![]() ![]() ![]() The levels don't have great flow because no-one has spent the intervening years learning how to bridge the gap between being an on-rails rollercoaster with minimal input, and a difficult puzzle game that relies on pinball style inertia. It doesn't checkpoint properly (ie you don't always return to that point) because that wasn't easily achieved on a Megadrive. It has a punitive number of lives because SEGA were first and foremost an arcade developer and that's how you did the do, way back when. ![]() SM is just like something out of a time capsule. The 3D games made the mistake of going too far in the opposite direction and smoothing all the edges out, making it 'push right to win'.īasically, the series made the leap to 3D too quickly and whilst I don't want to compare it to Mario in game play terms, it's worth noting that continuous iteration showed Nintendo what needs to go and what needs to stay. But basically the fact that skipping 20 years of incremental change and improvement is only 'good' in the service of nostalgia. Luckily for you negs are now GONE! Go crazy. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |