Aren't western audiences supposed to be the "I either want non-linearity or repetitive multiplayer" type of people?
There's a lot of assumptions about what a western audience wants. But remember Bomberman Act Zero for the Xbox360? That was made for a western audience, with the assumption that we wanted something "cool". It turned out that we hated it.
Sonic 2006 seems to be aimed at the assumption that we want something "cool".
About the plot- to me, it seemed less Narm and more "just as broken as the rest of the game, and almost as aggravating". Yeah.
but HOW?Actually OP, according to Sonic Dissected, this was created with a Japanese audience in mind. Elise is pretty much a japanese Love Interest.
To win, you need to adapt, and to adapt, you need to be able to laugh away all the restraints. Everything holding you back.I looked up "Sonic Dissected" and Sonic 2006, but oh my god, I can't watch a YouTube video like that that's just talking and words at the bottom, not even actual video footage or something to go with it. I'd rather read it in blog form or something.
Jesus, you have high standards. I could watch it just fine.
But then again, I've been a fan of Roger since I can't even remember.
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Glitches aside, how good is this game on its own merits?
I'd heard a lot about Sonic 2006, so I bought it out of curiosity recently. While the glitches do drag down the game and seriously hurt it at some points, I see what Sega was going for, and I've concluded that this could have possibly been the next Sonic Adventure 1, albeit with plot holes and even more Narm. Let's take a look:
It's clear that this game turned out so bad because it was rushed and released before being finished. Signs of the rush job such as missing special effects, mislabeled townspeople, lack of transitions, and the broken and glitchy gameplay hide what, at its core, is a game that has a lot of potential. It's broken in all kinds of ways, and I believe the hate is perfectly warranted, but I'm actually able to find enjoyment in this game.