Tumgik
#and people have already found the secret boss- did a no hit playthrough- found the true genocide ending-
yuriyuruandyuraart · 3 years
Text
Tumblr media
"Ah, my outfit. Yes, the monochrome look is suitable, isn't it?"
yes it does dude. yes it does<3
266 notes · View notes
zydrateacademy · 6 years
Text
Review - Assassin’s Creed: Odyssey
Some of my readers may recall that I found Origins to be lackluster, or at least my review gave off that impression. I believe one of my quotes was, “An extra year of work and this is all they could come up with?” I’m going to be honest, while I did have a good couple dozen hours on Origins I feel that kind of opinion was premature. I actually found Origins to be quite fun, and I would go on to play and beat it up to three times, including a full playthrough on my YouTube channel. Origins was fine and the combat was fun. Odyssey comes to us with a lot of the same ‘feel’. The combat is largely the same but with some tweaks, and I’ll get onto that shortly. I do have some vague gripes but I’ll attempt to salvage what little I know of the game’s story to start people off with.
Tumblr media
Also, there will be spoilers in this review. We return to Layla Hassan, the vaguely ‘rogue’ Abstergo employee that found Bayek and Aya in the previous game. Apparently there was a bit of a timeskip or there’s even more lore I’ve lost out on not reading the comics, because there’s some implication that she went full on rogue and is in hiding from Abstergo, now. I’m not even really sure what her motivations are anymore other than a more classic artifact hunt, from the precursor race that has haunted the series. She finds the spear of Leonidas which has the DNA of two siblings, which she can use to hunt through their memories due to an upgraded Animus, as opposed to digging through one’s own ancestors. I still find it a bit odd. In the first couple of AC games, it was implied that the precursor race and their technology was a mostly recent find and the two secret societies were practically scrambling just to get their hands on one. Here in Odyssey, we’re practically tripping over them. The main antagonists have one that is some kind of mind-reader. The spear of Leonidas turns out to be one. There’s a series of mini quests where you find a half-dozen “Apples of Eden”. Remember that? From The first three games? The entire plot centered around one, and now we get several!  So we’re put in the bodies of one of two protagonists, Kassandra or Alexios. Most sources I spoke to have chosen Kassandra, and there’s some consensus that her voice acting is stronger. I admit my choice is a bit more personal. I, like many people, are starved for proper female protagonists. Evie in Syndicate was plenty of fun but the game still forced Jacob gameplay on you from time to time. Playing as Aya in Origins was mostly a gimmick, only in naval combat (a precursor to Odyssey’s current style) and during some of the finale segments. She wasn’t customizeable, couldn’t change her gear or anything so again, mostly a gimmick. Yikes, this is a lot of negative for what is really a good game! Maybe I’m getting it out of the way? I did say there are several improvements, so let’s get down to the mechanics of the game. There’s a lot of them, now.
The combat is a lot more fluid and reminds me of the days in Unity where you actually had to think about how you fought. In Origins, I basically dodged everything and used the heavy attacks exclusively. That’s been tweaked here, as I feel Kassandra’s dodge is a bit shorter range and the full on dodge puts her much further away from the enemy that is desirable so you must decide what kind of dodge to use and when, but mostly it forces you to learn how to actually parry. Parrying has been in pretty much every AC game but this time it actually opens enemies up for combo attacks, wherein you can mix and match light and heavy attacks, and there’s eventually a perk to pick up to give you bonus damage if you do exactly that.
