SONIC MANIA - I'm Too Young For This Shit

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Published 2017-09-15

All Comments (21)
  • @MechaMike
    TL;DW he's mad that he can't go fast in a non scripted sequence and struggles to beat an act in less then 10 minutes. It seems that you went into this game thinking you could just hold right to win and didn't realize that it takes actual skill to maintain speed, just look at a speed run and you will see what I mean.
  • @pipipsy
    As a 13 year old, I haven’t really played any games on the genesis, and I found this game phenomenal.
  • @krueger4313
    Him: "the game is way too easy!" Also him: dies by the time limit
  • @cruelcumber5317
    As someone whose first experience with 2D sonic was Sonic CD being given out for free from some T-Mobile thing about a month ago (ergo my opinions are not based in any sort of nostalgia), I have to disagree with a fair portion of this. Part of these disagreements are based on a misunderstanding of 2D sonic and get into the idea of intended play and how straying from said play will result in a less enjoyable experience. - The big levels do certainly have an aspect of exploration to them, but that is not their main point. The large branching levels give much more replay value to what are fairly short games if all you want to do is reach the end. Your criticism of points of no return being ridiculous is also based on this misunderstanding of the reason levels are big. It is a punishment to not get on the path you want, hence the points of no return. The paths with the best goodies require you to play well to get them, and if the game just let you try them over and over again, it'd defeat the point. Giving multiple routes not only increases replay value for those who aren't motivated to play the game as intended, it also adds game time towards those who are. By having multiple routes, finding which one is convenient to get to, saves you time, and also allows you to have a good number of rings and possibly even chaos emeralds adds an element of experimentation to the game, something that wouldn't exist with smaller, more focused levels. - 2D Sonic does not get its difficulty from just beating the game. You are supposed to be trying to find the secret levels to get the chaos emeralds, get a high score, and speedrun the game. These were all things that were baked into the design of the game. Secret levels often have ring requirements to enter with limited chances to beat them, and while it's hard to lose all of you rings when hit, it's much harder to keep enough rings to meet said requirements. Rings can add a lot to your final score. Rings also allow you to be recklessly fast like in a speedrun as you only really need one on you at any time meaning if your only goal is speed (something that both the score system rewards you on and is kept as a reminder in the top left at all times) you don't need to worry as much about the minor stuff. - 2D Sonic IS about going fast. While there certainly are slower segments that exist to add variety (to varying levels of success), the mechanics of the game directly supports gaining and keeping speed. There were the aforementioned ring and score arguments, but there's more than just that. The drop dash (since this video is ultimately on Sonic Mania) allows you to quickly build speed without stopping and the spin dash allows you to get even more speed with the trade off of temporarily stopping, you can hold down on slopes to roll into a ball for more speed, the levels are mostly void of pitfalls, enemies die quickly, etc. The point isn't that the game will always have you going at top speed, the point is that the game rewards you for going fast and gives you the tools to do so. - I can see why with the other misconceptions you had in the video you would find the lives systems little more than annoying, but it is meant to be more than that. The lives system firstly encourages you to experiment with level layouts. It also ties right back into the score system, which whether you care or not, is still a big element of the game as multiple elements feed right back into it. Aside from that, I agree with how crush deaths can often be BS (though I'm not sure how they'd fix that) and agree that they should do something about the way the timer deaths work (though I think they should send you back to the start of the act instead of just a checkpoint instead of removing it altogether).
  • @reeceboy1299_
    I don't think the level design in classic Sonic is meant to encourage exploring. Typically the upper routes are safer, faster, and more difficult to get to/stay on, and the lower routes are slower and add the risk of falling into pits/traps. So the upper routes are built to reward skilled play and multiple playthroughs, and the lower routes are like a safety net.
  • I disliked because of your insistence that you "gotta go fast" because you saw an anime with that line in it. Its a platformer. Not a series of quick time events. Id love you to play Mario, Shovel Knight, or any other games because you picked up somewhere that thats how you SHOULD play. Play the game for what it is. Don't shit on a nearly 30 year old series because of some cartoon you watched.
  • @Obi-Wan_Kenobi
    You keep holding the direction you were originally holding. It works every time.
