplistic terms, higher routes allow you to go faster, but part of the challenge is going fast and avoiding falling down to lower paths. Lower paths have more obstacles and a little bit slower. Some of the replay value comes from having perhaps failed to keep on a high and fast route, and coming back to try and succeed at doing that. There is absolutely nothing wrong with that approach to game design.
Every route in Sonic has the same issue where the game will punish you for going fast. At no point in the classic trilogy (Though you can add Sonic & Knuckles and Sonic CD to that list as well) has this been solved. The different routes add replayability (very much needed for a game that is like 1 hour long) but none of the routes solve any of the issues that the game has.
Its like complaining about not being able to go full pelt in a racing game the first time you play it. Of fucking course you can't go as fast as is physically possible the first time without fucking up.
You can say that Sonic isn't a racing game, but its not a typical platformer either. Its a platformer with racing-game-like elements in there. Its different - not bad.
But even in a racing game I will be able to go fast in most of the race. Not as fast as possible, sure, but you can still enjoy the essence of the racing game even without perfecting it. That is not the case in a classic Sonic game. The "Gimmick" of the game is to go fast yet the level design stops you at every turn doing so. The first playthrough, heck probably this first few playthroughs of Sonic, will have the player go slowly through the levels and only going fast when the game demands it. That brings us back to the core issue of Sonic: There is nothing special about these games if you don't go fast. The jumping is imprecise, the "momentum" aspect means that Sonic is awkward to control when he doesn't go fast and there...really isn't anything special about it. There's no power ups or anything interesting about it that makes it rise above mediocrity besides its excellent visuals and music.
I disagree with you about Sonic 1, 2 and, 3 and Knuckles. But you're right 3D Sonic has always been mediocre. That's not really relevant to this discussion though is it.


This is just factually incorrect. Super Mario 3D Land and World are both literal translations of classic Mario Sidescrollers into 3D. Very different to the design of Mario games of the 64/Sunshine/Galaxy/Odyssey mould.
What Nintendo got right, was dialling in Mario's movement in 3D first, before designing the game around that. As opposed to the overly ambitious attempts at Rashomon storytelling and divergent gameplay Styles that Sonic Team did with Sonic Adventure.
I sorta see your point in the sense that you could somewhat argue that 3D Land and World are classic translations of Classic into 3D, but not entirely. 3D land was build specifically to be played in 3D and the pace is actually quite slower than Mario's 2D games. 3D world, on the other hand, is really made to be played co op and it has wide levels to accompany that. That said, that doesn't take away that Mario's initial jump to 3D was a reinvention of the formula and not a translation.
This is a reductive statement. Just because you don't enjoy the games or their approach to platforming level design doesn't mean that its "always been bad".
And simply handwaving people's enjoyment as being purely based on nostalgia is pretty insulting.
I played Sonic 2 when I was very young (that was the only Sonic game I had played), and then didn't play them again for nearly 10-15 years. When I tried them again, I've loved them. I enjoy the physics, level design and moveset, and how each of those interact.
Am I a nostalgia merchant for thinking that way?

If you didn't enjoy the games, then is all good. Its not for everyone, they present a unique challenge amongst your usual sidescrolling platformers.
But don't insult my intelligence by saying that my enjoyment of the games and their mechanics is purely down to rose-tinted glasses.
I don't see any reason to be insulted for simply stating that the praise for Classic Sonic games is based primarily on Nostalgia first and the actual quality of the games second. Sonic hasn't "Always been bad". What it has been is mediocre. Average. A platform game that doesn't utilize what sets it apart properly due to poor level design. It's unique, different and original for sure and I'm not going to pretend like these games are garbage and have no right to exist at all. But these were not a pinnacle of platforming during the 16 bit era and Sonic is ultimately a much better mascot than it is a game.
 

Outlier

Member
... Although I technically played mario games first, Sonic was my favorite video game character until my mid teens. I played most of the major titles, from 91-05.

