I did not know that Knuckles wall jump was a thing until know. I’m glad that for the most part Superstars has all the features of Mania’s time attack, Mania’s time attack really should be standard for future time attacks in Sonic games.
In the same vein as the Knuckles wall jump, Superstars added a feature where Tails descends faster if you hold down (directionally) mid-flight. Really glad they addressed that.
There's two other reasons why I think the boss fights are so long: 1. The robot designs. Those are some cool robots, and I think they knew that and didn't want people to just beat them in 10 seconds and move on. To which I say, at least make the music better. 2. Avatar, the emerald power that summons clones. It would instakill all of them. To which, yeah, they could've just made the power work differently.
the first thing would be such bullshit because there's a ton of cool robots (more specifically all the robot sonics) that are done in nearly an instant that seem to have made a huge impact on the fans
The "it's fun, fuck you" at the end was really funny i can't lie. I agree that time attack completely changes this game and for the better, I got obsessed with getting my time down on Sky Temple as Sonic for a good couple days. I love running the longer levels since there's a lot more substance, and stringing together a perfectly smooth run feels that much better for it. Also, I agree that the platforming can be a bit basic - some levels, especially Golden Capital and Egg Fortress, felt very Sonic 1 to me in design. I hope that they make some kind of follow-up in the same engine soon, hopefully with better bosses, level design closer to Sonic 2 or Mania, and some innovations to make it stand out so we can avoid the New Soup fatigue that Mario was subject to in the late 2000's-early 2010s. Good video!
Dude are you kidding me… the Knuckles wall jump thing is an actual feature?! I kept doing that on accident and to me it just felt like Knuckles was jumping off the wall when I was trying to climb it… Cuz the way I normally play Knuckles in these games is, if I’m gliding toward a wall I know I want to climb, I preemptively press and hold up so I start climbing the instant I touch the wall… no friggin wonder I felt like Knuckles was just broken and bad to play in this game ffs… Also yeah I pretty much agree with your takes on this game. Unfortunately tho, idk what it is but I do not really enjoy speed running 2D Sonic games. I think because like almost every single one of them you cannot see where you are going, this means speedrunning 2D Sonic games relies a lot more on memorization of the stage. Which isn’t necessarily a problem for me cuz I have the 3&k and Mania stages mapped out in my head to a T, I guess I just don’t find it as fun as seeing what’s ahead and reacting when I’m speedrunning. This is why I actually REALLY love Classic Sonic in Gens because they play with the camera a lot more so you can actually see where you’re going 90% of the time. All that said, my thoughts on Superstars kinda stopped at “it’s okay and disappointing compared to Mania” because that’s what my standard playthroughs of the game felt like. The bosses do ruin this game a lot for me because when I play Classic Sonic, I like to replay the games from start to finish, so really long, boring, and unfun bosses at the end of every act of every stage really gets old on replays. But the stages themselves are pretty fun Sonic stages all the same, so I can’t call this game bad, not even close.
I had the same issue with Knuckles. Then I realized what was happening and adjusted. A big problem with the 2D Sonic games is the visibility. I've talked about this here and there. But I might do a whole video on it. While not as bad as previous 2D games I've covered recently, it's an issue here like in every game. It's one of those things I'd like to see addressed and evolved.
@@Pariah6950Uh Pariah,sorry to tell ya bur chaomix made a video exactly about that. So if you actually go through with it,be prepared for rip-off allegations.
@@Pariah6950 something i'm so confused on why they never brought it back was the camera panning right in sonic cd once you reach max speed. combine this with maybe also zooming the camera out when going max speed and the visilbiity issue should be no more.
You said you're one of the few people who loves time attacking in Sonic games, and I'm like... that's the primary appeal OF Sonic games, I thought! Learn to be better, learn to be faster, sharpen your skill, and blast through zones with speed and finesse. If that's NOT the point, then geeze, it's no wonder I've felt like a square peg in a round hole in this fandom the past few years! But hey, I'm glad someone else loved this game!
Oh, hey! Thanks for watching. I like your stuff. Sadly, despite most Sonic games being built around speedrunning, very few people bother to get into it. They're missing out.
@@Pariah6950That may be a result of the ranking systems obsession over points. Especially in the Case of games like Unleashed HD, where the level design feels like it's built for speedrunning but the rank system never rewards it.
Honestly I prefer playing the time attack versions of the Sonic levels only if the boss battles aren't included in those versions of them (looking at you Sonic Advance time attack). Sometimes I just want to replay the levels without playing the boss battles and time attack can be a good way to get that experience.