  • @sighrelief
    Just want to check, this is bait right? like the controversial kind and not the click kind? I came in, saw the title, thought "hey i'm younger than syy, didn't grow up with the originals, love the game" then saw the like/dislike ratio. controversy sells and all. dislikes on youtube still help yadda yadda. I don't particularly even disagree with a lot of your criticisms. But the way you delivered your points, i think, is what may be what's actually contested by the viewers here, at least subconsciously. Well I guess im gonna fall for the bait. I'd say classic sonic is about a few things. Exploration, Platforming, Spectacle, Flow, and the widely contested Speed. All of which you did mention in an around the bush way, even if you did kind of brush off spectacle (which includes the visuals, music, and set pieces). To dilute your feelings about the gameplay, I'd say that you may have felt as frustrated as you did because you couldn't get a good feel for the flow of the game specifically. Without that, most of the experince falls apart. Take 4:24 for example. In this section you're supposed to have the electro shield to get up there. The machanic that you can walk on the ceiling when the electricity is on with the shield was taught to you earlier in the level, and the electrified ceiling above should have signaled that you need it in order to cross. It forces the player to think cleverly, skillfully, and explore, which results in a reward. If you can figure this out, there's little resistance between the player and the game. If you can't, most players would move on. Most of the game is built like that, and you can keep a good pace as a result. This also carrys over to your criticisms about the spider boss, which is built specifically to look like a bumper as opposed to most of robotnik's machines, signaling to the player that they can bounce off of it. Makes the sound effect and everything. The multi path system is built the way it is similarly, to reward skillful players. The top path is usually the fastest and funnest, but trickiest to get to. You critisise that for being slow and methodical, but it's usually the punishment paths that are like that. which can still be fast if you're skilled enough. The flow is hard to describe, and this may be off base but it's kind of how I feel. Imagine driving a car around 60 miles an hour. You're about to miss your exit, and you dont exactly jerk your car to the side so much as make a really wide turn you can feel in your chest, trying to retain control of the vehicle while playing into it's momentum. That's sort of how sonic can act. If there's any point you'd come to a halt a drop dash won't bring you to top speed but it will keep your momentum in the direction you want. With the top speed upside down, you push in the direction of where the momentum was initially set. So you'd keep pushing to the left in the one section you pointed out. Uh so yeah get fuckin good skrub
  • @gemmerchant6029
    man the fact that your "it sucks because i'm bad at it" criticisms are so cookie cutter that i thought i had already seen this video before really says a lot. turns out literally anybody can record game design commentary over laughable gameplay footage and upload it to youtube and actually convince people they know what they're talking about.
  • @anonfalco7880
    Your complaints appear to based on the fact the game isn't easy enough for you. Classic Sonic Games reward replaying and learning the game as a whole. You're not supposed to just complete it and dump it, older games were too short for that. But you seemed to hate practising the game, since you never learnt that you CAN go fast, but you have to get GOOD first.
  • @TheDragonCat99
    I've never seen anyone struggle so much with a game only to blame the game itself.... Like... seriously? How on earth did you take so long the time limit killed you? That's... not even a mild annoyance for most people, but it bugged you enough you needed to rant about it? H-how...? I'm not even angry, just... really confused.
  • This doesn't boil down to Mania being a bad game, but it boils more down to you being bad at the game. Why would anyone have trouble with the 10 minute time limit? It's more than enough, even for stages like Titanic Monarch. Seriously, I would never say to get good, but...get good.
  • Says running out of lives is rage quit inducing, but also talks so nonchalantly about losing rings
  • @BurgerKing42069
    I completely disagree with every point made in this video, except for the fact that the music is good and the game is pretty. But to each their own.
  • @Duck-de9dw
    Wait, so you say the level is too slow, takes too long, and enemies are hard to see, figuring out what hurts you is hard, and moving boxes killing you is bullshit, then go off and say it's too easy because of the way rings work
  • @IsaacCollector
    >Complains game is too slow >Never uses the dropdash, a mechanic specifically made to let you gain more speed faster
  • @pixelbob
    I don't know where to start with this Your poor knowledge of what Sonic is "supposed" to be is skewing your experience. I can't blame you though, this is partly Sonic X's fault, people meme too hard and then stupid people think those memes are how things really are supposed to be.