It's a solution to only one part of the problem. ![]() The best thing Utopia (and Green Hill Paradise) proves is that it's absolutely possible to make momentum-based systems in 3D, but it doesn't really have much else in the way of suggesting where to go from there. Enemies are best ignored because of the wide space and there's not really a lot of challenge. But after that I kind of realize there's not a lot to draw me in here. It's fun to run around in these levels, no question about it. But having said that I still think games like these miss a certain "hook" to them. This is kind of why the homing attack was absolutely necessary for one thing. It's an inherently harder genre to do which is especially true to Sonic - it's a platformer that sells itself on speed. As fun as I have with the feeling of Sonic Utopia it's starting to dawn on me how it's a bit emblematic of an issue - or rather the REAL issue - that fans and developers have yet to figure out when it comes to Sonic, and it's the kind of issue that is somewhat endemic to 3D platforming in general.
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