Secret Rings main innovation is quite welcome: no longer do we have open, 3-D levels that Sonic must roam about, but rather there are linear levels that Sonic progresses through on a track. Sonic moves forward automatically while the player moves him left and right by tilting the Wii Remote, similar to Excite Truck. Players can also make Sonic jump, stop, and move backwards. While jumping, the player can thrust the Wii Remote forward to perform a homing attack on a nearby enemy. There is no camera control.
The control system isn't awful, although it is quirky. Moving left and right with the Wii Remote is a fine feature, and I hope Sonic Team uses it again. Jumping is a different matter: holding down the jump button causes Sonic to grind, and only upon releasing does he jump, causing a delay. Even a quick tap of the jump button has a delayed reaction, and jumping overall slows Sonic down. Also, homing attacks can only be performed after jumping, and you must “lock on" to an enemy to perform them. There are two problems here: one, it takes too long to jump. Two, you must be in the air for a certain amount of time before you actually “lock on." If you are running at full speed towards a gap and see an enemy at the last minute, you are likely to jump, performing your homing attack without locking on, and fall to your death. This means that whenever something unexpected shows up in the levels, you will die. There's never enough time to dodge, jump, or attack. Sonic Team wanted the game to be fast paced, but why did they make Sonic's attacks so slow?
Where Secret Rings really falls apart is in level design. Replicating the main mistake of Shadow the Hedgehog, Sonic Team has put too many obstacles in the way of Sonic as he attempts to zoom through a level at high speed. These obstacles range from simple obstructions to groups of enemies that must be defeated or puzzles that must be solved. One area has you transporting dinosaur eggs to their appropriate nests, but since there are many branched paths, you have to loop around the level just finding the darn eggs before you can go on a hunt for the nests. The on-rails concept just doesn't fit the exploration necessary in this level. Other times, the levels will have long side scrolling portions where you must inch yourself left and right to avoid spikes and jump over barricades. It is awkward when Sonic stops in one of these areas so you can have complete control over his movement, then once he is past a specific obstacle will begin running automatically again. It is also awkward in general to have 3-D movement controls intact while playing from a 2-D perspective. It must be said that the level design does not reach Shadow the Hedgehog's heinous heights. Some of these levels are inadvertently fun, but they're few and far between.
One early level puts Sonic in front of a pack of raging Triceratops, and he must hit as many of the familiar “speed pads" as he can to avoid them. The problem is that Sonic Team has attempted to create a cinematic dinosaur chase that is shown from many different angles but, for simple gameplay purposes, I need to see where I'm going. The camera is often looking in the wrong direction, or at an awkward angle that confuses your left/right movement. It is also hard to actually hit the pads, and if you miss a few of them, the Triceratops will trample you. It also just so happens that in this level gaining rings is your top priority. It's a really sadistic level that you may have to play many times before completing.
The game is lacking linearity where it could use some – since you're unlocking everything out of order, often you have to go back to the early stages to play a mission you missed before you can progress. There is also an experience point system that is entirely out of place. As you level up, Sonic will gain new “abilities" which range from useless to absolutely necessary: “Improve steering control," or “Accelerate faster." The game is nearly unplayable at first until you gain these key abilities, making the controls go from awful to adequate. Some of the skills become necessary, like the ability to slow time down or speed it up, but it's never clear when to use these until too late. The organization of these skills (which must be equipped prior to starting a level) in the menu is confusing and annoying… actually, so is every part of the menus. You'll be seeing the menus a lot because every time you complete a single level (some of them in less than 45 seconds) you'll be sent back to select a new one.
No surprise again, Sonic Team has thrown in an overlong and ridiculous “plot" that attempts to motivate Sonic's adventures inside of the book “Arabian Nights." The voice acting is terrible, although the hand-drawn images are rather beautiful. Likewise, the game's graphics are perhaps the best on Wii, outside of Zelda. The levels look clean and polished, much unlike the stop-and-go gameplay mechanic. In terms of music, Sonic is once again billed as a “rough dude," which is why we hear angst-rock most of the time. Some of the level tunes break this mold and are catchy, in a Sonic way, almost making you think you could be playing an old Sonic game.
