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Sonic the hedgehog 2 retro
Sonic the hedgehog 2 retro






The devs were trying too hard to pump as much stuff out like some kind of assembly line that the flow and some of the stages aren't as sturdy as they should be. I got the impression the development team decided to throw in as much stuff as they could into Sonic 2 before the deadline, and after reading various quotes from Yuji Naka himself, that's exactly what happened. Afterwards, you then have to deal with a slow-paced, automatic scrolling stage in the sky that can put you to sleep. You run up giant screws, go through tubes, and avoid exploding starfish for three long Acts. Metropolis Zone, similar in style to Sonic 1's Scrap Brain Zone (but not as good), has you repetitively moving around in a factory with not much variety. This is especially so late in the game where quality control kind of fizzles away. Hill Top really does seem like it exists just to make Sonic 2 look bigger. The team easily could have implemented these aspects into one of those two earlier stages, avoiding the feeling of overkill. The only real thing that makes it stand out are the boring lift rides that move at a snail's pace and a segment where you kinda-sorta have to out run rising lava. The one Zone that always immediately comes to mind is Hill Top Zone, the third "green stage" following Emerald Hill Zone and Aquatic Ruin Zone. Specifically, the game has this uneven balance where some stages are good and others are a mixture of being awkward or filler-ish. Eventually, I had realized the actual reason the game wasn't pulling me in as strongly as the others, a reason I didn't want to reach because I was apparently in denial: Sonic 2 just isn't the great game I believed it to be. I could not have been more wrong, though, since Sonic 1 and 2 can casually be finished in the same frame of time, with the sequel edging out with 15 or so more minutes. However, there was always this "thing" that didn't sit well with me.Īt first, I thought this "thing" was Sonic 2's length with 11 Zones total, about double the amount of the first game's, I figured it was because Sonic 2 was taking longer to complete, contributing to me zoning out halfway. I mean, it had all the makings of a solid Sonic title, and it played very similarly to the others on the Genesis. I eventually did beat Sonic 2, but back then, this feeling bugged me for a long time. There was no urge to see the game to its completion.

sonic the hedgehog 2 retro

Then I started playing Sonic 2, and the strangest feeling came over me halfway through: I wanted to quit and do something else. At this point, I owned Sonic 1, 3, and Knuckles, and was excited to complete my collection with the supposed best of the bunch.

sonic the hedgehog 2 retro

While I wasn't able to play Sonic 2 at its launch due to lack of availability in my area, I was happy to get my hands on it a few years later, when I had to replace my first-gen console for a nifty, smaller version that came after. To this day, many players adore the game and perceive it as the greatest Sonic title for the system, or the best Sonic title period, recommending it as a must play for those interested in purchasing Genesis games. People ate it up, too, since the game sold like crazy, easily becoming one of the best-selling titles for the Sega Genesis, reaffirming its status as a legitimate threat to its rival, the Super Nintendo. Featuring a bevy of Zones, colorful, unique landscapes with slick technological designs and abstract shapes, a more flexible hedgehog, and a side kick that tags along, Sonic 2's loaded with content. Riding off the momentum of Sonic the Hedgehog, a big hit that cemented the speedy mammal as the company's mascot, Sega followed it with a sequel, Sonic the Hedgehog 2, a game that's more ambitious in scope.








Sonic the hedgehog 2 retro