@@arjunmenon1796 I remember trying to speedrun Final Rush in Sonic Adventure 2, getting my best time ever, and then getting hit with a C Rank lol. Sonic Ranking systems should be split into 2 separate rankings, time attack and score attack.
The Fang Robot in Trip’s Story was the first time I’ve ever ragequited a Sonic game by how unfair the fight is, not helping by the fact his slam attack would glitch for me sometimes by shifting the platform under me causing me to die unfairly
I played through Trip's story in one sitting and let me tell you I was there for like 2 and a half hours just trying to beat the damn thing. The problem is that it's so long that even if you know the boss, you get more susceptible to slipping up which allows him to instakill you if you don't mash out of your mind because that's the only way we can make a Sonic boss "hard". Don't even get me started on that stupid dragon that took me even longer. The bosses in this game are atrocious.
I know I have to fight those two bosses so I’ve been putting off this game hard, Sonics final boss annoyed me enough already and I nearly smashed my ps5 out of frustration.
I don't understand why they made the fights so hard. I get they wanted the "co-op" mode to be balanced. But they should have done what the halo games did and adjust health values based on the amount of players in a squad.
Everyone: Where's Sonic Forces??? Me: *Where's Sonic Jam for the Tiger® Game Com?* (It's a unique, "original" game, different from Sonic Jam for Saturn, for a "proper" dot-matrix handheld, so it has about as much right to be considered mainline as Sonic Pocket Adventure or Sonic Lost World 3ds).
Sega:"First off, we got good ol' Sonic Superstars, everyone knows this one. And this, is a Sonic Super Duper Stars. And this, is to go even further beyond! *screams their heart out* and this is, a Sonic Super Dee Duper Stars." Fans:"I'm just going to call those Sonic Superstars 1,2 & 3." Sega:"Okay that's boring."
Nah I will always say the problem with that game is changing the name of that mobile game from Sonic the Portable, so too many people are critiquing it for a game that its not supposed to be
@@igirjei3717Ehh the game itself is only presenting itself as Sonic 4 through marketing. The game was never developed with the intention of being Sonic 4 so that's why the game didn't try that much. If not for the money hungry higher-ups who did NO PROGRAMMING at all, this game would have been some throw away phone game like Sonic Jump (yeah who remembers that) The developers and CEOs or whatever pretentious position are at complete odds at each other and the latter should be blamed as opposed to the developers.
@@andrewfaulconer52 that's exactly it. No matter what happens after you press start on the title screen, it still calls itself sonic 4. And yeah, the devs aren't to blame at all because they clearly weren't shooting for the lofty title that SEGA decided it should have. For what it's worth, it's a sonic game on a phone, but it ain't sonic 4 in anything but name
Let's gooo!!! I did not expect the Superstars review this soon, i was just thinking abt it earlier and damn lol. You articulated my exact thoughts really well and found out things i didn't know before like the Knuckles wall jump, im definitely going back to Superstars, the game is so fun My only hope is for Evening Star to finally get to make the Sonic game they wanted to make, i heard Izuka was planning to get Evening star for the project, but that did not get thru because of creative decisions, Izuka wanted to focus on the old classic stuff while Evening Star wanted to improve upon the formula, which is what Classic Sonic needs in order to rise back to the top among all other 2.5D games out there, including Mania
Sort of disagree with your opinion implying that Sonic games-or any game- needs to do something new or groundbreaking to be a great title. There have been games that stick to their guns and thrive from it, and I don't necessarily think you have to change the core gameplay too much for it to be engaging or appeal to people.
That could be true if it weren’t for the fact that the franchise is 30 plus years old and had done this better. You kinda have to try new things, but within reason of the aesthetic of the game and franchise. Changing things up all the time can be bad but so can being stagnant or uninspiring
Honestly the absence of elemental shields also disappointed me, I assume the emerald powers were to cover this (especially the fire blast lol) but I still feel like I find more use of the bubble, electric and fire in 3&K/Mania than the emerald powers
Yeah, the elemental shields are such cool powerups since they allow for better movement/speedrun potiental. They should be a standard in any 2-D Sonic game, just like Knuckles and Tails lol
The emerald powers were a pathetic attempt at trying to get rid of the elemental shields The elemental shields are simply just better since they actually are really good movement options rather than situational power ups
While I missed the Elemental Shields in my brief playthrough, I don't think the game would've been better with them considering the level designs are not created with them in mind.
