![]() Act 3 has garbage dumps that trap the heroes within, and they must escape quickly as the dumps fill with sand. ![]() Act 2 has Sonic run on slippery oil, and patches of quicksand. Oil Desert Zone has strong winds blowing back and forth, hampering Sonic’s progress in Act 1 – not to mention those goddamned robotic beetles. White Park Zone has avalanches in Act 1, and robotic seals that freeze areas of an underwater labyrinth, thus blocking the path for Sonic and Tails in Act 3. Many levels rely on gimmicks that appear nowhere else. I felt like the difficulty overall was greater than in Episode I. The game attempts to guide the player in using these abilities to their fullest, but there's still a bit of trial-and-error involved, especially due to the layout of the levels. Note that Sonic cannot attack while the two are doing this, but at any moment the “Call Tails” button can be pressed again so Tails will let go of Sonic, thus allowing the hedgehog to attack again. If Sonic calls Tails in mid-air (after jumping, as an example), Tails will grab Sonic and can then fly the two of them to higher ledges, or carry him around when underwater. When Tails is called while Sonic has his feet on the ground, the two will unleash a powerful form of spindash that can break stronger obstacles that Sonic cannot break on his own. However, at the push of a button, Sonic will call his buddy and they’ll help each other out. This means controlling Sonic with a CPU Tails following you like in older 2D Sonic platformers. This game works quite differently from the first one, as you control both Sonic and Tails in single-player mode. Tails is strong enough to carry Sonic, but can't
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