![]() I am immersed by the subtleties and reminded of the threat that lies ahead. This makes me enjoy the fact that I'm not bogged down by the story but just as involved. The subtle changes to the stage give it a new life and that's just from the starting point. Yes, they could have started completely new but they chose (for now) to play safe. That gave a new and fresh take on a used stage. Then all of a sudden you're back at (for the umpteenth time) Green Hill Zone and your adventure begins, though not quite the same way as it was in the past. So much so, that it warps the fabric of reality itself. Heading back to Angel Island after hearing that something is out of the ordinary, Sonic, Tails and Knuckles (the island's residential guardian) find some Egg Robos (later transformed into the Egg Heavies) taking a gem emitting a strange yet MASSIVE surge of power. Shortly after clearing the main menu you get into the game intro: It's upbeat but there was a subtle dark tone to it. From the offset, we would experience a taste of things to come. Also, how the graphics of the fan groups' company logos were simulated to look like they would be from a 90s TV was a nice homage, then finally the title SONIC MANIA, after a short little animation reminiscent of the first Sonic game. First and foremost, they start strong with the traditional SEGA logo and the jingle of the past. Introductory ImpressionsĪn intro to a game can make or break the experience and I have to say: sometimes less is more. ![]() Keep this in mind as I continue to show the subtle differences between Sonic Mania and Sonic Forces. It was never a focus to ensure the work is of quality, but should it be that way, it would be a benefit not listed on the quota. The Call of Duty and Sports Franchises come to mind as they are near yearly products that come out with simply updated rosters or slightly improved graphics. Whereas a company project is more in line to simply crank out a product to meet a quota. While the above developers could easily fall into this category, the reason they are on the passion side is simply due to how much effort they put to making their games memorable. So long as the game has recognizable features, it will be sold as part of that franchise. These are the likes of Miyamoto's Mario, Aonuma's Link, and the early era of Sonic Team (Pre-Saturn) to name a few.Ī COMPANY project is simply fulfilling the objective of that company. They work with purpose, from their expectations, to make sure that the work they provide is worth the time, money, and energy of that product. To better explain, a PASSION project focuses on creating a product that perfectly meets or (at the very least) provides a satisfying experience to the audience/consumer. This could not be a better example of the core differences of what a passion project is, and what a company project is. ![]() As I have now played both games from start to finish, one truth struck out to me: There is a difference between a passion project and a company project. Little did these two games realize there is one critical difference between them. With that said, let us begin this road trip with:
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