Tumblr media
You have three kinds of damage trees you can actively focus on this time around. Between Hunter, Warrior, and Assassin, which are all self explanatory. Rather than keeping them all even, you can actually choose to focus on one style over another. I am personally trying to keep my Assassin and Warrior lines fairly even. Stealth is, as in Origins, incredibly powerful but you won’t be able to one-shot enemies anymore if you are under geared or have been neglecting your spear (which is your blade in the absence of the hidden one). Open combat is however, extremely common so I can’t imagine going full Assassin and being able to get much done. Maybe by better gamers than I.  Moving on, the world is... extremely large. I’m not sure how much larger than previous games they’ve claimed but it’s probably true. Adding to that fact is Fast Travel is only linked to Synchronization points rather than any and every city or major outpost. With a further lack of those, you’re forced to run or mount your way through the world and I’m here to tell you... you’re going to actually want to. Most of the world’s various points are in fact, relevant to something. Ancient ruins have tablets as loot that you’ll need to upgrade your ship. Alpha animal dens typically have high amounts of leather, mines have metals. Many points even have clues against cultists (which I’ll get into later), legendary gear or just fighting will lower the power level of the region which unlocks Conquests, a fun full-battle gimmick which again, I’ll describe shortly. Basically, there’s almost always a reason to actually explore a majority of question marks on your map as you’ll walk away with something that’s worth your time. Browsing my map just now, I can see I’ve skipped a few but I imagine something will take me to them in the future.
Tumblr media
This game has a couple of new features that mixes things up. We’re in the Peloponnesian War, which reflects as an actual game mechanic. Every region is controlled by either Athens or Sparta. Your character is a mercenary and can choose to fight for either side at any time without any consequence, and you’ll be forced to after a certain point. I picked up a contract (which are constantly spawning quests, so there’ll never be anything to not do) that required me to kill three Athenian region leaders. Unfortunately, I had been favoring Sparta up to that point and all the regions within my level at the time were all controlled by Sparta. I had to kill and weaken my own favored people in order to shift the control so I could do it all over again against a different faction for epic gear and rewards. Doing all of this unlocks conquests, where are full on battles where you fight hordes of your chosen enemy faction while dealing with captains, bosses, and mercenaries that like to pop up during them. It’s probably the more fun of the new mechanics but I can already see it as just ‘going through the motions’ at a certain point, but they’re worth doing due to the amount of experience they offer.
Speaking of Mercenaries, the game has a bounty and “Wanted” system, reminiscent of earlier games. In games like AC2, your wanted meter affected how quickly Ezio got caught by patrolling guards. In Odyssey, you get hunted by enemy mercenaries which you can choose to kill or knock out and recruit them to your ship’s crew. There’s even an entire tier system as your character earns their way up a “tier” listing and eventually become the top dog. It’s all very similar to Shadow of Mordor’s orc hierarchies but it’s a less complex variant. They all have their unique names, backstories, and weaknesses but there are no over-bosses and nothing you can really do to manipulate their flow. You can only really control your bounty meter, which you can pay it off or kill the sponsor who hosted the contract against you. Beyond that, it lends to some interesting encounters. One merc helped me against a legendary animal quest, but more often than not they’ll come swarming when I’m trying to stealth or fight through an enemy fort, usually resulting me in fleeing. When they show up, it almost always complicates matters so unless you’re actively hunting for the gear they carry, it’s best to keep your bounty as low as possible.
Also having the same ‘feel’ as Shadow of Mordor’s orc mechanic is the Cult of Kosmos. I only found this story arc, maybe an entire fifteen hours into the game but that’s because I spent several doing nothing but exploring the map as my level allowed. Still, it’s a very interesting idea. Once you discover their existence you’re given an entire menu to hunt them down, and doing so is necessary to power up Leonidas’ Spear, alongside several very powerful legendary sets of armor. The idea is that you don’t have all of their identities unlocked and cannot track them all immediately (though it does give you a handful of freebies to get you started). Instead, you have to explore the world or actively investigate some of the clues they give you. This one is fairly straightforward;
Tumblr media
However I once had one that said he was in a “Wolf’s Den” in a certain region, so I had to do some actual footwork. Another was near Athens and just told me to “help people nearby”, which turns out that I just had to do several side quests before their identity was revealed. So some of them are locked behind the story, you won’t get them all right away. It’s a very interesting way to go about it. As I said earlier about the world, you might just trip over some clues as you’re out exploring. While some cultists might be locked behind story, there WILL be some just actively wandering the world and you might not know you’re killing one until the “confirm cultist kill” message pops up. Next we have the naval combat, which I have mixed feelings towards. Black Flag is the series golden boy in terms of naval combat, and is one of the best games in the series if you can stomach the more lackluster main story missions (though the story was great overall and I liked Edward’s arc). While there’s certainly some complexity to be had in Odyssey’s ship combat, I still find it a bit more flighty and fast paced, but not in the best way. In BF, the ships felt... meatier. While not being slow, they were big and they hit the waves in a convincing manner. In Odyssey and even Origin’s own special segments, everything just hauls ass and cuts through water like it’s not even there. Even ramming is considered a major part of ship combat and frankly, I’d prefer the balancing flow of firing volleys and bracing against their own shots at the right time. You even get extra rewards if you manage to cleave a ship in two when you’re finishing them off.