Secret Rings throws in a multiplayer party game extra that is amusing if you have people over. It attempts to emulate Mario Party with a game board interface, but the only part that's actually worthwhile are the mini-games themselves. Like most first generation Wii developers, Sonic Team was able to think up some fun and stupid mini-games that make the Wii Remote seem really cool. One of the best ones I encountered has you pretending to play a violin with the Wii Remote, and there are others similarly inventive. The party game element isn't too complicated, which means it will get old fairly quickly except for the occasional replay of an awesome mini-game.
Overall, Secret Rings isn't a new low, just a new disappointment. It seemed like, maybe, we would finally get a Sonic game that achieved its goals, namely speed and fun. Sonic Team needs to take the on-rails concept and thoroughly rework their previous notions about level design, and then perhaps we can get the 3-D Sonic game we've always wanted.
Pros:
Lastability: 8.5
Every level is jammed with secrets, and you are scored with medals depending on how fast you complete them. Missions are also unlocked, and there is a whole party game mode to satisfy multiplayer cravings. This package is full; it's just too bad that the main game isn't satisfactory.
Final: 5.0
There's a lot to hate about this game, but with all the extras and the unique control scheme, some people may find it worthwhile. I don't recommend the game to anyone, though, and instead encourage a rental to the morbidly curious.
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Even a quick tap of the jump button has a delayed reaction, and jumping overall slows Sonic down.
Quote
Replicating the main mistake of Shadow the Hedgehog, Sonic Team has put too many obstacles in the way of Sonic as he attempts to zoom through a level at high speed.
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It is awkward when Sonic stops in one of these areas so you can have complete control over his movement, then once he is past a specific obstacle will begin running automatically again.
Quote
The game is lacking linearity where it could use some – since you're unlocking everything out of order, often you have to go back to the early stages to play a mission you missed before you can progress.
Quote
No surprise again, Sonic Team has thrown in an overlong and ridiculous “plot" that attempts to motivate Sonic's adventures inside of the book “Arabian Nights."
Quote
Jumping is a different matter: holding down the jump button causes Sonic to grind, and only upon releasing does he jump, causing a delay. Even a quick tap of the jump button has a delayed reaction, and jumping overall slows Sonic down. Also, homing attacks can only be performed after jumping, and you must “lock on" to an enemy to perform them. There are two problems here: one, it takes too long to jump. Two, you must be in the air for a certain amount of time before you actually “lock on." If you are running at full speed towards a gap and see an enemy at the last minute, you are likely to jump, performing your homing attack without locking on, and fall to your death. This means that whenever something unexpected shows up in the levels, you will die. There's never enough time to dodge, jump, or attack.
Quote
These obstacles range from simple obstructions to groups of enemies that must be defeated or puzzles that must be solved. One area has you transporting dinosaur eggs to their appropriate nests, but since there are many branched paths, you have to loop around the level just finding the darn eggs before you can go on a hunt for the nests. The on-rails concept just doesn't fit the exploration necessary in this level.
One early level puts Sonic in front of a pack of raging Triceratops, and he must hit as many of the familiar “speed pads" as he can to avoid them. The problem is that Sonic Team has attempted to create a cinematic dinosaur chase that is shown from many different angles but, for simple gameplay purposes, I need to see where I'm going. The camera is often looking in the wrong direction, or at an awkward angle that confuses your left/right movement. It is also hard to actually hit the pads, and if you miss a few of them, the Triceratops will trample you. It also just so happens that in this level gaining rings is your top priority. It's a really sadistic level that you may have to play many times before completing.
Quote
As you level up, Sonic will gain new “abilities" which range from useless to absolutely necessary: “Improve steering control," or “Accelerate faster." The game is nearly unplayable at first until you gain these key abilities, making the controls go from awful to adequate. Some of the skills become necessary, like the ability to slow time down or speed it up, but it's never clear when to use these until too late. The organization of these skills (which must be equipped prior to starting a level) in the menu is confusing and annoying… actually, so is every part of the menus. You'll be seeing the menus a lot because every time you complete a single level (some of them in less than 45 seconds) you'll be sent back to select a new one.
