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Some of the level design is quite inventive, and there are often multiple paths to take, but there are also some serious problems with how platforms are positioned, the pacing of speed and combat sections, etc. There are about a dozen levels in the game, grouped by pairs into various stereotypical world themes like an ancient temple and an oversized forest, as well as more interesting environments like a squadron of flying battleships, a rail-infested canyon, and the return of the Casino Zone. While playing Sonic Heroes, I feel like I am herding the characters more than controlling them directly. There may be some games in which sloppy controls aren’t a huge detriment, but a 3D platformer has to feel natural and responsive or the immersion process will not kick in. On any given level, there are hundreds of places where one of these control snafus will send you careening into the void (though not before you are forced to watch the team fall helplessly for ten seconds or more). There’s no consistency in jumping from rail to rail while grinding. Hit detection for moves like the tornado spin are unpredictable at best, while moves like the rocket accel may not even execute at all. The power characters’ attacks send them forward with so much momentum that they very often tumble off ledges even after connecting with enemies. The homing dash may home in on the nearest enemy, or it may simply shoot you off into the nearest bottomless pit. You can’t play for more than one or two minutes without being distracted or even killed by the absurd control issues. It is this failure that makes the game irredeemable. The dark heart of Sonic Heroes is its controls though there are many other problems, the game would at least be fun to play for short bursts if its controls weren’t completely broken. But none of these promises is fully realized. And, in theory, having four different teams means you can play the game four times for four different experiences. The teams let you control three characters at once, and switching among them is quick and easy. In broad terms, the levels and gameplay are much more like the old 2D games than either of the Adventures offered. The game does set admirable goals for itself. Sonic Heroes is inexcusably lame, a product so unpolished and poorly designed that every one of my friends I showed it to couldn’t help but laugh at its expense.
#BEST SYSTEM TO PLAY SONIC HEROES SERIES#
I’m shocked that a group as talented as Sonic Team couldn’t tighten up their star series in this amount of time. The gameplay has been unified by instituting teams of three characters at once, but this mechanic drags in a whole new set of problems in place of the boring shooting and digging levels in the last game. Three years after the Dreamcast release of SA2, Sonic Heroes has arrived with hardly any of these issues addressed. Then there was the dumb story, forced upon me by abundant voice-acting and horrendous cinematics. Even the classic speed-based Sonic levels had been turned into cut-scene fests that felt like they were on autopilot. I was bored with the terrible level design and alternative gameplay styles. I was shocked at the sloppy controls and spastic camera. I never played much of Sonic Adventure, but I rented SA 2 Battle on GameCube and played through a good bit of it. The games had tight controls, cool levels, great graphics, and just the right amount of challenge. What the hell happened to this series? Although I’ve always preferred the Mario games, I had a blast with Sonic 2, 3, and Knuckles back on the Genesis.