A couple of things I chose to leave out of the video.
Amy also cannot wall jump like other Speed characters, but Espio can stick to walls permanently without ever falling off. Not really useful, but it's there.
Also, each team has a special effect triggered by their team blast, usually for the duration of the cooldown. Team Dark's in particular freezes time, which can sometimes prevent doors from opening and stopping progress. But you can just hit the team blast button again to cancel the time stop. Most people don't know that.
And all speed and flight characters do have a unique attack they can do when they don't have access to their teammates. But that is extremely rare so it wasn't worth mentioning.
I also feel I should address the pinball stages. Because while the physics of them are absolutely abysmal, you can actually get a feel for them and somewhat control them pretty well. And I actually find them to be my favorite pinball stages yet in a Sonic game because of how they are designed. Instead of just straight up pinball tables, they are platforming sequences built around pinball, which I think is much better than what was in Sonic 2 or Adventure.
Sorry about the little rant about game length. But since I've been playing all these Sonic games I've noticed that a lot of them suffer from a lot of padding to try to squeeze as much playtime as possible, often to the detriment of the game. Sadly, a lot of long games suffer from this to a degree. It really annoys me.
Here's a link to a spreadsheet I put together compiling all of my Sonic recommendations.
docs.google.co...
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16 окт 2024