saturnwolf

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saturnwolf

So...in some end of the year, late night boredom, I downloaded a 100% save file for Sonic Unleashed on Wii just to binge the day stages because holy fuck is the Wii Werehog boring

It was pretty good. It was alright. It wasn't great. But it was fine. Definitely not as strong as the HD version, not by a country mile. Lacks the spectacle and flare that really WOWed me with that version. But it wasn't the worst. I'd play it over Sonic Colors, probably. Definitely over Lost World. 100% over Forces

Being a weird hybrid of development teams it inherits a lot of the worst traits of both Sonic Team and Dimps games, and I get why they segmented the Boost since the idea was that you'd be playing with the Wii remote and flicking it constantly...but like that's the whole problem, that's stupid as hell and it should've never been designed that way anyways

The Boost to me is all about the flow, starting it and then chaining together Rings, enemies, etc to keep it going as long as you can, sort of like a rhythm game almost. This sort of loses that and it leaves it feeling just a little boring but not like, the worst thing I've ever played

That said my curiosity is satiated so I don't feel any great need to go back to this any time soon


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in reply to @saturnwolf's post:

"Boost is all about the flow" is even baked into the mechanic normally. It's balanced to discourage mashing the button -- the longer you hold down boost, the less meter it takes to maintain. They want you to do these long, unbroken boosts, and your reward for doing that is basically having more meter than someone who only does short bursts.

It's precisely that that is why I'm really not a huge fan of Colors and Forces' system, only having boost sections and only when they decide to throw you enough Wisps sort of undermines the mechanic and misses the point, especially when those sections end up being 2D a not insignificant amount of the time