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angst-rock most of the time
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Gameplay: 3.5
It's too stop-and-go, thanks to the level design. Some levels must be replayed over and over just to learn where all the obstacles are so you can get through without dying
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Originally posted by: pap64
This wouldn't be the first time NWR has severely rated a decent/solid/good game (case in point Wii Play, Rayman Raving Rabbis etc.)...
But boy is GoldenPhoenix going to be all over this one...
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Originally posted by: pyrokamileon
wow, I wish I had had a chance to read this review before the game shipped. you guys need to get closer to these companies so that you don't have to wait like everyone else to get games... I heard from all the sites that had either had previous experience with this game or who got it early so they could review it and I doubt if I heard one bad thing about it! so I bought it, I was excited for it (hell I bought Sonic Adventure 2 for the 'Cube and I actually liked that one). but now that I have it... well let just say I feel your pain. I don't feel like going back to the review and dissecting and analyzing it. how about this: if they could get the basics right then the rest of the game should be passable. well I'm not satisfied with the controls. it feels like they broke the game and said well ya know the farther you get in the game the more tools we'll give you so you can fix it yourself! and uh well... isn't the beginning the part of the gamer where I'm supposed to be drawn in!? so much for that. in retrospect I kinda wish I had just rented it first... but then again I am still at the beginning I do plan to play the game farther than that (hoping it gets better all along the way). I'm just a little discouraged at the moment. being a sonic fan and being that I already spent the money on the game (it's not like I can undo that part) lets just hope I enjoy the rest of the game more than I did the beginning.
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Originally posted by: NewsBot Secret Rings revels in gameplay features that bastardize Sonic and have nothing to do with the core concept of his original 16-bit games. I'm really surprised that Sega was able to screw this up.
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The control system isn't awful, although it is quirky. Moving left and right with the Wii Remote is a fine feature, and I hope Sonic Team uses it again. Jumping is a different matter: holding down the jump button causes Sonic to grind, and only upon releasing does he jump, causing a delay. Even a quick tap of the jump button has a delayed reaction, and jumping overall slows Sonic down. Also, homing attacks can only be performed after jumping, and you must “lock on" to an enemy to perform them. There are two problems here: one, it takes too long to jump. Two, you must be in the air for a certain amount of time before you actually “lock on." If you are running at full speed towards a gap and see an enemy at the last minute, you are likely to jump, performing your homing attack without locking on, and fall to your death. This means that whenever something unexpected shows up in the levels, you will die. There's never enough time to dodge, jump, or attack. Sonic Team wanted the game to be fast paced, but why did they make Sonic's attacks so slow?
Quote
Where Secret Rings really falls apart is in level design. Replicating the main mistake of Shadow the Hedgehog, Sonic Team has put too many obstacles in the way of Sonic as he attempts to zoom through a level at high speed. These obstacles range from simple obstructions to groups of enemies that must be defeated or puzzles that must be solved.
Quote
As you level up, Sonic will gain new “abilities" which range from useless to absolutely necessary: “Improve steering control," or “Accelerate faster." The game is nearly unplayable at first until you gain these key abilities, making the controls go from awful to adequate. Some of the skills become necessary, like the ability to slow time down or speed it up, but it's never clear when to use these until too late. The organization of these skills (which must be equipped prior to starting a level) in the menu is confusing and annoying… actually, so is every part of the menus. You'll be seeing the menus a lot because every time you complete a single level (some of them in less than 45 seconds) you'll be sent back to select a new one.
Quote
No surprise again, Sonic Team has thrown in an overlong and ridiculous “plot" that attempts to motivate Sonic's adventures inside of the book “Arabian Nights." The voice acting is terrible, although the hand-drawn images are rather beautiful.