Tumblr media
I’d rather just shoot stuff, honestly. It still retains its enjoy-ability and I don’t at all ever hate going out to sea, I just don’t like more extended fights and I’m still not sure which of the three actions nets the most rewards; Cleaving, Boarding, or Shoot N’ Loot? I’ll figure it out eventually. So there’s a couple more of points of contention before I summarize.
It can be glitchy at times. I did a Spartan Kick againt an alpha lion for him to clip into the rocks. The game lacks the movement control Unity once had, so holding shift while trying to run away has Kassandra mount every brazier, stick or overhang which can lead to me losing more health than I’d like when fighting stronger enemies. There are some reports of people not getting legendary items (which only ever drop the once). You have to manually save, because right now it’s all cloud saved so if that gets lost or corrupted, you could lose dozens of hours of progress and that kind of thing causes gamers to quit. It’s not nearly as bad as Unity’s release but there are the occasional game breakers which I’ve yet to experience, thankfully. Finally, I’m a bit iffy on the leveling speed. Using very simple math based on my level and hours placed, I net around one level per hour. There was plenty of exploration within that but I was still actively doing stuff, clearing forts and the like. The world is massive and there’s plenty to do in general, I just feel like there’s a lot of footwork to get anything done. Since enemies scale with you (at 50, all regions will be at least 46, where the rewards cap out), I feel the level locked regions are a bit pointless. This ties into a current bout of controversy, so let’s dive into that before I summarize. 
Tumblr media
Microtransactions are still a thing. People are exhausted but we expect it from Ubisoft. While it’s mostly cosmetic, there are sets of gear you can buy that have their own stats and bonuses as legendary sets have their own boost when you wear all five pieces. They aren’t any more powerful than other gear, though having a full legendary set right off the bat will certainly give you an edge. The main debate is that the scaling for endgame becomes a bit skewed and I’ve heard from some players that the last few levels are a hell of a marathon to level through. The story offers a permanent 50% experience and money boost (including a variety of cheaper, more temporary ones) which some reviewers have stated does actually make the game better. I imagine such a boost probably makes questing a better incentive and thus leveling quicker. One reviewer made mention of “Pay to play the game less” I find incredibly inaccurate and they probably haven’t actually played (because of course!). As an actual player, I will say the game is massive. The story is long, the regions are large, and you can’t exactly just sprint through the main story and ignore everything else. Especially when several of those “everything else” can be a lot of fun! Even at level cap, you’re probably still hunting those last few cultists, switching some regions to your favored faction, ekeing out those ship upgrades, getting money to fully upgrade your legendary set, or even finding a full legendary set that suits your playstyle the most if you haven’t already. There’s a lot to do and while offering a permanent boost for 20$ is certainly a bit scummy, the “pay to play less” is a horrendous misunderstanding of the game. The game is good! It’s an improvement on Origins in several ways and for once I actually enjoy exploring the variety of question marks that litter my map. I’m only halfway through the world, there’s so much I want to do, armor sets that I wish to acquire to suit my more stealthy playstyle. The world is gorgeous and photo mode has returned to accentuate that fact. There’s no assassin order nor are there Templars, just a cult you’re set out to destroy for some personal slights. You’re a mercenary and the world is yours. Odyssey will also be receiving some support and attention as they won’t be releasing one in 2019, so for a game we’ll be ‘stuck’ with for a couple of years, we’re in good hands.
