![]() ![]() I guess this is redundant by now, but someone needs to talk with SEGA about rushing their projects to meet pre-holiday or anniversary deadlines. Encore mode may not be the best addition, but that year of extra dev time really allowed for some nice upgrades in the free patch. Heck, even Mania was pushed out in a somewhat incomplete state given things like the weirdly missing level transitions. Again, the actual stage design in the main campaign is deliberate and well planned out for the classic style, with a few, more rare, less fun spots (all in the second half).Ī game that literally gets progressively less fun to play for most of the audience is almost certainly a rushed, crunched game. Given the track record of Azrest, incompetence is certainty not an impossibility (maybe they themselves overpromised and underdelivered), but I see the core game as strong enough to point to some actual strength on their part as a developer. Even little things like the poor, awkward implementation of EGS on steam (which they quickly took steps to somewhat fix, even) point towards a very rushed product. It's even more obvious when you track the other Sonic titles SEGA has recently released and sponsored. I'm looking at this from the POV of a map designer and tester, something which I have some experience in. It frustrates me BECAUSE the first half of the game is exceptionally well designed with clear intent, actually, regardless of the visuals. ![]() ![]() The inconsistency of the OST, the sometimes placeholder sounding music, unbalanced difficulty, severe co-op bugs, and rushed and poorly telegraphed story in the latter half are all typical symptoms of a game that went through development crunch for a deadline it wasn't ready for. ![]() But I don't think that's the primary way in which the game was rushed. Is there evidence that they didn't have as much experience with higher end visuals? Sure. The game looks much better on full, high end hardware and actually seems more targeted to it, IMHO. I actually think the base game, and especially the early stages, were competently and well designed, and I think the visuals on 4K platforms are even solid (though not perfect). Hosted by 44 Bytes.Click to expand.Exactly. © 2023 Hookshot Media, partner of ReedPop. Join 1,434,000 people following Nintendo Life: Soapbox: Fortnite On Switch Is Five Years Old, And I Have. ħ0 Switch Games You Should Pick Up In Nintendo's Festive. Soapbox: How Zelda's Bad Economy Made Weapon Degradation. I don't personally feel they are bad at all, but the Tee Lopes songs are very obviously stronger / more fitting for this style of game.ģ0 Upcoming Nintendo Switch Games To Look Forward To In 2024īest Nintendo Switch Life Sims And Farming Games This was the case with the Sonic 4 soundtrack, so its probably his tracks that give you that feeling. Jun's stuff is more mixed - his Crush 40 stuff and "real music" (for want of a better word) with guitars and vocals etc for the 3d Sonic games and theme songs are always very well recieved, but when he tries to make 16bit style instrumental synth tracks, many people aren't as keen. Tee Lopes is always well regarded by fans for his work on retro style Sonic projects. On further reflection, I feel that perhaps the problem many are having (and sounds like you experienced) is that the soundtrack is split between Tee Lopes and Jun Senoue. My original opinion of the music was that none of it was bad, but it didn't jump out to me as instantly memorable either, and yes some of it definitely loops too quickly.
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