Sonic 1 was just ok proof of concept.
Sonic 2 i remember going crazy over when my friend had it.
Sonic 3 & Knuckles is my all time favorite 2D Sonic.
Sonic Adventure was cool, but didn't blow me away.
Sonic Adventure 2 was great, even if i wanted hub worlds to explore.
Even had the Mario party rip-off game.
Sonic CD was the WORST 2D Sonic, for me. Too much slowing down.
Blah blah blah....

Then... I played Sonic Heroes. That's when I had my fall out with Sonic games and didn't play a new Sonic till I tried Sonic Mania... couldn't stand the pixel art and limited field of view, so I never played beyond the first few levels.


I hope Frontiers will actually be good. Maybe I'll try Sonic again one day.
 
Sonic 1 and 2 are great, but Sonic 3 and Knuckles is one of my favourite games of all time. Not to mention, they have some of the best music from any franchise.

I haven't bothered with the Sonic games in recent times.... because I know they won't be as good as the originals.
 
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SomeGit

Member
This is what a normal, non - speedrun/Sonic Expert run looks like.


He keeps not rolling when going downhill, that is the fundamental key to understanding how to play the classic games. It's the move that allows to build speed and protect yourself from enemies, one of the things that everyone who complains about "cheap deaths" never do.

Not going to bother with the rest of the post, you fundamentally don't understand the design goal of classic Sonic games. All I can say is play Bubsy and then play Sonic then come back and tell me which caracter moveset is more designed for a speedy game.
 
Because designing a character first and building a game around that limits the design of the game. You're not creatively bound in your design if you design the game first and then create a character that fits into the design of the game. That doesn't mean that every game build around a character is bad, far from it. Otherwise every game build around an already exisiting non - gaming IP would be bad and that's definitely not the case. But this does clearly create a problem for Sonic because the design of the game doesn't match the design of the character at all. It's clear that the character was already designed and meant to go fast long before they figured out how to make that work and how to design a game around that.
I would disagree. I would say that starting out with a clear idea for a concept is much easier than starting in a totally freeform way. But we can agree to disagree - which might become a theme here.

I'm going to address these 4 parts as one because it's all related and its really about the same topic: The momentum/speed of Sonic and the level design build around it. The game does have hills and slopes and loops and whatnot for getting you up to speed, and this is exactly why the games are not very good and why all classic sonic games break down because of it. If you're going into one of those sections which are specifically designed to get you up to speed you will, almost without fail, be punished for it by an enemy, spikes or spring to push you backwards that you had almost no chance to react to unless you already know exactly where it is.
I'm by no means a seasoned Sonic speedrunner, but being a fan I suppose you'll have to take what I say with a pinch of salt. In my experience, there are genuinely very few moments were you're moving at such blinding speed that you're totally unable to react to anything that is oncoming - certainly not many that can't be ploughed through by curling into a ball and rolling. Moments like the first major downhill slope in Chemical Plant or some of the faster moments in the likes of Hydrocity, are designed in a way to act as a level break between some of the slower paced platforming elements, and consequently do not have random shit in the way to punish you.

If you don't want to play the game, just look up any playthrough of Sonic 2 done by someone who hasn't played it (much) before. In the vast majority of the playthrough, like 90% of it, Sonic won't actually be going fast. There will be a small section here and there, sure, but most of it is him going slow because the game actively punishes you for it if you don't. Perhaps Sonic Mania has solved that issue, I haven't played that particular title, but the classic Sonic Games definitely have that issue baked into every single one of them.

This is what a normal, non - speedrun/Sonic Expert run looks like.



And yet when you take away the speed of Sonic, what do you have left? Mediocrity. That's what. Sonic has no special abilities, the jumping is incredibly imprecise and he's not fun to control when he's not going fast. Comparing this to a Super Mario World or Super Mario Brothers 3 and the difference in quality should become apparent to anyone who isn't sucked into the marketing of it.

