Last time I talked about the twelve best ideas in Sonic 2006. I never said they were well
implemented… so today we’ll talk about the twelve WORST things about Sonic 2006… yes… expect some repeats.
#11 – Mephiles – He gets a spot all to himself. Being voiced
by Dan Green only gets you so far I’m afraid as Mephiles was a huge
disappointment. Another evil hedgehog? Seriously? His design was really bland
and his origin story is grandfather-paradox levels of confusing as hell. His
boss fight is a pain in the ass and, if I recall, you have to fight him twice
as Shadow. Repeating bosses aren’t fun. When is anyone going to realize
fighting the same guy doing the same things every time isn’t fun? It worked for
Sonic Vs. Shadow because both fights were significantly different in how you
play them. His motivations for wanting to destroy time and space were also kind
of… non-existent. He makes even Team Galactic look competent. Worst of all, he
kills Sonic. While I mentioned Sonic dying (like temporarily-permanently) would
be an interesting idea for a storyline, it should be Robotnik’s doing and no
one else’s. After nearly 25 years of battling that hedgehog, he deserves first
blood, not the new kid on the block.
#10 – Tails/Rogue – I’m all for having other characters be
playable. BUT the issue here isn’t that they’re playable or not, but how poor a
job Sonic Team did in making them playable. Dummy Rings? Visually boring and
they don’t always function as planned. Rogue’s bombs were “better” but were
broken in how easy they are to spam until thing is dead. Rogue was also
severely broken in ways that made the Final-Mission stupid-easy. Fly to a tall
thing, climb it, then jump from that to fly as far as you can towards the goal
to avoid any deadly things. Both characters had issues (one being unfun to play
due to lack of good ideas and the other unfun due to being broken as hell). But
since the game itself is broken, I guess these are smaller issues in a big vat
of stink.
#08 – LOADING SCREENS – My recent playthrough of Fallout 3 and watching others play Walking Dead Season 2 reminded me that
while Loading Screens in Sonic 2006
were horrible, they were by no means the worst aspect of that game. They only
feel that bad because it was an insane amount for a SONIC GAME. Sonic games
used to load smoothly and quickly to keep up with the pace of the game. This
many loading screens embarrasses even the Playstation3’s version of Bayonetta, and she had playable loading
screens to keep you occupied. It also didn’t help that loading screens took
place between every stage, stage segment, boss fight, boss transition, cut
scene, mission dialogue, mission, mission failure, mission retry, and basically
anything else. It made all of the bad parts of the game that much worse because
of how much more time you had to sit and think about how much fun you weren’t
having. You can defend as many issues with this game as you like, but none can
ever defend the loading screens of this game as being “fun, necessary, or
having significant artistic merit to the game as a whole.” Ergo, they get a
spot on the list.
#07 – Poor Aesthetic Decisions – For those not familiar with
the terminology, aesthetics are referring to the visuals of the game. Not the
graphics (which render the visuals). We’re referring the choices made in what
the design team thought was worth rendering. To put it another way, Silent Hill 2 has grey, dark, and creepy
aesthetics that lend themselves well to the atmosphere and story while Silent Hill Downpour had better graphics
but because the design was so clear and rendered so well, it didn’t have the
same creepy atmosphere that Silent Hill 2
brought to the table. In Sonic 2006,
the design team went out of their way to depict a more realistic world with Final Fantasy level graphics (at least
in cutscenes). And while these might have looked good in another game, once you
put in a cartoon character like Sonic into the mix, it just looks silly and
awkward. These poor aesthetic decisions also poor over into the levels, leading
me to…
#02 – Physics – Physics can be a funny thing to mess with in
a game. From lagging the game telekinetically carrying three dozen barrels down
the streets of the hub-world to simply standing on the corner of the curb and
fading in and out of reality, the physics in this game were an absolute mess.
It made the worst aspects of the alternative control sections come to light
even more with cars that would just bounce around as if they were weightless
balloons, or flinging yourself into space at mach speeds because you hit a
pebble you could see around your fat ass. But let’s never forget just how
fundamentally broken they were for ANY of Silver’s physics-based puzzle
challenges where you levitate things around other things or to other things to
make things happen. Level design made these puzzles unclear and crap physics
made these puzzles come from a special place in Hell, designed by the same people
who invented rubix cubes.
#01 – Changes to Established Game Mechanics – 2006 wasn’t the first game to change
mechanics on us drastically, and it won’t be the last. Spindash changed a bit
from Sonic Heroes onward. But it
never felt more broken (or gone) than in 2006
and it’s funny how the mechanic hasn’t been seen since except for Classic Sonic
in Generations and a little bit in Smash Bros. Lightdash no longer works
with the same fluidity as it did in Sonic
Adventure or even Sonic Heroes
(to some degree). Combat for characters like Omega and Knuckles didn’t have the
same feel like you were actively trying to hit something but, instead, just
that the two characters were flailing about or shooting air at random
directions. Additionally, Knuckles and Rouge’s flying / climbing mechanics tend
to get them stuck in areas still that make it difficult to escape due to shit
camera angles. The homing attack also feels awful, with a slight pause in
between each successive one and you never know if you’re locked on to an enemy
or the box the enemy is standing on. Many of these issues and more get ironed
out in later games, but the fact is they even were issues in the first place.
How hard is it to just copy-paste the functioning mechanics of Sonic Adventure 2 and just build up from
them? Why does it feel like every previous iteration of the game was scrapped
and they built from the ground up with this title, only to not finish any one
aspect of the game? Worst part is when you know the controls barely work
normally and then you introduce sections LIKE the Mach Speed sections where
controls are taken away or less effective, generally making it impossible to
get anything done without a high death count.
Again, I love some ideas put into this game. But it was all
implemented poorly and it shows. There are people who will actively defend this
game and I can’t fathom why, even as big a Sonic fan as I am. Perhaps they’re
just unwilling to accept a bad game because it makes them feel they aren’t
actually fans. That’s unhealthy and stupid. If you’re a fan of something, you
should be MORE critical of it so that it gets better with each iteration
instead of wallowing in the same pit of the mundane like Mario and Mega Man or
resulting in experimental bullshit like Sonic. If you love the Halo series, you don’t have to love
everything of every game. You can say there are bits you don’t like and would
like to see fixed in the next game. If you think Persona games are the best games to exist, great for you. But that
doesn’t mean there aren’t flaws worth discussing and addressing.
Every game has flaws and ways to improve (even if they’re
minor and seemingly trivial). Sonic 2006
is a game with major flaws and issues. They have been discussed by me at
infinitum and with this Majestic Twelve, we’re done unless someone decides to
address this topic and wants us to weigh in on it. But hopefully that won’t
really happen. Tune in again for something that isn’t about Sonic 2006 next time.
If you like this review and want to see more content like it, please be sure to like, share, and subscribe. See ya next time!
If you like this review and want to see more content like it, please be sure to like, share, and subscribe. See ya next time!

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