01/14/2017 (Sat) 19:34:43
Enemy difficulty and enemy placement in Sonic games.
The only sonic games where I saw an attempt at fixing this are pretty abysmal as well. These are Boom, Sonic Heroes, and The Black Knight.Seriously go play the good Sonic games even, Sonic 1- Sonic 3 & Knuckles, the game's enemies don't really pose a threat unless you have shit reflexes.
Even then, their placement is so obvious even with slow reflexes after a while their attacks are just easy to predict. The games are simply just about seeing how fast and good you are at platforming. Not that it's a bad thing or anything but interesting enemy variety would make replayability more than just a mindless time attack. Because as it stands right now the games boil down to which roads offer the least resistance.
Even in fan games I see this recurring pattern of enemies being nothing more than obstacle that occasionally moves, or shoots a slow as shit projectile at you. There's no deeper strategy behind it other than avoid the slow moving projectile, and jump on the enemy's head. The only fan game where I've seen this SOMEWHAT addressed is Robot Blast 2 with its deadly as hell automated turrets, suicide bomber enemies who can catch up to you if you stop moving, and the robot knights in Castle Eggman. But even SRB2 falls short since these enemies are not the norm at all.
Additionally, why hasn't anyone tried to combine car racing mechanics with platforming to improve 3d Sonic games? Like a break button, and gradual acceleration based on physics sounds something any 3d sonic games would benefit from. In fact didn't Diddy Kong racing have platforming in it? Never played it but from the appeal it has, it seems to me it wasn't a bad game.>>10095Yes, but it was Mexican Injun meaning Meso American, not North American Injun.