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Volcan Pacaya

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  1. Assuming you're counting Heroes and Shadow as Adventure games. Adventure: Amy, still reminiscing of Sonic CD, is dependent on Sonic until she's forced away from him and has to rely on herself in order to protect someone else. (She had a similar arc to Tails'.) Adventure 2: Amy, having grown in Sonic Adventure, takes the initiative and rescues Sonic from a high-security military prison by herself. (Again, similar to Tails.) Heroes: Amy, now leading her own group of friends, set out to find out what happened to their other friends themselves. Shadow: Amy is in full blown Hero Mode and is tackling Eggman on her own. That's a character arc. She ended up a different person than she started and it happened organically.
  2. It was important for the pre-Boost Sonic third-party games to be lumped in with the Adventure games. It made for a great motte-and-bailey argument against them.
  3. Secure the rights to S3&K. Fire the marketing genius who decided that the best time to ship a game in development is last year.
  4. I'd be in favour of occasional random background anthros just for the sake of consistency in the series' world-building. As for the "no humans with cities" crowd: Robotnik isn't a Mobian Badger and Star Light Zone is a city.
  5. Running on hardware that can't handle an engine (ooh, that word) required to make it work will do that to a game. It's been, what, twenty-one years since then?
  6. It's been a long time since I was an active member of the Sonic fanbase, but unless I've missed something big over the years then Sonic's sales plateaued a long time ago. Meaning one of two things: a) New kids aren't getting into Sonic. b) People are abandoning the series as fast as new kids are getting into it. I doubt it's the first one. If it's the second one then younger fans and, more importantly, kids who've never played a Sonic game are their target market. Or they're doing this by accident, one of the two.
  7. That and they're antithetical to a series that stood out from the other games in its genre by taking Super Mario Bros.'s core gameplay mechanics- Movement, Momentum (0->A->B along gradients), Jump, Trajectory, Gravity, Precision, Bounce, Ability, Coins (Extra Tries), Terrain, Obstacles, Enemies -and tweaking them so that your now seemingly limitless Momentum gradient was based purely on your Movement interacting with the game's Terrain thanks to its Physics (and, as a necessity, made Rings act as an airbag to cushion the impact of running at such potentially high speeds - and added an Ability to destroy Enemies from the side that's activated by giving up the Ability to increase Momentum via running, while simultaneously increasing Momentum gained from Terrain). The only Boost it needed was Spindash for your initial acceleration because the Physics system caused Sonic to be slow to start on certain Terrain - and Springs to instantly change your direction without losing Momentum. Boost games devolved into using a prettier version of Super Mario Bros.'s 0->A->B Momentum system with the added drawback of not being compatible with Precision (and consequently Trajectory), which is heavily reflected in the level design. tl;dr: The Boost games place too much emphasis on being the Sonic X intro at the expense of being Sonic games.
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