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This fan game goes a long way towards mitigating that feeling, the basic mechanics of level traversal are all pretty much the same, but there is enough variety in the routes that you can even end up wondering if you are going in the right direction - which is a breath of fresh air for a series that has never managed to break free from its linear two dimensional origins.Īctually Sonic's pits of death really are a crime against gamers and have become so abused over the years that the only right thing to do now is to banish them from existence forever. You are going to run down this corridor, then jump on this spring, then bounce of these two badniks onto a rail that leads to another spring, and if you miss any of that, the game is going to kill you with a pit of death because the designer does not want you to go that way. There has never been any sense of freedom in 3d Sonic. I have never managed to play a 3d Sonic game since completely giving up on them figuring it out after being bitterly disappointed Sonic Adventure 2, in fact the rest of this review is going to be mainly directed at SEGA and how they did everything wrong and led everyone astray for 20 years. The physics feel great, the speed actually feels well earned and controllable rather than being assigned to a particular gamepad button, even the badniks actually present genuine threats that you have to think tactically to manageĪctually the most striking moment for me in this game was so simple, I was running down a hill into a valley, feeling the way the momentum was carrying me up the other end, then realising I was being chased by a motobug nipping at my heels and only just managing to outrun it, it was a sublime few seconds where everything about the game just felt perfect.
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It isn't without its faults, but I have never felt closer in a game to what a 3d Sonic experience should have been until playing this demo.