1 note · View note
sometipsygnostalgic · 6 years
Text
tipsy reviews: breath of the wild
So last month, early november, I went and got myself a Nintendo Switch. And for my new console I bought 3 games: MarioKart Deluxe, Super Mario: Odyssey, and The Legend of Zelda: Breath of the Wild.
What I used it for mostly during this time period was.... Mariokart. It’s a fun and addictive little game while the two openworld games required a lot of effort with no linear path, so I wasn’t looking forward to a lot of busywork.
To my pleasant surprise, when I finally sat down to complete Odyssey, I discovered that the game was filled with many little secrets. It would reward you for experimenting, for putting objects in funny places, and solving its puzzles. The addictive gameplay helped me steamroll through the game to its logical conclusion, and then beyond.
Breath of the Wild, fortunately, follows a similar path. Gone are the many hours of tutorials, talking swords, and narrow Hyrule paths. Now we find the world not only open, where you’re free to move in any direction  and climb any mountain, but filled with many secrets and challenges to spend your days working through!  It’s not fair to say that Breath of the Wild is without its challenges though; the open-world formula starts out with many, and though Zelda subverts the issues plagueing more well-known users like Assassin’s Creed, it does fall into some unique pitfalls. 
In this post I will discuss the different areas of this game - story, gameplay, puzzle elements - and see how they compare.
Environment: I felt like it was most important to talk about this aspect first, because the world of Hyrule is so significant to the potential and failures of every other part of the game. Everything to do with story, puzzles, difficulty, it’s all related to the open world, what’s in it, and how you navigate.   Breath of the Wild kinda looks like a barren, empty game when you look at its open world face-value. There’s very few cities, most of the place is ruins littered with some enemy camps and lots of caves. Not a lot of history at all! It reminds me of the empty Hyrule Fields in Ocarina of Time. And there are no sprawling dungeons like in its predecessors. The closest to this is the shrines, short mini-dungeons which were created by the Sheikah predecessors to help the Hero destroy Ganon.  But what Breath of the Wild does RIGHT is utilize this seemingly empty open world to its full advantage. It’s filled with a variety of animals and critters to use for cooking, challenging opponents who you can loot, korok seeds which you need to solve a riddle to collect (but which are far less irritating than riddler trophies), hidden treasure for you to discover... And perhaps the most immersive tactic is how we are able to take damage from the environment - you can freeze to death on a mountain, or dehydrate in the desert, or roast in the Goron mine. All of this, combined with the many, MANY shrines and seeds and their corresponding puzzles, makes this world feel... alive. Like people and animals actually live here.   And the most adrenaline-bursting part of all is entering a Divine Beast for the first time and realising you can manipulate the environment using the map. THIS is what makes a great adventure game. Now, it’s still a fair departure from the classic dungeon crawlers or the previous three entries, but I think Breath of the Wild pulled off its world very impressively. Much more fun to explore than London or North America. It is only for an issue I’ll discuss later on that I have to rank it as low as 8/10. 
