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My Thoughts Are As the Mighty Hills, Op. 5, No. 4

Sonic 4 was able to do it, because its levels weren't anything like those in Mania. They could have shoehorned something in, but I don't know what they could have done that wouldn't be inelegant. Last edited by Deef ; 19 Jul 6: Alphanumerai View Profile View Posts. How am I only now hearing you can't play Encore 2P! I seriously hope they add it, would likely require split-screen though.


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Encore Zones Very few of the zones feel particularly 'remixed' to me. The most significant change to most levels seems to be the relocation of Super Rings. There are so many areas that feel like exact copies of Mania mode stages, but with the odd extra platform or monitor here and there. I was expecting a far more significant deviation from the original, with more emphasis on character abilities. Right now it feels like Mighty's ability is only rarely used, while Ray can often access previous Tails and Knuckles only areas with enough skill.

Encore Bosses Aside from colour palette changes and certain bosses reflecting the new stage palletes, there doesn't appear to be any changes to bosses in Encore to make them harder. Encore's stages are more difficult, so why aren't the bosses?

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I would have at least expected some to shoot more projectiles, move slightly faster, repeat patterns different amounts.. Overally I didn't experience nearly the level of excitement, discovery and joy in Encore as I did playing Mania mode for the first time. A few extra level gimmicks, enemies, boss changes would do wonders for making it feel more 'new' AND remixed. Zero View Profile View Posts.

It's a bit of a shame that they went lazy with it It could have been so much more than it is. I'm kinda dissapointed with the lack of alternate routes that only Mighty can access. Sure, in stages like Chemical Plant 2 and Titanic Monarch 1 there isn't the room for alternate paths for Mighty, but there is lots of space in stages like Press Garden 2, Flying Battery 2 and Hydrocity 1 where there could have easily been a Mighty-only route. Snickerbobble View Profile View Posts. A lot of what I was hoping for has been mentioned above, but.. Angel Island was a neat experience when it lasted, but it should have been at least a full act.

It also could have used a boss that guarded Mighty and Ray, or come after which would involve making use of Mighty or Ray's abilities. A minor oversight, but when warping back to Green Hill, the ruby's back inside a block of dirt in the claw machine. Bosses definitely should have been harder and redesigned.


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  • It's a harder mode so it makes sense, and story-wise it's odd how Robotnik uses literally the same machines that failed the first time, with no modifications. I liked how the ruby seemed to have a mind of its own in Angel Island, would have liked to see more expanded off of that. These scenes also could have had all the heroes or the ones currently found in at once, like at the end with the icecream.

    Like instead of going to Green Hill, you're sent to Emerald Hill. Order of replaced levels could be swapped around so Death Egg could be saved for a later stage. There's a lot of potential here, I think. Of course this isn't supposed to be a whole new game, so design-wise a lot of it could be a reskin, but with a completely fresh look, I think it'd allow more possibilities of changing up things here and there. It feels like Heavy King should have had more relevance, he just kinda shows up in Reverie I know Knuckles fights him tho.

    Ray's fun to use, but he'd have more use if he could damage enemies when diving down as opposed to Tails attacking upward , and perhaps be able to enter flight again if in ball form after hitting an enemy. Maybe also give him a slightly higher jump height as well, about as much as Sonic has over Knuckles. If he hits the top of the screen, he shouldn't be cut out of flight. There could be a new set of Blue Sphere levels making use of the green and pink spheres, for more medals. A lot of potential with these new spheres, which are still under-used to the point where I question why they even included them.

    Beating Special Stages could get you Super Emeralds instead? Giving Hyper forms for all characters.

    Maybe with the power of the Super Emeralds, the team could finally defeat the Phantom Ruby at the end, resisting its anti-Chaos Emerald effects. At the game's climax, the ruby might be destroyed, though through sacrificing the Super Emeralds which revert back to Chaos Emeralds. The more I think on this, the more I wish I could mod, lol. And maybe even an even harder boss rush of sorts to play with friends? Harder so you don't beat them in a couple seconds. Kind of like how Generations did it. Either the exact originals or touched up versions to fit with Mania's soundtrack.