Quote
Secret Rings throws in a multiplayer party game extra that is amusing if you have people over. It attempts to emulate Mario Party with a game board interface, but the only part that's actually worthwhile are the mini-games themselves. Like most first generation Wii developers, Sonic Team was able to think up some fun and stupid mini-games that make the Wii Remote seem really cool. One of the best ones I encountered has you pretending to play a violin with the Wii Remote, and there are others similarly inventive. The party game element isn't too complicated, which means it will get old fairly quickly except for the occasional replay of an awesome mini-game.
Quote
Overall, Secret Rings isn't a new low, just a new disappointment. It seemed like, maybe, we would finally get a Sonic game that achieved its goals, namely speed and fun. Sonic Team needs to take the on-rails concept and thoroughly rework their previous notions about level design, and then perhaps we can get the 3-D Sonic game we've always wanted.
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Originally posted by: wandering
The problem is Nintendo fans.
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Originally posted by: Smash_BrotherQuote
Originally posted by: wandering
The problem is Nintendo fans.
It's funny: I almost raised this point, except from a completely different angle.
Nintendo fans are spoiled rotten by most games today. Take TP or Mario 64, for example: it is IMMENSELY hard to die in these games. The focus of the game is adventuring with little to no chance of death.
Guess what? Sonic team TRIED adventuring and people b*tched up a storm that "Sonic is all about speed!", so they give us a game where the entire focus is trying to surmount obstacles while moving at breakneck speeds where one wrong move can equate death and people get up in arms about the game and how it's "frustrating", "too hard", etc. etc.
God forbid, we Nintendo fans actually sit down to a game in which we die and KEEP dying until we, oh I dunno, GET BETTER AT IT?! How feeble have we as gamers become when we become offended when a game is difficult to the point that we don't plow through it without any trace of difficulty?
NSMB was easy as hell, TP was a cake walk and Nintendo fans actually pissed and moaned that Mario SUNSHINE was too hard. Huh?
Now, we have a game which has a learning curve to the control, but rather than taking a hit and simply losing some easily-recovered life when you f*ck up, you die. OMGWTFBBQ!!!!!11!!!11!!!!!!1!
But to make the whiners look even worse, Sonic doesn't even HAVE lives!!! He just starts again 20 feet back from where you died, not forcing these whiners to even start the level over most of the time.
I have no problem with this control scheme, once I learned it. When I figured out the rhythm of steering Sonic, homing attacks, jump timing and jump canceling, it rapidly became second nature.
How did we forget the glory days of the 16-bit era where players didn't blame the GAME when they sucked at it but tried harder until they got it right?
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Originally posted by: Jessicagirl
It seems as though this review got called out. I am going to have to disagree with it as well. I don't like how people compare games to the "good old days" when these people seem to lack knowledge about what those "good old days" were about. Though looking at Gamerankings.com, it is clear that the opinions held in this review are not agreed upon by the vast majority of reviewers or gamers. This is one of those reviews that can be safely ignored.
Reminds me why I don't come to this sight nearly as much as I used to.
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Originally posted by: GoldenPhoenix All that may be true about games being easier, but Sonic is hard because it has some poorly designed levels and clunky controls. A game can be challenging and be well designed, sadly Sonic SR misses the well designed part by a mile in places.
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Originally posted by: GoldenPhoenix Good ole days were hampered by poor balance and level design, so I think it is fair to compare this game to the "good ole" days in that aspect.
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Originally posted by: Smash_BrotherQuote
Originally posted by: GoldenPhoenix All that may be true about games being easier, but Sonic is hard because it has some poorly designed levels and clunky controls. A game can be challenging and be well designed, sadly Sonic SR misses the well designed part by a mile in places.
Did you miss the part where I pointed out how much better I did once I got the rhythm of the game down pat?
And I just don't see what's so wrong with the level designs. Yeah, they're at their best when you're moving through them at incredible speeds, but I'm just finishing up the remaining missions to unlock the last world now and the ONLY level design I didn't like was the one which forced you to press buttons to collect 10 rings. Everything else was fine.Quote
Originally posted by: GoldenPhoenix Good ole days were hampered by poor balance and level design, so I think it is fair to compare this game to the "good ole" days in that aspect.
No, the "good ole days" were bolstered by undaunted players who wouldn't declare a game "too hard" and "frustrating" when it called for them to practice and get better at it.