Story: BotW does make an interesting departure once again from before, though in some ways I feel this had lost potential. The story is COMPLETELY optional - as soon as you leave the great plateau, you can fight Ganon and call it a day. But if you choose to dig deeper into the memories of Link, you’ll discover that you were ALREADY the Chosen Hero, sealed deep into the Resurrection Shrine by instruction of Zelda. You were identified early because of your upbringing as the son of a Royal Knight, and that’s about it for Link’s known pre-mastersword history. It’s unknown what adventures you went on before. Now you and four Champions were chosen to prepare to fight Ganon. The backstory between you and Zelda is.... mixed, kind of depressing actually; she resented you for a long time because you were so good at your job as the Hero of the Sword while she was deeply insecure over her inability to activate her powers and how her father kept putting pressure on her to constantly pray when she just wanted to become a huge nerd, helping out in other ways.  It ends with Ganon unleashing its power across Hyrule, the Champions being killed and trapped in the Divine Beasts they were going to use against him, and Link nearly dying protecting Zelda who  saves him last second with an awesome Light that Burns the Sky.   After watching 25-ish cutscenes, I... was quite disappointed, because they kept rehashing stuff I already knew; Zelda was insecure over her lack of power, she disliked Link but grew to respect him, and the other Champions are.... well, Mipha’s the only one who has any real history with Link. Revali sees him as a rival, Urubosa looks after Zelda, and Daruk is very hardy and enthusiastic. It’s really cool meeting these characters in the Divine Beasts but you don’t learn much more, and I heard the Champion’s Ballad DLC is the same...  Ganon himself isn’t a chilling villain like before, moreso an intimidating threat. He’s not nearly as scary as the Twilight Beasts or any named Ocarina of Time boss, and he takes very little skill to defeat, even compared to some of his Blights (Thunderblight Ganon took me multiple attempts with its fast hard-hitting moves). In fact I think I’d be able to sweep him easily without saving any Champions. The worst part of all though has to be how it just CUTS YOU OFF.  You complete the game? Yeah, that’s kind of it. There isn’t a “post-game”, it just lets you load your past save. That’s what pisses me off the most. I wanted to speak to Zelda about all those memories I found! Oh yeah the game is also sneaky and won’t load the secret ending cutscene if you didn’t report to Impa and recover the hidden memory after unlocking the Hyrule Tower memory, so good luck doing what I did and getting that one last just before the final boss.  All in all, 5 out of 10. It did its job, but was nothing special whatsoever, lots of wasted potential.  
Gameplay: When you first start playing Breath o the Wild it is extremely punishing. Your weapons  are shit, your damage is shit, you WILL get oneshot many times. But when you pump more hours into it, you gain lots of momentum; since there are so many areas of gameplay, so many ways to approach a certain situation, it becomes inevitable that you’ll figure out a good solution to any fight.  This is a double-edged blade; while it’s lots of fun to kill enemies inventively, the difficulty curb at the BEGINNING of the game is so steep that you’ll find it becoming stupidly easy later on, when you’re more overpowered and you’ve mastered the enemy attack patterns. Sure, they may turn black or silver and do hella damage, but what’s a god to a player who knows how to exploit their AI?  And you’ll be swimming in so many powerful weapons that you’ll abandon them all after a certain point, cos there’s nothing worse to trade out.   The biggest victims of the difficulty scaling have to be the Ganon bosses, all of them, which DO NOT gain health or difficulty at any point. It’s like fighting Champion Wallace’s level 40 watertypes with a level 70 rayquaza, which is what I did in my Emerald playthrough...  This means that the greatest elements of Breath of the Wild’s gameplay are those moments where your tools aren’t quite enough, where you have to prepare and plan. Maybe there’s too many moblins to take on at once? Maybe you’re playing the Island Trial and you have no decent weapons? Maybe you’re trying to complete the Zora divine beast quest and you come face-to-face with the Lynel on the summit? Maybe there’s multiple Guardians aiming at your direction and you have no Ancient Arrows? In all these situations I’ve had to be inventive, sneak around and attack on the sly, or avoid combat altogether.  But what’s even more reliable is the puzzles. You’re not handheld, you’re not told how to do anything outside of the very basic controls - every single puzzle you solve is completely your own accomplishment, your own skills, and sometimes it’s not set out clearly at all so you have to be creative. Nobody TOLD you to put that one rock in the gap between all the others, but you did it, and now you have a rock! And nobody TOLD you how to make a recipe that heals all your hearts and gives you 3 to spare, but your experimentation crafted a recipe.   THIS, in my opinion, is what makes a definitive gaming experience - respect for the player. 9 out of 10 too many royal swords.
