I've have sat through so many playthroughs of this game, and I legitimately don't remember Shadow's Crisis City level being this obnoxious. Good god.
And I've never seen that little taxi "glitch" before. I say that, but it looks more like it's set to respawn way before the bridge drops and gives room to do so. Gift that keeps on giving.
End of the World is it's own batch of insane shit.
I love Beefy, I've just...never really really sympathized with him over a game until this...absolute fucking abortion of a level. What was Sega thinking? Everything about this level from the constant level changes and loading screens to the physics fuckups and bugged out homing attack that's almost back at Shadow-level fucking user-hostile is enough to cause pain and aggravation without having even playing it. Because he is playing it, Michael here deserves every last bit of sympathy.
Even Sonic Boom Rise of Pause Flying Knuckles didn't have Crisis City.
I had to laugh when slowbeef had that outburst about how long the level is, because I said nearly the same exact thing like five seconds before.
Insert witty 'n clever quip here.I played Sonic 06 back when I was 12 and I remember hating this abomination of a game and enjoying only two things: the soundtrack and Sonic's Crisis City. Oh well. I guess I'm the only person on Earth who likes Crisis City and was glad at its inclusion in Generations.
I've gathered quite a few people were glad with its inclusion in Generations, actually. It's a pretty nifty level scenario that had the misfortune of being attached to a really shitty game.
Moon◊The level design was also pretty good. Sadly, it's ruined by how buggy the elements from the game are.
I was more annoyed at the fact they picked Green Hill over Star Light Zone, Sky Sanctuary over Launch Base, Hydrocity or Carnival Night and Planet Wisp over Tropical Resort.
edited 15th Feb '15 8:03:22 AM by Logograph
I'm not annoyed that they picked Green Hill over the other Sonic [1] stages. It's the most iconic level in the series, its omission would've raised more eyebrows than its inclusion.
I'm a little more annoyed that the level selection basically boiled down to "is it a Ghibli Hills or city stage? Okay then include it". Seriously, Green Hill was a must, but Seaside Hill and Planet Wisp were also both nature stages, whereas with city we've got Speed Highway, City Escape, Crisis City, Rooftop Run...
Moon◊Yeah, some of the stage picks were...meh. Sky Sanctuary was fucking great though
To be fair, city or Ghibli Hills stages are often the best Sonic stages.
Yeah, Seaside Hill, Planet Wisp, City Escape, and arguably Speed Highway are the most fondly remembered amongst the general fanbase for each of their respective games. Crisis City has great design ideas and killer music that were thankfully brought to the forefront, Chemical Plant Zone and Sky Sanctuary were both good additions, and Rooftop Run.....I guess they needed something other than Eggmanland.
Eggmanland is in Generations (as the arena for the Egg Dragoon fight, sure, but still there). Also, there are people who didn't like Rooftop Run?
It's worth it for the music alone.
Weren't the levels chosen by a poll?
Insert witty 'n clever quip here.Thank goodness, no. Sonic fans have some weird ideas as to what levels are the best. (Fuck Ice Cap).
Case in point, I quite like Ice Cap. I'd probably have chosen Sky Sanctuary over it, though; more iconic, and plot-wise it's something of a climactic moment. (Well, at least for Knuckles; Sonic's climax is The Doomsday while Tails's is Death Egg. But still!)
Anyway, let's enter the Fear Zone. I'm pretty sure that's not how you use the word "uterus".
I don't know why people like Ice Cap so much. It's kind of tedious, and it's not nearly as fast-paced as Carnival Night (seriously, I love Carnival Night. Those spinning pylon things are awesome) and the platforming is kind of meh. I'd probably dig the music but the synths are weird even for a Genesis game.
Sky Sanctuary is a perfect mix of excellent platforming and straight hallways and that's why it's the best level in Sonic 3&K.
Other levels from S3&K I like that don't get nearly as much respect as they deserve: Mushroom Hill, Launch Base, Death Egg.
Honestly, I'm far more liable to be going at high speeds in Ice Cap than I am in Carnival Night. A lot more ramps in that one, several of the gimmicks in the stage are conducive to building up speed (notably the infinite slopes and those sliding platforms you have to push around to crash through a wall and escape them), and the upper half of Act 2 is basically all downward slopes and ramps that let you build up speed extremely quickly (albeit the lower part of the level is a drag). CN's level design tended to strike me as a little bit too tight and twisty to allow for quick movement like that, although it has its moments.
Plus, the music's pretty ace (helps that it's basically "Hard Times" by The Jetzons - Brad Buxer being the common thread), and it has that highly-memorable opening where you snowboard down the side of a mountain (even if it's only when you play as Sonic and is mechanically overly simplistic).
Moon◊Fear Zone is fucking awful. Dat Engrish doe.
I bet it actually has a very rich and complex story in its native Arabic.
Insert witty 'n clever quip here.I think RP just had to reupload that one Crisis City video for some reason.
In the original upload, Slowbeef's talking wasn't lined up with Diabetus's, and the game audio wasn't synced to the video (Shadow would scream "NOOOOOOO" a good second or so after entering his death animation, for instance).
Since that old version is now private, here's the re-UL:
edited 17th Feb '15 9:41:40 AM by ShadowHog
Moon◊Ah I hear it now.
"It's all coming back to me like PTSD" "Post-Traumatic Sonic Disorder."
Behold the majesty of Sega's terrificnote level design.
Good God, it's hard deciding which level is the worst.
Yay, Slowbeef is done with every version of Crisis City and will never have to do it again. Except for as part of the final level.