Sonic has no fewer special abilities in his base form than Mario has in his base form. Both can run and jump. Mario has more powerups to be sure, but does that really matter? Sonic 3&K introduces the insta-shield that allows you to protect yourself and get a hit in on enemies with spikes mid-jump. That game(s) also introduced elemental shields that each give Sonic some unique ability and passive buff. Sure its perhaps not as extensive as Mario games, but is that really needed? They're not the same type of game.
And hard disagree on the jumping. That I suppose is down to taste. But the jumping in my opinion is not imprecise, it takes a bit of getting used to compared with a Mario game where you have the ability to change Marios direction mid-flight with ease. But that's because those games are designed differently. I've never felt more or less able to control where Sonic lands based on a jump, than I have in a Mario game. Yes, from a standstill, you can't jump as far as Mario can, but as I've said the games are designed differently, so you shouldn't expect the same type of control.

And its funny you should mention Super Mario Bros 3. Now I'm a big fan of World, and I respect SMB3 immensely, but that game is fucking hard. Its well designed, but ridiculously challenging.
And for that reason, I imagine watching a first-time run through of that game, by anyone who isn't a seasoned sidescrolling platformer player, is going to get their shit kicked in. Deaths galore. Punishment for being unable to land jumps, or not being able to react to shit flying at you potentially from offscreen - especially in the autoscrolling Airship levels, where you have no choice but to play at the speed the level dictates. You're not allowed to take your time. Why is that more fair? Why is that better design? Especially when taking a single hit can end your life and lead to a gameover. That is punishment.

Now I'm not denying the quality, because it is there. The quality comes in the challenge as well as how dialled in Mario's movement is. But why is that design approach better? You talk about Sonic not being fun to control when he's moving slow - okay that's fair enough. So instantly you are encouraged to build up some speed, so you can jump that bit higher and farther. The challenge in building and maintaining that speed, where Sonic controls the best is to me, no different than the challenge of landing your jumps properly in a Mario game. Its no different to understanding when you need a running jump to cover a pit, or knowing a walking jump is fine. Its no different to making sure you're standing in the right spot during the auto-scrolling airship levels so you can avoid a projectile that will imminently appear as its cannon is drawn on-screen. Incidentally some of these obstacles and projectiles are extraordinarily difficult to avoid without having some semblance of knowledge of a given levels layout. You often will learn how to beat those levels through trial and error.

I want to understand why you think this is better than the learning curve in a Sonic game. Its a totally different gameplay design. And I contest, that Sonic games are not mediocre in their execution. I'm not saying you have to like them, all I'm saying is that the design approach is different and that difference is not inherently worse than in a traditional sidescroller.

Sonic is not a racecar. There is no way to limit your speed in a Sonic game properly. Yes there is build up but that doesn't mean that you have full control over the exact speed you play. You either go fast or you go slow. Again, I point to the Lets Play video that I posted above. That is what an actual playthrough of Sonic 2 looks like. The vast majority of players will have to play through the game slowly.
Its actually quite easy to slow down. You hold the opposite direction on the d-pad if you're running or you lightly tap the jump button while holding the opposite direction while rolling. Its not really any different to slowing down in any other sidescroller.


I've addressed this above. The game doesn't give you any real way to limit your speed and the level design itself primarily dictates how fast you can go. I'm sorry but this whole "You can play how you want to" is utter nonsense as far as I am concerned. I can't help but feel that there is a clear difference between how you would like to remember these games to be vs what they actually are like.
Its not really a question of what I remember them being like, because I can go and play them right now.
And you quite literally can play the game how you like. Moreso in Sonic 3 and Knuckles - which is widely considered to be the pinnacle of the series amongst fans. In said game(s) you can barrel through each level, or you can take your time and explore the levels - and believe me they are rather vertical and have plenty of hidden goodies. Yeah the marketing doesn't talk about exploring levels for hidden goodies, but the fact that they're there means they were intended to be found and is therefore considered a valid way to play the game.

Every route in Sonic has the same issue where the game will punish you for going fast. At no point in the classic trilogy (Though you can add Sonic & Knuckles and Sonic CD to that list as well) has this been solved. The different routes add replayability (very much needed for a game that is like 1 hour long) but none of the routes solve any of the issues that the game has.
Sonic and Knuckles and Sonic 3 are two halves of the same game. The very first DLC if you will. And again I disagree. Maintaining the speed is the challenge, not just beating the level. Whether or not you find it fun to master the movement mechanics and replay the levels to flow through them as quickly and smoothly as possible is strictly a matter of taste.