    The base game and DLC have so much potential.. Last edited by Snickerbobble ; 20 Jul 1: It would have been so much better if there was a boss for finishing the game with all characters and emeralds. It wouldn't even have to be the same fight that's in Mania Mode. My idea is that the ruby could warp you to Egg Reverie with every character, no Egg Reverie special ability since it's easy mode where you fight a boss rush against all the Phantom Heavies, culminating in a new fight against Phantom Heavy King.

    It is a bit rough to say this, but I don't think they should have lauched this DLC. It is way too little and it is frustrating to see that. They should have kept the good memories from the initial Sonic Mania and just plan another full game release. Let's be honest, there is no much extra content, the stages are pretty much the same, and the additional characters don't add much to the experience. Don't get me wrong, I think this is still a great game, but the point is, they are slowly starting to get to the same mistakes from past developers, to add useless characters that nobody cares, and so on.

    And they should of added the Sonic arcade game. Last edited by gamer ; 20 Jul 3: I actually have a fairly different impression to many here.

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    I was expecting that the levels would barely changed; I believe they told us this early on. So as part of that, I also assumed there would be next to zero character-specific level design for Mighty and Ray. Similar thinking with the Angel Island act, though it is admittedly a bit cheap looking too. But yeah, the actual quantity of work we got, I find it acceptable.

    They didn't get lazy, they got frugal and gave us some fun new stuff for cheap. Not dissing anyone's opinion, just saying that quantity-wise I think it's ok. Boss-wise, I actually got the impression they had made them easier. But yep, definitely a bit disappointing that there aren't even any different bosses, except for one.

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    I was really expecting Mania to fix its end-game boss situation. Last edited by Deef ; 20 Jul 4: Start a New Discussion. Discussions Rules and Guidelines. This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts. All trademarks are property of their respective owners in the US and other countries. Or is is better to give 2 characters 4 paths each, and access to the whole level?

    So arguably, you could deliver all that content to all characters, and could then say that's what Mania is doing. Project-management-wise, it's not really a good use of resources though. It would have been better if they'd find a way to bring both sides of the argument together Bonus stage fizzles The bonus stage indeed gets unexciting pretty quick.

    Worse I think is that its design is kind of When you get to the top the good rewards are already gone and you're literally working hard for 10 rings at best. Mighty's move suggestion As mentioned, I think his move is a bit rarely useful. I think they should have given it some extra fun by making more parts of the world responsive to it.

    The simplest example, slamming onto any yellow spring could have made it act like a red spring. That alone would have lifted Mighty's appeal a bit. Other ideas like slamming onto a swinging or hovering platform would cause it to fall, springs would get knocked out of trees where appropriate without breaking a path. These things would cause the player to feel more intrigued by what they can do with Mighty.

    Originally posted by Deef:. The problem is that classic Sonic gameplay just doesn't genuinely support 2 players controlling characters on the same screen. Sonic 4 was able to do it, because its levels weren't anything like those in Mania. They could have shoehorned something in, but I don't know what they could have done that wouldn't be inelegant. Last edited by Deef ; 19 Jul 6: Alphanumerai View Profile View Posts. How am I only now hearing you can't play Encore 2P!

    I seriously hope they add it, would likely require split-screen though. Encore Zones Very few of the zones feel particularly 'remixed' to me. The most significant change to most levels seems to be the relocation of Super Rings. There are so many areas that feel like exact copies of Mania mode stages, but with the odd extra platform or monitor here and there.

    I was expecting a far more significant deviation from the original, with more emphasis on character abilities. Right now it feels like Mighty's ability is only rarely used, while Ray can often access previous Tails and Knuckles only areas with enough skill. Encore Bosses Aside from colour palette changes and certain bosses reflecting the new stage palletes, there doesn't appear to be any changes to bosses in Encore to make them harder.