I find it ironic that a lot of the VC games NWR posts as "safe for everyone" were, in fact, ridiculously hard and, had people no memory of playing them when they were young and the fun they had with them, would very likely rake them across the coals for "poor level design", "balance" and "bad controls".
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Originally posted by: Smash_Brother
But to make the whiners look even worse, Sonic doesn't even HAVE lives!!! He just starts again 20 feet back from where you died, not forcing these whiners to even start the level over most of the time.
I have no problem with this control scheme, once I learned it. When I figured out the rhythm of steering Sonic, homing attacks, jump timing and jump canceling, it rapidly became second nature.
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Originally posted by: Professional 666
Watch out, Smash, it's those same difficult games that scared away casual gamers from Nintendo all this time!
Nintendo's working VERY HARD to eliminate traditional play and bring all those gamers back with zero-pressure, no-surprises, patient, non-trial & error non-gameplay!
We've got to get with the times!
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Originally posted by: pap64
As for the Secret rings argument, I think we all have learned that sometimes the value of a game lies in the eyes of the gamer.
Its obvious that many gamers loved or truly enjoyed SR, flaws and all, while gamers like Evan and Golden couldn't comprehend the game's appeal and called it the worse. Its a love/hate game. That we can all agree on.
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Originally posted by: GoldenPhoenix
Pap have you even played the game yet?
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Originally posted by: pap64Quote
Originally posted by: GoldenPhoenix
Pap have you even played the game yet?
I personally haven't played it yet, so I can't talk about the game itself.
I'm mainly talking about how each camp has handled this very poorly and I simply don't like the sarcasm used. Like I said, I HATE how whenever SR is brought up someone says "It's sad how Nintendo fans are so starved for games they embrace bad ones".
It's OK if you didn't like the game, and its OK if you liked it. I'm simply saying that there's no need to antagonize each other. After all, when me and S_B criticized Elebits, we didn't antagonize anyone that liked it, and giving it a fair review and said that the game is worth a rent at least since it is one of those games that some will love, others will hate.
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Originally posted by: GoldenPhoenixQuote
Originally posted by: pap64Quote
Originally posted by: GoldenPhoenix
Pap have you even played the game yet?
I personally haven't played it yet, so I can't talk about the game itself.
I'm mainly talking about how each camp has handled this very poorly and I simply don't like the sarcasm used. Like I said, I HATE how whenever SR is brought up someone says "It's sad how Nintendo fans are so starved for games they embrace bad ones".
It's OK if you didn't like the game, and its OK if you liked it. I'm simply saying that there's no need to antagonize each other. After all, when me and S_B criticized Elebits, we didn't antagonize anyone that liked it, and giving it a fair review and said that the game is worth a rent at least since it is one of those games that some will love, others will hate.
Ah but the only difference is that Elebits was a great, polished game, and Sonic and the Secret Rings isn't. j/k
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Originally posted by: Jonnyboy117
Regardless, just because Evan's review doesn't jive with the average on GameRankings doesn't mean it is less valid than all those others.
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Originally posted by: GoldenPhoenix
I think I should be made a staff member and give a second opinion!
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Originally posted by: Jonnyboy117
It's very telling that about half the people in this thread agree with the review, and the other half disagree.
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Originally posted by: Smash_BrotherQuote
Originally posted by: GoldenPhoenix
I think I should be made a staff member and give a second opinion!
No, they can't have a staff member give Elebits a 12 out of 10 without the site looking bad.
Though, I should point out that I gave Elebits a 7.5 in my review and Evan gave it a 6.
Now its YOUR turn to agree with him, I guess.
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Originally posted by: ArbokQuote
Originally posted by: Jonnyboy117
It's very telling that about half the people in this thread agree with the review, and the other half disagree.
Counting them, it's more like 75% (users, not posts) seem to disagree...
Haven't played the game, so I won't comment myself, but the users in this thread are clearly more in favor of the game.
