I forgot to mention Encore mode. For those who don’t have the plus version, Encore mode redesigns the zones and gives you a mediocre version of Knuckles Chaotix ala being able to switch between the current 5 characters via tv‘s. That’s, of course, a stupid idea as it means playing the characters you want comes down to luck. The recolored zones have slightly modified layouts with varied enemy placements, though they seem to exacerbate the problems that exist. Only real thing of value are the bonus stages changing to a simple pinball game.
Add to it, the lives system is tied to how many characters you have on hand. Yeah, you start off with Sonic first, then you have a choice between Mighty or Ray, and then you have to find the other 3 and keep them alive. But that also means having to scour the zones for tv’s if you want to use particular characters. If you have 2 on hand, you can switch between them freely, but with 3-5? You have to find specific tv’s that will rotate them so you can use the guys in your “party”. This is, of course, tedious as hell because the rotation is often random at best. Meaning finding those tv’s merely gives you a chance to swap out for a character you want or need.
So the obvious question. Why not just let us choose the characters for each and every zone? That’s what Chaotix did. And the characters you use obviously don’t impact the zone’s difficulty. This has no real benefit toward making the game fun. It simply exists. Why the team thought this would be fun is anyone’s guess. Encore mode is simply more of the regular mode without much limitation on the characters you have access to.
But I did notice this.
This is an area in Press Garden where you have to use those disappearing blocks from Mega Man to progress to the next area. I decided I wasn’t about to do that bullshit. You can jumpbto the top of those boxes and jump to the next area from there.
But, if you make it to the same spot in encore mode….
You can that the devs have barred off access by (literally) stacking the deck. If you don’t have Tails or Knux, you have to use the disappearing blocks. I can’t shake the suspicion that this was deliberate. Like Taxman and the boys wanted to remove any possible exploits or workarounds so that you’d have to progress through the game a certain way. As Sonic, Mighty, or Ray, you have no other way around it (as far as I can tell)
What i was expecting was that the Zones would be “remixed” to make them feel fresh to justify going through them all a second time. Not that it would be more difficult with minor changes.
Regardless of what he may say in interviews about a stated intent, that shows a fundamental lack of understanding why people enjoy Sonic in the first place. This design choice was done to set you on a more linear path. Forcing the player to make skillful and precise jumps on faster acting platforms. IE “making it harder”.
“But wait!” Says internet gamer. “What’s wrong with a harder game!? Isn’t that the point of video games? To be challenging? If you’re complaining about hard games, you have no business talking about the quality of games!”
This belief evolved out of the desire of internet gamers to be seen as the elite. The hardcore. The big dogs. Primarily as a means to compensate for their own lack of achievement in life, they push this narrative down everyone’s throats because they feel they can impress other people with “desire” to play the most difficult games ever, and earn bragging rights online. These days, it’s a universally accepted notion that videogames were difficult as a means of generating revenue rather than being the main attraction of videogames, praying on the egos of the players by posting up leaderboards with highscores, and encouraging them to drop more quarters. You can see that happening today with DLC and microtransactions, the goal is to addict you and get enriched off of you.
What internet gamers have done was take the commonality of a revenue stream and turn it into a dick swinging contest.
This narrative loses its meaning when you come to find that everyone’s favorite game or entry in a franchise turns out to be the easiest games In said franchise. Mega Man 2, Resident Evil 2, Pokemon Gold and Silver, Star Fox 64, Sonic 3K, Super Metroid, etc. People tend to gravitate toward the easier games more often than not. And I’m not implying it’s because the games are easy, they simply offer something over other entries in the franchise. What that means is they’re not going into the games with it’s difficulty in mind. They are merely there to have a particular kind of experience. If the difficulty gets in the way of that experience, it sours their opinion of the game overall. No one wants their gaming experience to be hindered by difficulty.
