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Cloudman said:

Funny you mention the homing attack in Lost Worlds. I haven`t gotten used to that mechanic in the game and it feels awkward so far to me. I hope I can get adjusted to that.

I actually thought the homing attack was a good addition and I really liked it. It made attacking enemies really fun and it was a quick action. I think it helped keep the fast pace going in the running stages. I think homing attacks was the best they could do to remedy attacking enemies in a 3D space. I think they could have it where you can just jump and land on them on your own, but for some reason they make Sonic get out of ball form after you jump, and it would seem a little slow to get through. Though with the homing attack, it at least keeps that momentum going, which now Speed is mostly what Sonic is associated with.

The 2D sonic games did well in keeping the fast pace going because you only have to to worry about left and right, and with 3D, it`s a little harder, and I think the homing attack is one way to remedy this, though you bring up a good point. Why can`t they convert that constant movement to 3D? Being able to switch into a ball while running helped get through enemies, and not slowing down when hitting enemies helped keep you going. I` m sure there`s a way to have that same movement from 2D Sonic games to 3D. Whether we`ll see that, who knows... Anyways, I like the homing attacks but you do make good points I never considered before. Thanks for that~


That's just not true. The homing attack is literally concrete evidence that the controls in those games are bad. It's a platformer. Imagine if Mario had a homing attack for mushrooms in Galaxy. You're supposed to skillfully skid/bounce off enemies naturally. The homing attack completely destroys that, betrays the already bad physics of most of the games (again, except in Lost World), and additionally removes all skill from successfully platforming off an enemy to maintain momentum.

The homing attack completely ignores your momentum and current speed, changing it completely to one standard "homing" speed. It completely destroys any momentum you had, or at least unrealistically alters it.

2D Sonic did well because their level design, enemy placement, physics, and controls were perfect. The homing attack was added because those elements in the 3D games weren't, not because 3D itself makes things more difficult. It had nothing to do with it being in 2D and only having two directions. Simply making the enemies larger by comparison to Sonic and placing them in spots that better aid to platforming and gaining momentum would have completely fixed that without ruining momentum or betraying physics. And fixing his terrible controls while in the air. Again, look at all the platformers that do it successfully. It's all because of the way they're designed.

Look at it this way; In 2D Sonic, you're a pro skate boarder. You're supposed to be in a skating park, and there are obstacles everywhere. 3D Sonic changed the skateboard to one that isn't as good with magnetic wheels, changed the skating park to one long downhill ramp with a few easy jumps, and whenever you think you won't make one, you get to click a button that yanks you to the nearest metal obstacle.

I'm 100% sure they could bring back how the spin dash or ball curl worked in the 2D games, but remember how completely reliant those were on semi-realistic physics. Once you spin dashed or curled into a ball, you were literally a ball and the only momentum you could gain was from the level design. The game respected ball physices and designed every single level and placed every enemy intelligently to accomidate that.