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Originally posted by: SixthAngel
Its called a self fulfilling prophesy. Everyone was asking if the game won't be bad, not if it will be good. The thread in the main forums was "I hope secret of the rings doesn't suck." Reviewers, especially Nintendo fans, will come in looking for faults whether they like it or not.
On another note it is nice to see a game where I actually die on a Nintendo console, your supposed to die in games sometimes.
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About the review, sadly I haven't trusted NWR reviews for a long time now.
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Originally posted by: GoldenPhoenix
I especially like games that you die because poor level designs and crappy controls that make it more difficult than it should. I'm beginning to wonder if some of the Sonic supporters who praise it for its so called "challenge" would be thrilled to death if a company (maybe even Nintendo) created a game where you have to battle hundreds enemies at once, with gimped controls, horrible framerate, 1 life (No continues), and obstacles scattered every couple of inches that can give you instant death. That would be hard wouldn't it? And I'm getting the impression if a game is "hard" regardless of WHY it is hard, is a great game. Who cares about game design, controls, innovation, presentation, it should be HARD above all else because that equals great.
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Originally posted by: KDR_11k
I interpret scores as
0-6: Not worth buying except as a joke present (heh, I remember the look on the face of a friend when I handed him Britney's Dance Beat as a birthday present, of course I gave him a real present after he was over the shock).
7: Somewhat good, maybe worth it in the bargain bin but don't expect it to be fun all the time.
8: Good. Should be worth buying, at full price if it's a genre you're very interested in, in the bargain bin if it's not as interesting to you. The game will be mostly fun with only few unfun spots.
9: Great. Worth retail price. Fun throughout.
10: A lengthy way of saying 9.
Two digit ratings are rounded to the lower value (i.e. 8*% is read as 8)
QuoteSo you feel it's okay to change the universally agreed upon convention?
Originally posted by: Svevan
If most people agree with you, it's no surprise that NWR is "not trustworthy" anymore because there's a disconnect between our scoring system and the public's perception.
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Originally posted by: Svevan
We're just tired of all games being rated somewhere between 4.5 (terrible) and 8.5 (pretty good). 4.5 should mean bad, but not terrible, and 8.5 should mean a lot more than "pretty good."
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Originally posted by: GoldenPhoenix I especially like games that you die because poor level designs and crappy controls that make it more difficult than it should.
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Originally posted by: Koekoenutt Smash Brother, I want to know really though, have you ever died in the game becuase you slipped up the controls in anyway?
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Have you ever died becuase you were trying to go backwards and all sonic would do is something other than move backwards?
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Have you ever died because you did a complete stop and the controls made you fling left or right suddenly accidently?
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Have you ever died from the controls not picking up the forward flick and attacking the enemy on time, or having the controls accidently flick forward?
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Have you ever had to go back to a level you should have been able to pass, but held it off for another 10 levels for upgrades, when it's from the second or third world and your on one of the last. There is not ONE mission or level in the game that frustrated you to no end?
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Originally posted by: GoldenPhoenix
I really hate the logic that you can "learn" the controls, there are 2 different types of controls. Challenging control schemes and broken control schemes, both of which you can adjust to with time, but the point is that a game that is focused more on break neck speed (which Sonic SR fails at in alot of its missions) should have tight controls, not ones you have learn goofy angles you need to hold controller in order to get it to do what you want. Sonic SR, like I've repeated over and over, is a great example of poor innovation, it tacks on tilt controls which is bad enough, but top it off by making them floaty and unnatural feeling which take forever to adjust, when it could have used the nunchuck and utilized the Wiimote in some unique way.
BTW not sure comparing the game to the PS3 and Xbox 360 verisons is fair (though I'm sure you could get "used" to the game and its controls), because that Sonic iteration is atrocius in not only controls but everything else, at least SR does some things competently.
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Originally posted by: GoldenPhoenix
...there are 2 different types of controls. Challenging control schemes and broken control schemes, both of which you can adjust to with time...
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Originally posted by: ArbokQuote
Originally posted by: GoldenPhoenix
...there are 2 different types of controls. Challenging control schemes and broken control schemes, both of which you can adjust to with time...
Under which of the two would the original Mario Bros. fall under?
