
If Mania 2 consists of wholly new content, and embraces QoL improvements that any sequel should have over its predecessor, it will be a fantastic game. I’ve seen a lot of people call Mania the “true Sonic 4”, which is something I just can’t agree with. So 3&K is like a double album of all new and fantastic material, and Mania is a remixed and remastered greatest hits compilation. 3&K in the other hand was an improvement over its predecessors in very area. But as much as it’s a fantastic love letter to the old games, in many areas it holds itself back from reaching the heights it could reach, in order to be more nostalgic to players of the old games. Now I know Mania is a nostalgia pandering product. And even some of the good ones, like Hydrocity, are actually made worse in Mania than originally, due to forcing in mechanics like the bubble from Sonic 2 GG, just for the sake of nostalgia pandering. Now I know level designs and aesthetics are subjective, but Mania pretty much chooses some of the least interesting zones to remake. I have nothing against reusing zones, but they reused a really dull selection. I’ve seen Green Hill and Chemical Plant so many damn times. It was so weird to have some zones having transitions and others not, and while they went back and added them in in Plus, they were pretty half baked.īut mostly it’s the zones themselves that are Mania’s problem. Mania drops a lot of the improvements 3&K made over 1/2/CD in the name of nostalgia pandering to people who preferred 1/2/CD. The consistent zone transitions and a straightforward but fun and engaging plot just tie the whole package together really well. I’ve put far too much time into both of these games. Since they also already used it in Sonic 4 Episode 2, I just have a "ugh, again, really?" feeling towards it you don't need to include it because Metal Sonic is in the game. I also kind of resent the emphasis on Little Planet I know this game was honoring Sonic CD as well, but it felt like it took over the other mainline games as far as emphasis in Mania, which I just didn't care for when compared to S3&K Angel Island vs Death Egg. I could especially have Metallic Madness entirely omitted from the game and would think it is better for it. Having stages as they were in S3&K kind of had a unraveled story as you went, where as in Mania it is more just "memba this stage? I memba!" It stinks since the developers DID intend to make only new stages, but SEGA forced them to include classic stages since they were uneasy about the project.Īlso very much yeah, the last two stages back-to-back aren't even really fun nothing is worse than two mechanical factory levels in a row. I get it, in order to show the remix of stages from previous games they had to jump around more, but if the entire game was made to be new levels I think it could have been a perfect Sonic game. There was a flow to stages better done in S3&K for certain, even fitting a created island "map" we can see glimpses of. Like, WTF? Why is it a secret that Sonic Mania is not 100% the game it wanted to be?Īgreed on all fronts. Or that we got explicitly told there were no missing level transitions, yet animations for them were datamined off of the game, and they added those transitions in the DLC anyways. Someone made this call in the design team, probably someone with more "sonic purism" in their reasoning, and I feel they completely missed the point of what's a "cool" ending.ĭoesn't help that the game teased the giant egg emperor robo throughout the game and then did nothing with it (even in Sonic 2 we at least got a space transition and a ringless fight). Meanwhile, the megaman-zero-ripoff hard boiled re-fights are turned too short to even enjoy. I can put 1+1 together - They cut an entire boss rush from the game and left the final stage hollow for it.


Then later during the last boss, you get a little timed survival segment against powered up versions of each of the heavies for a few seconds? I mean, a stage divided into 4 sections, with glass panes featuring each Hard Boiled Heavy in the direction of those sections.

The final stage screams "unrealized vision".