Music - No videogame review is complete without an OST ranking. Now.... BotW tried to play a certain role with its music, having it in the background colouring your experiences rather than defining them. This is quite appreciated because it would have been distracting to have booming enemy music for an opponent I knock out in 2 seconds (cough OOT cough). However, outside of its main theme, Breath of the Wild lacks almost all the signature Zelda tracks that have been defining for the series. I’d say that the absence of this booming music makes it.... not feel much like a Zelda at all. It better reflects the open and partially destroyed world, at the expense of recogition. That’s not to say it’s without gems though.. there are very few things more chilling than the music that plays in ganon-possessed guardian containing the tormented soul of your dead zora girlfriend. 7 out of 10, servicable and decent. 
Conclusion - Breath of the Wild is a smashing game, which deserves the praise it gets, not because it’s an open world Zelda but because it REDEFINES the possibilities of an open world game. Instead of littering itself with countless copy-paste fortresses, it offers puzzles and challenges that show respect for the player’s adaptability, encouraging you to explore all the different options its mechanics offer. Instead of making you choke through an insufferable and possibly frustrating campaign to unlock new areas, it gives you the options and tools to go anywhere you like as long as you prepare. It says much when even this game’s biggest weaknesses can be played for strengths. And oh man, what a solid introduction to the Nintendo Switch generation. 
The Legend of Zelda: Breath of the Wild: 8 out of 10. 
14 notes · View notes
seganerds · 7 years
Text
NOTE: We try to keep our reviews as spoiler-free as possible, though there is a chance some minor spoilers may be mentioned in this review. But I promise not to give away the game’s ending or any major spoilers.
[dropcap]A[/dropcap]fter a good year of build-up, with hands-on previews at countless gaming events and shows, Sonic Mania is finally here!
But will Sonic’s return to its 16-bit roots be a positive outcome the franchise has been yearning for, for years? Let’s find out!
Looks like Classic Sonic
From the moment you boot up Sonic Mania, you feel as though you’re back in the mid-’90s with an excellent sprite-based ‘3D effect’ of a rotating island and Sonic sitting in his usual title screen emblem.
If you leave Sonic floating there for a few seconds, you’re treated to a nifty animated intro (created by Sonic Comic artist, Tyson Hesse), similar to the old Adventures of Sonic The Hedgehog cartoon series. This opening intro isn’t a cutscene – it doesn’t have any voice over work or tell a coherent story – it’s more of a subtle and very fun introduction for the game, presenting the main characters and giving a nod to the storyline.
As for the story, Sonic Mania is set immediately after the events in Sonic 3 & Knuckles. After saving Angel Island, Knuckles is now firmly on your side and all is good with the world, when suddenly Tails picks up an energy reading. But Dr. Eggman has detected the energy reading as well and unleashes a new team of Egg-Robos known as the ‘Hard-Boiled Heavies’, sent to reach the source of the signal first. With Eggman up to no good, it’s up to Sonic, Tails and Knuckles to stop him.
Jumping into the game, everything about the 16-bit era flows back, as you are treated to a beautiful, pixilated experience almost exactly like the Mega Drive originals. Unlike Sonic 4, SEGA hasn’t opted for smooth, up-to-date graphics and fancy animations, everything about Sonic Mania exudes ‘retro’ – even the few moments where 3D polygons are used, they are created in a way that it looks like a Mega Drive game.
But of course, Sonic Mania isn’t a 16-bit game; while the visuals maintain their retro appearance, there are moments of ‘flair’, such as transparency and subtle depth of fields that were too complex for a 16-bit machine to handle effectively – even with blast processing.
These moments of flair are often very subtle during main levels, such as occasionally seeing the odd ring bounce to the fore/background after being hit by an enemy, but they are prevalent during boss battles, with the use of foreground and background objects in play.
Feels like Classic Sonic
Now, regardless of visuals, what really makes a Sonic game is the gameplay. It’s part of the reason Sonic became a firm favourite with many gamers and a genuine rival for Nintendo’s Super Mario series. Sonic The Hedgehog was fresh, fast and offered a unique platforming gameplay experience unlike any other game at the time.