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Originally posted by: Koekoenutt
I don't think using the original Mario Bros. controls really is to great of a debate, since they were very limited to what they could have used. Years later, developers have way more to work with and actually have to think more about controls than what a couple of buttons do and a d-pad.
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Originally posted by: ShyGuy
So wait, Super Mario Bros is broken? BROKEN?????
Bloodworth, give it a try. I think you may like it more than some people give it credit.
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Originally posted by: ViewtifulGamer
...and this is why we should extend our Virtual Console scale to our regular reviews.
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Originally posted by: Smash_Brother
Regarding the control of the game, I think you're dealing with a completely new beast here and, as such, it's going to take a while to adjust to the new setup.
The controls are NOT broken: they're new, different and something we as gamers aren't yet used to dealing with.
First of all, we're not used to making ultra-minute adjustments by tilting our hands ever so slightly.
Second, it took me years to develop my analogue stick thumb to the point where I could glide a crosshair back and forth across a screen. I think it's going to take time before we fully explore the finesse it will require in order to cause a character on screen to glide back and forth in small increments.
Consider all of the difficulty in moving the Wiimote: if you're not careful, you can move Sonic by accident, and I know because I've done this. This is something which will take some getting used to, but like I said, I managed to do it so I know the controls aren't "broken".
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Originally posted by: GoldenPhoenix
I actually like Excite Truck as well, but really tilt controls are really a lazy way out of designing games around the unique features of the Wiimote. It is almost like the early days of the DS that people used the touch screen just so they utilize some of the new features, I get the same feeling with some Wii games, that they are slapping on tilt controls just to say "Hey we utilized the Wiimote. Look you can make sonic turn like a truck by tilting the controller! Yeah, we know people will eat this up. In fact since our other Sonic games have been so crappy even an overly simplistic, unpolished product like Secret Rings will get major praise because even in its clunky, disconnected state it is still better than other Sonic games! " Exact quote from Sega too.
Quote
Originally posted by: Smash_BrotherQuote
Originally posted by: GoldenPhoenix
I actually like Excite Truck as well, but really tilt controls are really a lazy way out of designing games around the unique features of the Wiimote. It is almost like the early days of the DS that people used the touch screen just so they utilize some of the new features, I get the same feeling with some Wii games, that they are slapping on tilt controls just to say "Hey we utilized the Wiimote. Look you can make sonic turn like a truck by tilting the controller! Yeah, we know people will eat this up. In fact since our other Sonic games have been so crappy even an overly simplistic, unpolished product like Secret Rings will get major praise because even in its clunky, disconnected state it is still better than other Sonic games! " Exact quote from Sega too.
It's ok.
I get bitter when I'm bad at things, too.
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Originally posted by: wanderingQuote
Originally posted by: ViewtifulGamer
...and this is why we should extend our Virtual Console scale to our regular reviews.
Yes, that is exactly what you should do. I'm serious. If you're going to break the mold (and that's what you're doing. Metacritic considers a review that gives a game a score lower than 75 'mixed' rather than 'favorable'), you should go all the way. Throw out the numbers altogether.
...actually, instead of "Recommended for Everyone/Fans/No one", I'd go with "buy"/"rent"/"avoid like the plague". I think that's ideal for games. "Great"/"Good"/"Okay"/"Poor"/"Worst thing since the black plague" also works well.
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Originally posted by: GoldenPhoenix
I do not buy the opinion that they developed the Wii controls to be "hardcore"
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In fact if the argument Smash, along with others used about SR's controls being nothing more than something you get used to, then that means any game that can beaten should NEVER be critisized for poor controls, because it just takes "Practice". They can be like Sonic, imprecise, clunky, but you can still get "used" to them if you torture yourself long enough.
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Originally posted by: Smash_BrotherQuote
Originally posted by: GoldenPhoenix
I do not buy the opinion that they developed the Wii controls to be "hardcore"
They didn't: they developed the controls to navigate Sonic through the levels and obstacles ahead of him. "Hardcore" is the fact that you can replay all of the levels for an attempt to acquire gold medals and all of the fire souls.Quote
In fact if the argument Smash, along with others used about SR's controls being nothing more than something you get used to, then that means any game that can beaten should NEVER be critisized for poor controls, because it just takes "Practice". They can be like Sonic, imprecise, clunky, but you can still get "used" to them if you torture yourself long enough.
