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It's not right. It's not Sonic. Make no mistake about it, those long sections where you did nothing but watch scenery fly past were fun, but they were much more fun when they were as a result of your work instead of being the inevitable result of a level built entirely around the concept of doing that as often as possible. Ever since Sonic went 3D, this has been the problem. Sadly, this one just feels like more of the same, and a great opportunity has been squandered.
However, after playing demos on PS3 and 360 and full game on iPhone I prefer the iPhone version overall.
i dont inderstand the comments about sonics sluggishness though, he was always sluggish in the old games to a degree, thats just a sonic thing! youd feel like getting into the screen and giving him a push start sometimes, well i did anyway!
It's pretty damn good though. Only finished the first 3 acts and first boss so far. The Splash Hills Zone brings back some fond memories, though it's more headache-inducing than I remember, but that's probably because my TV has increased in size by about 30 inches since 15 years ago.
Anyone know if this acts like regular downloaded content (PSN), meaning I can share it with a few friends? Can't see why not.
My own take on the game, going purely from the Live Arcade demo, is that it feels wrong. The physics are just not quite there, and the sense of momentum is simply not present. I have seen Sonic come to a dead stop on his way up a loop, and I have also had to go back and dash start for no apparent reason. However, I have been told by people that Splash Hill Zone is pure nostalgia service, and that the game gets a lot better once that is complete.
And therein lies the problem. At 800 MS points I would have downloaded without trialling. At 1200, I hesitated. Now, if the demo truly is not a representation of the game itself, then SEGA have shot themselves somewhat in the foot.