@@rando6677 I mean, yeah, they are good, but no need to downplay the Emerald Powers to praise the Elemental Shields, both are equally good in my opinion.
I'll never understand why they didn't make the camera zoom out in this game's co-op, or in the best case scenario, MAKE IT SPLITSCREEN. Oh, and they had the fucking gall to sell this budget game for full price. Why the hell would anyone buy this over Mario or Spider-Man?
That's one of my issues too, I mean Mania was $20 so why couldn't this game be $30 or $40 at least. Next time a Sonic like Generations comes out I'm definitely waiting for a sale cause it doesn't take Sonic games long to go on sale. But it's full price at launch does hurt the game's expectations
@@derple8524 Mania was cheaper because they are not confident in releasing a product catering to a niche audience. Superstars was full price because Sega predicted that people are going to buy it because it has classic sonic just like mania (which turned out to be false)
My guess is because they need people to catch up to the boss fight, remember this series relies on speed platforming and having to wait for someone else to hurry up especially if you’re already at the boss kind of ruins the point of co op
To be fair, you can't play Mario games on ps5 and I wouldn't count the Spider-Man games a similar type of game as superstars. I think the only competition superstars has on ps4/5 in terms of similar games are Rayman Legends and little big planet which are old games and I've already played. By the way, Rayman Legends was really fun so if you want a good 2d co op game I suggest checking it out.
@@sonicmaiden2871 I'm judging them by price and release date. All three of these games (Superstars, Mario Wonder, Spider-Man 2) came out at the same time for 90 dollars in my country. Does this 3DS lookin budget game look like it's worth 90 dollars to you????
Y'know, I only played the very brief demo of SSS on my cousin's PS5, and I thought the game was okay to solid, but after seeing your run, I REALLY WANT TO ACTUALLY PLAY THIS GAME, GODDAMN.
Wait for it to go on sale. It's a fun game for what it is, but there's no reason at all to blow 60 dollars on it. Especially when you can get Mania for half the price.
@@Kelps.mp4 Wouldn't recommend it. The Switch version is reportedly the worst version of the game. The game goes on sale every other week so you'll probably have another chance sooner than later
@@Jesterman Good news: My parents got me some money for my birthday, which is enough to buy Superstars, but I'll still wait for Christmas so it goes on sale.
He said on a stream that he wanted to talk about Superstars right after Mania just as a way to somewhat compare them since Superstars is very clearly trying to be a pseudo Mania 2.
@@sonicfan701I kinda like forces, like literally the game itself and the effects of it, it brought in the IDW comics which brought in frontiers so no matter how you look at forces it had a good effect( although I don't like how shadow was portrayed and played)
@@patrickquinones2533I agree with you but majority of the people here don't since the Pariah community doesn't really like IDW Sonic, so they can use your comment to hate on Forces even more.
@@patrickquinones2533I actually like how shadow was written in this game he was less of an edge lord and he was more focussed on the mission without being over angry just like how fynn writer him He is similar to shadow from sonic x and sonic 06
I can't tell you how happy I was to see this video pop up for me. Up until I actually played Superstars for myself I just had no idea what to think of it. Especially when I was going out of my way to keep from looking too far into the discussion of the game, so I continuously saw the grab bag of general opinions around the game and came in with an incredibly cautious optimism. Honestly, seeing the title for your first playthrough really kept me on the track of likely loving the game when I actually got it. The steam Golden Week sale came by, got it then, and gosh I was not disappointed in the slightest. I'm really glad that at this point you've altered how I play a Sonic game, especially classic Sonic games. That really played into just how much I enjoyed playing the game. Taking note of any neat potential time saves and trying to go for them and all that. Yeah the bosses stunk, especially since I wasn't going out of my way to cheese them with the emerald powers like I'd do on subsequent playthroughs, but it was overall an experience I'm glad I had. I just kept going back to it over and over and over, that gameplay loop just caught me so hard just like any other good 2D Sonic game would do for me. I'm also glad I wasn't alone in really enjoying Trip's campaign. Just having that be the intro to playing as her just had me experiment a whole lot and I just had a good time with those harder levels. Given all the stuff I've heard of it between others and you, it gets me all the more curious to play Unleashed's DLC Adventure packs someday. I really do get the feeling I'll find those just as fun as you do. But yeah, overall, good video. Felt really vindicating. I hope you have yourself a real fine day.
My friends and i had a blast playing this game, because it was hilarious how irredeemably hectic and broken it was. So much fun, just not in the way they intended.