‘Classic Sonic’ is pure: it’s a combination of well thought-out platforming brilliance, combined with the flow of a fast game of pinball. While ‘Modern Sonic’ is a mixture of balls-to-the-wall, (virtually uncontrollable) speed and (often unnecessary) gameplay mechanics interweaved into a story line – some people like it, but it’s not for everyone.
Sonic Mania takes the simplicity and purity of Classic Sonic and does very little to change it, which is great. You have no lock-on attack, no additional moves or gimmicks to get in the way of reaching your end-level goals and beating Robotnik.
Returning to retro Sonic gameplay can take some getting used to, but once you get your groove going, everything comes together to make a wonderfully fluid experience.
Wait, this is Classic Sonic!
If Sonic Generations paid homage to every main Sonic game over the past 20 years or so (both 2D and 3D), Sonic Mania is a homage purely to the 2D classics. There’s so much fan service that at times it feels like a re-release of early Sonic games, with nods to each of the Mega Drive originals at every turn – awesome little details, such as the birds and fish from Sonic 1‘s special stage, featuring in Mania’s special stage.
While the game does feature entirely new zones, it also features remakes of classic zones from Sonic 1, 2, 3, Sonic & Knuckles and Sonic CD – fan favourites that are synonymous with Sonic, such as Green Hill, Chemical Plant, Flying Battery, Stardust Speedway, among others.
At times, you feel like you are playing the original games, but then Mania will throw in some massive curve balls that totally change everything – such as new enemies, boss battles or entirely new sections and mechanics to a level, such as the springy goo in Chemical Plant Zone. It’s really fun to reminisce over old levels, but have them feel fresh at the same time and I applaud the developers for this.
On the boss battles, these are great fun in Mania. The bosses that are similar to the old Sonic titles have been changed up enough to feel fresh. The brand new bosses are great, making good use of the modern technology to add some subtle visual or gameplay enhancements to make them exciting.
The old music in the game is remixed slightly, with zone remakes feature the same excellent soundtrack, while new levels feature appropriately original scores – which are catchy and in-keeping with Sonic.
…With added extras
For the most part, the new levels are awesome, keeping the flow of the game going, with some very fun settings and unique elements to each level that makes them stand out – such as one zone where Sonic shrinks and looks like a baby Sonic; standing next to badniks, he looks hilarious and added something new to the game.
Sonic Mania’s special stage is one of my favourite additions to the game. Sonic runs around a flat quasi-3D environment, similar to those in Sonic CD (or Mario Kart on the SNES, if you will), as you chase after a UFO carrying a Chaos Emerald, against a time limit. To catch the UFO, you need to collect blue balls, to build up Sonic’s speed, while collecting rings will boost the precious time limit.
These special stages are really fun and, while can offer a challenge, never feel unfairly taxing. However, finding them is a different story – as the entry points, which are giant rings, are hidden throughout the levels (some levels have multiple rings to find) and that can be a problem for first-time players. I only got four of the Chaos Emeralds on my first playthrough, simply because I couldn’t find the rings in the levels!
But that’s the beauty of Sonic games, replaying the games over and over lets you explore and find the secret areas or new routes to get the best times in each zone.
Mania has also added new mechanics to already established pickups – such as the fire shield being able to burn things, such as wood and oil. As you progress, you unlock new gameplay modes, such as Time Attack and Competition (2-player vs) Mode. There’s additional abilities to unlock, such as Sonic’s Peel Out move from Sonic CD  – which you need to select in the options menu after unlocking to activate them, so you can play through without these new abilities.
SEGA, you’ve made me soft
At times, I found Sonic Mania weirdly hard, but I think it’s because I’ve become so unaccustomed to playing games that require skill to complete, and I was struggling in the early levels. Modern Sonic titles have so many moments where the game basically plays itself and the lock-on attack means that you can just continuously tap jump and you’ll kill everything on screen and bounce off the nearest spring pad: the skill has been removed.
