That's the thing. I'm a Sonic fan before I'm a Mario fan. The Mario-esque parts of Colours are the parts which are actually playable, only they're not as varied or unique as Mario, they're those silly little rectangle platforms and nothing else.
A good portion of Super Mario Galaxy 2 would heartily disagree. Any platforms (as in floating in the air things)
are usually small bland squares or clouds.
Then the loops and corkscrews and speed parts, the parts which make it inherently Sonic and just not any other platform game, are nearly all automated or completely empty.
Yeah. Since like
3D Blast.I would have forgiven the platforming being so bland and frustrating (seriously, that jump does not fit those platforms, and if you guys can forgive that jump then you should be able to forgive the jump in Sonic 4 too, I just don't think you want to)
I could write an essay on how much better Color's jump is compared to Sonic 4. It would involve a
lot of talk about the lack of momentum in 4. You know, something that is unique to Sonic, like you apparently want?
if the iconic Sonic (I'm a poet and I didn't know it!) sections were ones which I was properly involved in.
You're totally in control for the platforming, most quickstep sections, and most of the game in general. if you didn't expect loops to be automated you've been in a hole since S3&K.
I also felt that some of the temperamental nature of some of the pre-Unleashed games came back too, for example in asteroid coaster, the coasters dropped off without warning,
Actually they do give you the flashing bottomless pit symbol a while before the reach the end.
you had to jump without pressing a direction otherwise you'd fall out and die for some reason,
"for some reason"
Yeah, you should be able to jump AWAY from something, and still stay on it.
it's as if the game has you wanting to get the 3D bits out of the way to get to the next boring 2D bit. A "Sonic game for Mario fans" well, I want a Sonic game for me, a Sonic fan.
I'm not sure where everyone is getting that. It was made to attract the demographic MSatOG brought in, and that was accomplished with the atmosphere and other things, I can't think of a time when they said "we're making this like a mario game".
If I wanted a game which plays like Mario, I would play Mario, because god knows the Mario-alike parts of Colours don't even come close to the actual Mario games.
What ones? I mean really, jumping on things and general platforming dosen't make it a Mario game. Colors still involves a lot of running and a lot of speed.
So what does it have over Mario? Some on-rails parts and some glorified cut-scenes (you tell me those running sections in Starlight Carnival are anything more than cut-scenes).
You mean like, three levels of Starlight Carnival, one level of Planet Wisp, and Terminal Velocity Act 2?
The only parts of the game that have a significant amount of any of that?
And what the heck is this about pinball physics now? Does Mario have pinball physics? So how come his levels aren't all just tiny little squares?
... What? I don't even
understand this.
Also no, Mario dosen't have pinball physics, obviously.
Anybody who does 'boost boost boost fall into a pit and die' in Unleashed wasn't playing it properly. If boosting sent you into a pit maybe you shouldn't have been boosting? Just a thought.
The only point on here that I can agree with.
EDIT:
You wanna talk about platforming in Unleashed? I think you guys must only go back and play the first couple of levels or something because I can remember a tonne. You guys remember the rotating cylinders in Chun-Nan? Beat the crap out of a bunch of little squares side-on. What about the moving platforms and spike pits in Shamar? The tonnes of tricks and traps in Adabat? The clock tower in Spagonia? The game even goes out of its way to put little trip-ups to stop you from boosting like crap through the whole thing.
The moving platforms in Shamar were little square platforms in the sky.
The clock tower in Spagonia takes a total of five seconds.
Adabat
was a bunch of square platforms in the sky (literally giant ones) and the traps were pretty much "crushing wall fire fire fire crushing wall!"
The rotating things in Chun Nan were cool but they pop up like twice.
So, two of the things you mentioned are small in terms of the rest of the level, and the other two are comprised of exactly what you say you dislike.
Edited by Galaxy Man, 21 November 2010 - 12:26 PM.