But even in a racing game I will be able to go fast in most of the race. Not as fast as possible, sure, but you can still enjoy the essence of the racing game even without perfecting it. That is not the case in a classic Sonic game. The "Gimmick" of the game is to go fast yet the level design stops you at every turn doing so.
Stops you how? With obstacles? What is it supposed to do? Just let you fun free without any challenge whatsoever?

This is like complaining about corners in a racing game punishing you for going fast. Or the presence of other cars in the race, preventing you from taking the optimal racing line. It isn't fun to go slow in a racing game. You want to go as fast as possible, because you want to win the race. But that's just the way it is. Controlling a given car requires you to understand how it accelerates, brakes, oversteers/understeers. Each car is different. You can have a preference - a car that accelerates hard and fast on a straight, but requires you to brake earlier and take corners slower. Or a nimbler car that isn't as fast on the straights, but can hold its speed in the bends much more readily. Each is valid, neither is bad. Which you prefer is a matter of choice.
Sonic games do not discourage you from going fast - the fact that you can, and many people do, go fast is evidence enough of this. They do, however, make it a challenge to go fast. Otherwise it would be pointless.

The first playthrough, heck probably this first few playthroughs of Sonic, will have the player go slowly through the levels and only going fast when the game demands it. That brings us back to the core issue of Sonic: There is nothing special about these games if you don't go fast. The jumping is imprecise, the "momentum" aspect means that Sonic is awkward to control when he doesn't go fast and there...really isn't anything special about it. There's no power ups or anything interesting about it that makes it rise above mediocrity besides its excellent visuals and music.
Its no different to playing Mario Bros 3 though is it. Your first playthrough is going to be brutal. And believe me, it is massively frustrating when you're being bumrushed by hundreds of projectiles whilst being forced to navigate bottomless pits and in some cases auto-scrolling levels.
As for the movement, this is quite literally a matter of taste and has nothing to do with quality. You're saying that Sonic's "momentum"-based physics make him awkward to control. To you perhaps. Not to me, or indeed many other people - not that consensus necessarily strengthens an argument, but in the case of evaluating something nebulous like fun, it certainly adds a lot of weight. The controls are different, because their purpose is different. Sonic is less able to alter is direction mid-air. This is intentional. It adds weight to the movement, the speed is not a frivolity, it has consequence. If you need to cover a large gap without the luxury of a long run-up you can spin-dash into a jump with the right timing to cover that distance. This takes skill. Understanding exactly how much of your aerial inertia you can change at a given speed is part of the skill-curve in the game design. Its no different really than understanding the mechanics and limitations of Mario's movement. Or Kirby's floaty movement. Or Donkey Kong Country.

And as I've mentioned there are power-ups in Sonic 3 and Knuckles. The fireshield makes you immune to fire and gives you a mid-air boost in a chosen direction sending you careening into a given direction. The thundershield gives you a double-jump and magnetically attract rings to you or even become magnetised to electrical environments. The bubble-shield allows you to breathe underwater and bounce on the spot - note this is great for totally arresting your momentum to come to a quick stop.
Nothing reality-shattering, but then is the fire flower an earth-shattering ability? Even the Tanuki suit is simplistic in what abilities it offers you.

I sorta see your point in the sense that you could somewhat argue that 3D Land and World are classic translations of Classic into 3D, but not entirely. 3D land was build specifically to be played in 3D and the pace is actually quite slower than Mario's 2D games. 3D world, on the other hand, is really made to be played co op and it has wide levels to accompany that. That said, that doesn't take away that Mario's initial jump to 3D was a reinvention of the formula and not a translation.
Yes, its not exactly 1:1, but evocative of that philosophy.

I don't see any reason to be insulted for simply stating that the praise for Classic Sonic games is based primarily on Nostalgia first and the actual quality of the games second. Sonic hasn't "Always been bad". What it has been is mediocre. Average. A platform game that doesn't utilize what sets it apart properly due to poor level design. It's unique, different and original for sure and I'm not going to pretend like these games are garbage and have no right to exist at all. But these were not a pinnacle of platforming during the 16 bit era and Sonic is ultimately a much better mascot than it is a game.

