

I think the main reason why this game is considered so good is because of what came before it. The only interesting thing they do with any of the wisps is the switch puzzles they do with the pink wisps, and that's the ONLY interesting thing. The most the drill wisp ever does is go down, the most the Frenzy wisp ever does is destroy some stuff, the most the rocket wisp ever does is go up, and the most the hover wisp ever does is go up but slower. Usually, the wisps never amount to anything other than the most surface level segments you could make with them. Alongside that, the wisps aren't implemented well at all. Plus, because the levels are so short the fast segments in them never stick, so the only parts of the stages you remember are the boring slow parts. Here it just feels like I'm being punished for going fast. Yes, the Classic games had stop and go elements, but they were balanced properly and it never felt like you came to a complete halt unless it was a cutscene. The 2D-level design has way too many stop-and-go elements. The levels make you do incredibly precise platforming that the controls just aren't designed around. It feels like the controls and the level design weren't made with each other in mind. But the story isn't my big problem with the game. Here it's just a bunch of bad jokes and nothing else, making the story way less engaging. At least in those games, you could make fun of the "serious" moments. I know that most people complain about the story in Lost World and Forces more, and while those stories are bad, this one is honestly worse just because there's nothing to laugh at. First of all, the story is hilariously bad. This game is the definition of "good enough," and I'm not saying that in a good way at all. do whatever they did in the transition to 3D, should really check this out, especially now that it's had 20+ years of polish.This game is the definition of "good enough," and I'm not saying that in a good way at all. (Nevermind Sonic Mania being an amazing love-letter to that 2D world, of course)Īnyone who has fond memories of 90s Sonic and wondered what an alternate universe where Sonic Team didn't.

If Sonic Adventure was the herald for future mainline 3D Sonic games, SRB2 feels much more firmly rooted in the 'what if we just took Genesis (MegaDrive)-era 2D Sonic and made it 3D?' that even Sega / Sonic Team kind of went back to later, theme-wise, with stuff like Sonic Generations and Sonic 4. Here in North America, of course, we had the 9/9/99 launch date instead (I still have the Dreamcast pre-order T-shirt and goodies from Electronics Botique, now GameStop). No, seriously - genuinely impressed with the commitment to it, and yeah, it can feel a little weird at first, coming from other Sonic games, but remember - Sonic Adventure only came out at the tail end of 1998 in Japan. I've come back and played this off and on over the years - they started in 1998 on this(!) and are still going, which in and of itself is some kind of testament to.
Sonic Colors 2D Fan Game download#
You can download it for Linux from Flathub. A couple of updated graphics, textures & sprites.No need to compile your resources into a PK3 until you’re ready to release your work! The ability to load folders for easier addon development.Multi-tagging and more convenient slope copying for non-UDMF maps.Blending modes for midtextures and FOFs.Many new additions to Lua, including bot features, an improved input library, easing functions and more.The tutorial has been redone for the new default controls.The file limit has been massively increased.As someone who grew up with Sonic, I appreciate this. You control movement with WASD and spacebar to jump, with camera being moved with either mouse or arrows.
Sonic Colors 2D Fan Game full#
It's not just another 2D platformer like the classics, instead attempts to be a full 3D recreation. Are you a Sonic fan and love checking out fan games? What about a 3D game made with the Doom Legacy port of Doom? Sonic Robo Blast 2 is a quality addition to the collection that's quite unique.