But the internet gamers love that. They see someone complain about difficulty, it gives them an opportunity to make asses of themselves and wave their fingers, shaming said individuals and generally giving themselves high fives for “loving the challenge”. This is why so many of them worshipped Capcom in the past, Capcom had a nasty habit of making unreasonably difficult games back in the day, and why they clamor over the Dark Souls games. Bragging Rights.
The simple fact of the matter is that people are not looking for a challenging game. Just one that is the most interesting. Capcom made hard shit, yes, but a lot of it was interesting to people. Nowadays, people would accuse Capcom of poor game design. These days, the super difficult games that aim to “replicate” the olden days are something of a niche, only celebrated by the “super elite internet gamers” only so they can look cool to their peers online.
There’s absolutely nothing wrong with a difficult game, mind you. As i’ve said before, the point of a challenging game is more so to keep you awake. An easy game can be a boring if it has no interesting elements. Sonic, however, is probably the only franchise that I would argue shouldn‘t be quote “challenging“.
Yes. You read that right.
When people talk about what makes Sonic games so unique and interesting, oftentimes they’ll wax poetic about physics and it’s competition with Mario, or how he was designed to be the bad boy….. but everyone tip toes around the way the health system worked. This is so far the only series who’s health system is completely dependent upon carrying particular items to survive. And I feel it’s because if they talk about the rings, they would have to admit that Sonic games are inherently easy as gamers equate difficulty to overall quality.
But it’s the ring system that changes the fundamental behavior of the player, and could very well be the “secret sauce” that creates a unique “Sonic” experience. For many platforming series (and I use that term lightly) you’re often required to exercise caution when traversing levels, mainly because the games were fucking hard. It’s easy to lose health and lives because there is danger everywhere. One level of Ninja Gaiden would wear yo ass out because of the level of caution and careful playing needed to survive until the inevitably difficult boss fight. Needless to say, a lot of games would certainly feel like work if you’re trying to do things perfectly. That’s a lot of effort for something that’s supposed to be fun. What goes unsaid is that the games that stand out the most are those games that let you see more of the content even before you’ve met the requirements to see them. What with Mario’s warp zones to Zelda allowing you to go to a multitude of dungeons, to Mega Man allowing you to choose levels off the bat… sure, these games were hard, but allowed a certain level of freedom that other games didn’t offer. Even so, you still needed a certain level of skill to beat them.
But then came Sonic the Hedgehog. Now here’s a game that doesn’t present you with a typical health system. As I’ve said before, Sonic is (or was) a series that gave the middle finger to conventional game design. And this extended to the ring system. As long as you had one ring on hand, you could survive everything except pits. Getting hit means losing your rings, but if you’re quick enough, you could scoop them all back up and keep going strong. Even boss battles were of no challenge thanks to the rings.
It’s a simple concept, yeah. But the resulting behaviors that come from this concept are what’s important. With so many games in the market that required patience and practice to exceed, the ring system changes everything. It acted… as a release valve. The players wouldn’t be afraid to take risks. The player wouldn’t be filled with tension. They would have no fear. The player could finally throw caution to the wind and charge through levels at their own leisure! No more practice, no patience needed. You could be as wild and as hyper as you wanted! There’s no barrier to entry. Just pick up, play, and have a blast.
People started becoming impulsive to blast through levels as fast as possible, And didn’t want to be held back by anything considered an obstacle. That’s why water zones are hated so much. As the series went on, enemies and traps were less common, or were out of the way so as not to hinder the feeling of freedom the players had. You think alternate paths was something special? No. These were all just interconnected parts of a whole that coincided with that feeling of freedom. No matter where you ended up, you could still make it to the finish line, so long as you can be as reckless as you want. The player wanted to be independent of the level designer’s whim and traverse Zones their own way. All of that evolved from the ring system.
clockwork
You notice when you’re put into a situation where you have no rings, like the final bosses of Sonic 1&2, the whole dynamic changes. After a whole game of recklessness, the game demands caution!? Sure it’s a “challenge” because it’s the final boss, but it’s absolutely terrible game design because you’re infact punishing the player for something your system encourages for 99% of the whole game. It’s subversive at the worst possible time. Hell, the final bosses of most Sonic games are more so about maintaining your rings than trying to win.
As the years went on, this type of hyper-active experience became synonymous with Sonic the Hedgehog, and as such, people expect and demand this experience. It’s why the 3D Sonic games tend to get a bad rep because they’re often saddled with gameplay systems that demand patience, and slow down the experience. At least until boosting came around and enhanced the already impulsive behaviors of fans to blast through zones at high speed. Before then, about the only 3D Sonic that resembled Classic Sonic via gameplay was Shadow the Hedgehog. I don’t give a damn what anyone says, that was Classic Sonic in spirit. Even took the ring system further by making it so you only lose 10 rings a pop! So you could have about 100 rings, and if you got popped in the ass, you’d be like “oh I lost 10 rings? Psh! I got 90 more, bitch! Dueces!”
This means that it’s virtually impossible to make Sonic games hard without abolishing the ring system altogether. Forces nearly tried this by making it impossible to recoup any rings you lose, thus making the game “harder“. And if not for the long heatlh bar, The werehog would’ve been a total loss. Tis also why I HATE the mech stages in SA2. Clunky as shit machines!
When people try to make Sonic games “hard”, they will sometimes invent “cheap” ways of killing the player. And when you do that, you get Sonic Unleashed. Enemies that can zap you in middair, random quicktime events, springs that turn over into spikes when you least expect it, that game (HD version at least) was a nice warm cup of “fuck you just cause!”
This is why Mania is so… stupid. It walks a thin line between allowing the players to really cut loose, or demand patience and precision. Encore mode really shows that the mindset isn’t in making the most authentic Sonic experience, but in showing off how much goofy shit they can stuff into a game. What made Sonic games fun and unique was the level of freedom it gave the players simply by telling them “throw caution to the wind, and be as wild as you want!”. Mania’s design misses that mark on more than one occasion. Whether it’s Oil Ocean requiring that I rush through the zone to find switches to eliminate poison gas to filling jelly with enough “juice” to bounce into higher places, or having to raise/lower the water levels to progress in hydrocity and traverse those same underwater areas inside of a slow moving bubble (yes, I know that shit came from the Game Gear games), it sends the message that this game was lowkey trying to be an intricate platformer. And in the process makes the game more tedious than normally. Boss battles, because they’re focused on chaotic spectacle, end up filling the player with uncertainty as they have to follow certain patterns, have smaller windows to attack, and greater risks of losing all of your rings (and not getting them back).
There’s clear desire to make the game hard, otherwise the Zones wouldn’t be death traps and enemies around every corner. Nor would Encore mode deliberately create obstacles on your path to make sure you follow a specific trail. It’s more trying to force Sonic to be hard, and comes off as a desperate annoyance.
To make Sonic hard is to necessitate massive changes to it’s level design, and removal of the ring system in it’s entirety. You would have to gear it towards another franchise that is difficulty incarnate. You could say the game was trying to be more like Mega Man in some ways just by the amount of enemies alone. But doing so would piss off fans, so all Taxman and the boys did was make the game tedious. On the surface, the game certainly looks like the good ol’ days, but overall, the game’s design carries influence from other franchises that simply don’t mesh well with Sonic. The only thing it does well is automation, but that requires no input from the player. You could say the only way to make Sonic hard is to take control away from the player.
So going back to my example, the “Sonic experience” that people crave from this series, the freedom that comes from giving the finger to conventional game design, was being pushed aside… in favor of conventional game design. Primarily in Chemical Plant, Flying Battery, a little bit of Press Garden, Hydrocity, Oil Ocean, Lava Reef, and especially Titanic Monarch. Shit, that’s more than half the damn game! The level design alone feels as though it’s guiding you on a specific set path for your character, considering how boxed in half the zones are.