Its insulting, because it implies that my current experience in playing these games is entirely clouded by nostalgia and leaves me unable to critically evaluate the game design and accept that it is, as you say, mediocre.
I respect that you're not a fan and it is not to your taste. But I do not agree that it is mediocre at best. Whether or not you think any Sonic game stands up there with the pinnacle of the sidescrolling platformer genre is up to the individual.
You clearly don't think it is, but I do. Am I biased? Yep. No more or less than you are - that is, after all, the foundation of opinion.

At this point I am happy to agree to disagree in the interest of avoiding a quote-dissection-fest. However, I hope I've at least offered something of a coherent rebuttal to what you've said.
Should I have to go to such lengths to "defend" a gameplay style if it is good? Who knows. Nothing is perfect. Had Sonic games had as critically acclaimed passage into 3D as Mario, would we even be having this argument? Maybe?
Had Mario made as shite as a transition to 3D as Sonic and the same sequence of terrible games, would we be sat here retrospectively evaluating the quality of 2D Mario games? Maybe?

You say that perhaps nostalgia is adding a lovely shade of rose to how I view Sonic games gameplay, but you can just as easily say that the last 20 years (Christ) of mediocre to bad 3D Sonic games can cast a bile-coloured light on Sonic's 2D entries.

But also, play Sonic Mania. Its a really fun game. It has its issues of course, but nothing's perfect. Perhaps you might enjoy it more than you think.
 
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Rykan

Member
He keeps not rolling when going downhill, that is the fundamental key to understanding how to play the classic games. It's the move that allows to build speed and protect yourself from enemies, one of the things that everyone who complains about "cheap deaths" never do.

Not going to bother with the rest of the post, you fundamentally don't understand the design goal of classic Sonic games. All I can say is play Bubsy and then play Sonic then come back and tell me which caracter moveset is more designed for a speedy game.
This is nothing more than complete and utter Fanboy nonsense. I was actually waiting for this comment to pop up because it's almost inevitablee. "YoU jUsT dOn'T uNdErsTand tHe dEsIgn oF cLasSsic SOniC gAmEs". Mate, take a hike. It's a 2D platformer from the early 90's, there's nothing to grasp or difficult to understand here. "Rolling downhill" is not the solution to the issues mentioned, not even by a long shot. Rolling downhill is only beneficial in certain areas and while it protects you against SOME enemies, it doesn't protect against all of them and doesn't protect you against spikes, falls, or springs all which become near impossible to react to unless you already know they're there.
 
This is nothing more than complete and utter Fanboy nonsense. I was actually waiting for this comment to pop up because it's almost inevitablee. "YoU jUsT dOn'T uNdErsTand tHe dEsIgn oF cLasSsic SOniC gAmEs". Mate, take a hike. It's a 2D platformer from the early 90's, there's nothing to grasp or difficult to understand here. "Rolling downhill" is not the solution to the issues mentioned, not even by a long shot. Rolling downhill is only beneficial in certain areas and while it protects you against SOME enemies, it doesn't protect against all of them and doesn't protect you against spikes, falls, or springs all which become near impossible to react to unless you already know they're there.
It's a platformer from the early 90's that's very different to other platformers from the early 90's, to the point it's not even fair to compare it to Mario. Sonic requires memorization and reflexes, stopping is as easy as holding backwards and jumping.
 

nkarafo

Member
Yeah it does. It's called Nostalgia
Dumbest, most overused argument ever.

Not all games in our past were good. I remember not liking a ton of Genesis games myself and i still don't like them. How is my nostalgia not affecting those?

Also, all you "nostalgia" posters always forget one thing: You never differentiate an actual good old game VS a bad old game that we remember with nostalgia and think is good. I'm sure you can't mean every single old game was bad right? So if you want your argument to be taken seriously, you'll have to make an effort and explain that.
 
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Rykan

Member
Not all games in our past were good. I remember not liking a ton of Genesis games myself and i still don't like them. How is my nostalgia not affecting those?
You need to look up what the term Nostalgia means because it doesn't mean what you think it means.
 
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