I probably spent, maybe 30-40 minutes before I had mastered the controls to the point where I was using Sonic to leap from platform to platform and get perfect timing so I was properly landing my jump cancels. When I say that the controls take longer to master, I'm comparing them to Excite Truck which ran you through the tutorial and then you pretty much knew how to do everything.
SR is a different animal in that you're constantly receiving upgrades which make you jump further, faster, higher, quicker, run faster, boost quicker, etc.
I've dealt with unusable controls and I've called them as such: these controls have a learning curve but are perfectly usable once you've learned them. I feel like I'm beating a dead horse, trying to prove this point, but I honestly found these controls more than usable once I learned them. The fact that you did not has absolutely no bearing on my opinion of the game, just that I make sure to caution potential buyers that this game has more of a learning curve than any Wii title they've played before. This is because of poor design choices by Sega and the overrated nature of the game
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It's more like a pleasant prom date with a complete stranger. Nice while it lasted, not something you'll be going back to.
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Originally posted by: odifiend
Not trying to be a jerk, but if you don't like this game, it could be because you don't like the idea behind Sonic games, because Sonic Team (or whoever) delivered on the concept.
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Originally posted by: Kairon
In my opinion, the complaints simply don't ruin the game experience enough to ruin the fun. *shrug* Eternal Darkness had WAAAAAAAAYYY more problems than this game.
~Carmine "Cai" M. Red
Kairon@aol.com
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Originally posted by: Kairon
Huh? Sonic not creative? I'm sorry, but did you SEE THE GIANT DINOSAURS?!?! That's creativity INCARNATE!!! WHAHAHAHAHAHAHAAAAAAAAAAAAa!
~Carmine "Cai" M. Red
Kairon@aol.com
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Originally posted by: GoldenPhoenixQuote
Originally posted by: odifiend
Not trying to be a jerk, but if you don't like this game, it could be because you don't like the idea behind Sonic games, because Sonic Team (or whoever) delivered on the concept.
Too bad I really loved Sonic 3 right? The game has many legitimate complaints besides the difficulty, even if you look at the myriad of reviews out there some are brought up multiple times so there must be something to them. You loved the game? Great for you, but realize that some of us had legit complaints regarding the game, and mine never were about it being too hard (Maybe if you are talking about clunky controls at times, or tedious missions, I'd agree).
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Originally posted by: odifiend
Two words. Laser Hockey. Wii Play and polished controls don't belong in the same sentence...
Even missions where you have to make laps are about speed. There is no "about facing" Sonic, so you are kidding yourself if you think it is not about speed. It is by design and by perspective. I never said the set up was the same as the classic games, but the sense of speed you get from the game is what Sonic is about. If you can't anticipate and avoid obstacles quickly you aren't going to like any true Sonic game. Secret Rings is fast to the point where it is unforgiving - whether that means death or trying to figure out how to make Sonic travel in reverse.
The strictness and the challenge do not make Secret Rings a bad game. The developer seems to expect the player to have near perfect execution on run throughs while Sonic is running around 80+ mph. Some of the complaints mentioned have been completely inherent to Sonic, the concept. Not having enough time to charge jumps, having to backtrack because an item was missed, etc, etc... The controls are not perfect (I hope there is an upgrade for jumping of rails because I hate doing it) but they are not that bad. You are just controlling the fastest thing alive. Frustration is going to come easier.
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Originally posted by: Kairon
When I was in first grade, Sonic stole my lunch money and pushed my face into the mud.
~Carmine "Cai" M. Red
Kairon@aol.com
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Originally posted by: GoldenPhoenixQuote
Originally posted by: Kairon
When I was in first grade, Sonic stole my lunch money and pushed my face into the mud.
~Carmine "Cai" M. Red
Kairon@aol.com
Did he have to back up to do so? Or was he running full speed forward?