But Sonic Mania takes you back, it makes you work for your success. I had a ‘Game Over’ early on, too early really, I’m ashamed to say. But once I got back into the flow, I progressed through the game without any more Game Overs – though plenty of deaths.
The good news here is that, like Sonic 3 & Knuckles, Sonic Mania offers save files, so you can pick up from where you left off, should you find yourself struggling at any point.
There’s also the bonus stages (not special stages, bonus stages), which felt incredibly difficult. The bonus stages are the same as Sonic 3 & Knuckles’ special stages – where you run around a big 3D ball, collecting blue balls and rings, while avoiding any red balls: touching a red ball instantly ends the stage and when you touch a blue ball it turns red.
Now, not one to boast usually, but I was pretty darn good at Sonic & Knuckles’ special stages – my friend and I played the crap out of them over and over (using the S&K lock-on with non-Sonic Mega Drive games).
So, I was super happy to see this return in Mania… until about the 6th or 7th time, when suddenly they became really hard. Using an Xbox One controller probably didn’t help as the d-pad is rather ‘spongy’ and the analogue stick isn’t designed for the precise turns that you need to pull off. But halfway through the game, I found I no longer enjoyed these stages like I once did, often feeling cheated when I lost at the stage.
Completing the bonus stage will either earn you a silver or a gold medal. Silver when you only collect the blue balls and gold when you collect all the rings and the blue balls. To be honest, I have no idea what the medals did (there’s no manual) – though, as mentioned, you do unlock new abilities and game modes, so maybe they unlock those (I’ve asked SEGA to confirm).
That seems a little unfair…
Putting aside from my diminished Sonic gaming skills, I did find that Sonic Mania had more unfair deaths than I’d ever experienced in a Sonic game. There were times where the game would literally force you into enemies/traps, with no control or ability to avoid them.
I also found some of the levels took far longer than previous entries. That wouldn’t be a bad thing, except Sonic games have a time limit; as soon as you hit 9 mins 59 secs on a level, you die, due to time out.
I have only ever had this happen to me once on Sonic 1, when I was really exploring a level, trying to find different paths. But it’s never happened to me since… until Sonic Mania, where I managed to get time outs three times in a playthrough. One of them was because Tails kept screwing up in a boss battle (he kept jumping on something when he wasn’t meant to, meaning I couldn’t hurt the boss) and the others because I just ran out of time. It’s weird, I didn’t feel like I was going slow, yet I ran out of time more than once.
Summary
While Sonic Mania has moments of frustration, it doesn’t have any serious problems that hold it back. This is a bold statement, but Sonic Mania is the very Sonic game fans have been dying to play for years!
SEGA has finally done the right thing, removed all the nonsense of Modern Sonic titles and, through Christian Whitehead and the teams at Headcannon and PagodaWest, delivered a Sonic The Hedgehog game in its purest form.
Sonic Mania takes some of the best samples/examples of the 16-bit Sonic games on the Mega Drive/Mega CD and mixes them up to be one of the best Sonic game in years; bringing back the replay value and the challenge needed to complete the game fully (with all Chaos Emeralds), plus some added extras, so things don’t feel stale.
However, I don’t want to say this is THE best Sonic game of all time, that’s too big a call to make – especially when the original material was so damn impressive back in the day, only hampered by the technology behind it. But ultimately, if you are a big fan of Classic Sonic games, then Sonic Mania is an absolute must-have.
Pros: + It’s Classic Sonic gameplay, visuals and sounds, in its purest form + Fun, additional extras to unlock + Both re-imagined and brand new zones are great fun + Hard to master, easy enough to pick up (as a Sonic game should be)
Cons: – More unfair deaths than other Sonic games – …Modern Sonic games have made me weak – …I wish it was still the 90s, when I was a kid and could play games like this all day, rather than work
#SonicMania goes old school & it's wonderful! Read our full #review to find out more! #Sonic NOTE: We try to keep our reviews as spoiler-free as possible, though there is a chance some minor spoilers may be mentioned in this review.
5 notes · View notes