    Encore's stages are more difficult, so why aren't the bosses? I would have at least expected some to shoot more projectiles, move slightly faster, repeat patterns different amounts.. Overally I didn't experience nearly the level of excitement, discovery and joy in Encore as I did playing Mania mode for the first time. A few extra level gimmicks, enemies, boss changes would do wonders for making it feel more 'new' AND remixed. Zero View Profile View Posts. It's a bit of a shame that they went lazy with it It could have been so much more than it is. I'm kinda dissapointed with the lack of alternate routes that only Mighty can access.

    Sure, in stages like Chemical Plant 2 and Titanic Monarch 1 there isn't the room for alternate paths for Mighty, but there is lots of space in stages like Press Garden 2, Flying Battery 2 and Hydrocity 1 where there could have easily been a Mighty-only route. Snickerbobble View Profile View Posts. A lot of what I was hoping for has been mentioned above, but.. Angel Island was a neat experience when it lasted, but it should have been at least a full act.

    It also could have used a boss that guarded Mighty and Ray, or come after which would involve making use of Mighty or Ray's abilities. A minor oversight, but when warping back to Green Hill, the ruby's back inside a block of dirt in the claw machine. Bosses definitely should have been harder and redesigned. It's a harder mode so it makes sense, and story-wise it's odd how Robotnik uses literally the same machines that failed the first time, with no modifications. I liked how the ruby seemed to have a mind of its own in Angel Island, would have liked to see more expanded off of that.

    These scenes also could have had all the heroes or the ones currently found in at once, like at the end with the icecream. Like instead of going to Green Hill, you're sent to Emerald Hill. Order of replaced levels could be swapped around so Death Egg could be saved for a later stage.

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    There's a lot of potential here, I think. Of course this isn't supposed to be a whole new game, so design-wise a lot of it could be a reskin, but with a completely fresh look, I think it'd allow more possibilities of changing up things here and there. It feels like Heavy King should have had more relevance, he just kinda shows up in Reverie I know Knuckles fights him tho. Ray's fun to use, but he'd have more use if he could damage enemies when diving down as opposed to Tails attacking upward , and perhaps be able to enter flight again if in ball form after hitting an enemy.

    Maybe also give him a slightly higher jump height as well, about as much as Sonic has over Knuckles. If he hits the top of the screen, he shouldn't be cut out of flight. There could be a new set of Blue Sphere levels making use of the green and pink spheres, for more medals. A lot of potential with these new spheres, which are still under-used to the point where I question why they even included them.

    Beating Special Stages could get you Super Emeralds instead? Giving Hyper forms for all characters. Maybe with the power of the Super Emeralds, the team could finally defeat the Phantom Ruby at the end, resisting its anti-Chaos Emerald effects. At the game's climax, the ruby might be destroyed, though through sacrificing the Super Emeralds which revert back to Chaos Emeralds. The more I think on this, the more I wish I could mod, lol. And maybe even an even harder boss rush of sorts to play with friends?

    Harder so you don't beat them in a couple seconds. Kind of like how Generations did it. Either the exact originals or touched up versions to fit with Mania's soundtrack. The base game and DLC have so much potential.. Last edited by Snickerbobble ; 20 Jul 1: It would have been so much better if there was a boss for finishing the game with all characters and emeralds.

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    It wouldn't even have to be the same fight that's in Mania Mode. My idea is that the ruby could warp you to Egg Reverie with every character, no Egg Reverie special ability since it's easy mode where you fight a boss rush against all the Phantom Heavies, culminating in a new fight against Phantom Heavy King.

    It is a bit rough to say this, but I don't think they should have lauched this DLC. It is way too little and it is frustrating to see that. They should have kept the good memories from the initial Sonic Mania and just plan another full game release. Let's be honest, there is no much extra content, the stages are pretty much the same, and the additional characters don't add much to the experience. Don't get me wrong, I think this is still a great game, but the point is, they are slowly starting to get to the same mistakes from past developers, to add useless characters that nobody cares, and so on.

    And they should of added the Sonic arcade game. Last edited by gamer ; 20 Jul 3: