(as much as i enjoy crush40 buttrock)
I also run @siiva-bangers here
archive of my other blog here: @obslinks
(as much as i enjoy crush40 buttrock)
This is a nice write up on the cool elements about the story. Thanks for this.
I've been up and down with my feelings about it, because while it started out mostly positive for me the way things awkwardly rushed towards the end lost me pretty hard. I also only have a indirect experiences with SA1 still, and I had no idea what Egg Memos were or how to view them, even though I bought a bunch. I'm guessing Sage's development felt to me like it was missing several steps because it literally is if you're not aware of those?
A lot of things about how the story was executed in the latter half still just perplex me, but this reminds me how much substance and ambition there actually is to it regardless.
yeah, i sorta just mentally filled in the gaps at the tail end of the story because it was still making enough sense to me in the context of everything else i was already wondering about by then, but one criticism i have is that the way players can possibly miss out on the little optional dialogue cutscenes throughout the islands as well as the egg memos means a lot of people might have a substantially less-substantial experience of the story as it goes on. (but there's always gonna be people who skip cutscenes or don't pay attention anyhow, so maybe that's not such a big deal)
(you can see the egg memos in the fish-o-pedia, which makes not very much sense)
Guess I have more reason to try replaying the game.
"You can see the egg memos in the fish-o-pedia, which makes not very much sense"
Yeah, fr.
I think the system for unlocking the map probably doesn't help much either. For me it didn't really feel rewarding to do all the (sometimes janky) minigames just to get a stat-boost currency and only reveal a patchwork of map tiles in the vague area around me. So I probably didn't see all the locations for extra interactions with Sage on the map. I also lost my motivation towards them early on, because the cutscenes I did get were relatively short and inconsequential for the effort.
yeah, like a lot of the puzzles don't make a lot of sense for slippery momentum-oriented sonic gameplay, such as: precisely moving around the walk-on-each-lit-tile-exactly-once grid. but i found the experience of finding clever ways to traverse the world enjoyable enough on its own & got enough enjoyment out of the story fragments that i wanted to find them all
Gotcha. As for me I ended up more focused on the interactions with the gang and waited for Sage to develop in the main story. I think I accidentally boosted into one too many 2D sections to focus my time on clever exploration, but I did do a handful of fun skips to reach objectives so I totally get that.