My copy of Sonic X Shadow Generations arrived a day earlier than I expected.
The Sonic Generations side is still as good and fast-paced as I remember it so far (I finished it on PlayStation 3 when it first came out over a decade ago). It only took me a couple of tries to finish both Green Hill Zone acts with S ranks.
I never played Shadow the Hedgehog and probably wouldn't enjoy it today if I played it (chances are I'd buy the Gamecube version if I wanted it, just because I remeber the GC getting the best port of Sonic Heroes), but I appreciate that the Shadow Generations side of the package acknowledges the game's existence. This one appears to be more action setpiece-heavy than the older Sonic games, as the first level on Space Colony ARK has a cutscene where Shadow uses Chaos Control to slow down time and punch a missile so fast it explodes before kitting him. Knowing when to boost and when to use CC will be crucial to me finishing that mode, and I hope I'm up for it.
Anyway, I noticed that the skill shop in Sonic Generations sells skills that gives out extra lives, but this version of the game doesn't appear to have the lives counter like the old ones did. I suppose there's no point in keeping it if you can just as easily reset if you mess up (although I think you miss out on the S rank for that level unless you can complete it in one go from the beginning without resetting).
I was surprised when I first played Super Mario Odyssey and it also did away with the lives counter, and it only cost you ten coins to revive when you died (given how easily you can earn money in that game, it's almost like losing nothing at all...nothing at all...nothing at all...) And Super Mario Bros. Wonder, a traditional (and extremely trippy) 2D Mario platformer, brings the lives system back, but removes the ticking timer. Considering how strictly Nintendo stuck to the familiar tropes of the platforming genre until those two games, it's a bit of a shocker.
Eh...I'll probably get used to it in time.
The Sonic Generations side is still as good and fast-paced as I remember it so far (I finished it on PlayStation 3 when it first came out over a decade ago). It only took me a couple of tries to finish both Green Hill Zone acts with S ranks.
I never played Shadow the Hedgehog and probably wouldn't enjoy it today if I played it (chances are I'd buy the Gamecube version if I wanted it, just because I remeber the GC getting the best port of Sonic Heroes), but I appreciate that the Shadow Generations side of the package acknowledges the game's existence. This one appears to be more action setpiece-heavy than the older Sonic games, as the first level on Space Colony ARK has a cutscene where Shadow uses Chaos Control to slow down time and punch a missile so fast it explodes before kitting him. Knowing when to boost and when to use CC will be crucial to me finishing that mode, and I hope I'm up for it.
Anyway, I noticed that the skill shop in Sonic Generations sells skills that gives out extra lives, but this version of the game doesn't appear to have the lives counter like the old ones did. I suppose there's no point in keeping it if you can just as easily reset if you mess up (although I think you miss out on the S rank for that level unless you can complete it in one go from the beginning without resetting).
I was surprised when I first played Super Mario Odyssey and it also did away with the lives counter, and it only cost you ten coins to revive when you died (given how easily you can earn money in that game, it's almost like losing nothing at all...nothing at all...nothing at all...) And Super Mario Bros. Wonder, a traditional (and extremely trippy) 2D Mario platformer, brings the lives system back, but removes the ticking timer. Considering how strictly Nintendo stuck to the familiar tropes of the platforming genre until those two games, it's a bit of a shocker.
Eh...I'll probably get used to it in time.