Honestly this video is probably the closest that anyone has gotten to selling the game for me. Ironically it's through telling me that Superstars is actually pretty fun if you ignore most of the mechanics that came with it, but I already had a feeling that would be the case anyway. It's crazy to think that the more ST added to this game, the worse it got. If not for coop, the game could have gotten even better stage design and tolerable bossfights. And if not for the emerald powers maybe players would have gotten a better experience not having instant win abilities at their disposal. It's real easy to tell where the haphazard attempts at justifying a 60$ price-tag happened
Yeah, I personally like the water chaos emerald as it added a lot to traversal in water and ground. I think this can be reworked in a sequel with better boss fights, or shoot get rid of the mini boss ones at least. Improve the chaos powers, have a bigger vision. And I haven't played Generations before but making the next 2D Sonic game single player would benefit all these attributes also add a way to use the chaos powers in time attack and add costumes there too
It feels iffy to me to blame co-op for the level design problems. The idea of co-op didn't ruin the game, it's the horrible implementation of it that ruins it. Arzest clearly didn't know what they were doing compared to Nintendo.
@@ultrascarlet5275 They properly should have done what Advance 3 did 20 years earlier and insure that every player had his own screen be it with split screen or online/Lan play that requires multiple copies (or if they want to be extra fancy release a program to join a superstar multiplayer game via IP without the need to own the game basically replicating the Nintendo DS's download player function).
@@ultrascarlet5275 I feel like they should have just done what Advance 3 did 20 years prior and insure that everyone has there own screen be it via split screen play or though the need of online/Lan play
My take on Superstars is that it's great in regards to the main story mode because really, it does get everything that makes classic Sonic games really well and alot of the new things they added are pretty cool additions. It's really just the final bosses and the second half of Trip Mode (at least from my experience) that suck. But though I understand alot of the issues and agree to some extent, Superstars is rather overhated because by no means it is "Sonic 4 Episode 3". That just tells me not enough people actually played Sonic 4 and only use the surface level similarities (2D Sonic games with 3D graphics that have Jun Senoue involved in the music) they gathered from it's reputation and project them onto why they didn't enjoy Superstars.
I definitely agree on the later bosses being the biggest problem of the game. Not just that they're overly difficult(I had to just stop at Trip's final boss. It was too much), but that they're so fucking LONG! You have to redo WAY too much when you die to them, and this could've been mostly fixed if they added in some checkpoints, imo. Even 3&K put checkpoints at decent points in the longer bosses. Also, wall jump is nice, but Knuckles' gameplay just needs to be made more like his SA2 gameplay, just in 2D. That would be wild.
Honestly I like It's visuals a lot and I also apreciate the fact that it has local co op and vs modes in the first place. Also having Amy playable and the unlockable character is really cool!
I love time attacking Sonic games, but Sonic Superstars and Sonic CD made me love scavenger hunts via 2 specific achievements. One for finding the gold/special badnik in every level, the other for getting every badnik generator and Metal Sonic hologram in one save...which oddly is only for the unlisted version of CD on steam. Really just any incentive to replay levels exploring every route is nice.
I just recently got sonic superstars and I got to say people make it sound like it's the worst game ever, I think it goes right up there with the original classics. I think Arzest deserves another chance at 2d classic game because the level design is pretty good imo. I don't think the game looks bad at all and I actually think it looks good. I'm fighting the final boss and I'll try time attack after that because you inspired me.
People should really stop comparing Superstars to Mania. Mania was just an omage to the classic Sonic formula while Superstars was doing it's own thing with the 2.5d gameplay and the chaos emerald abilities, for Superstars was trying to be it's own thing.
By the way, I think comparing Superstars with Sonic 4 would be more fair because of the 2.5D art style. Sonic Superstars is a better game than Sonic 4 in my opinion.
@@sonicmaiden2871 Although both games use a 2.5d art style, Sonic Superstars actually uses the art style to make it feel like a different classic Sonic game; Sonic 4 practically rips off the original Sonic trilogy with the only thing different being a homing attack that was also added to Superstars, but I understand what you're thinking.
FINALLY, SOMEONE SAID THIS. Sonic superstars is it’s own unique game with it’s own unique abilities but everyone has to have their freaking mania bias, it’s like as if every new classic sonic game has to be something based on mania
Honestly, if someone made a mod which removed the bosses I would come back to this game and enjoy it. But after a frustrating level was followed by a boss I kinda hated I had to put it down. Decent game, just not one I feel like beating 100%.
to me i enjoyed sonic superstars but that is before Trip's mode. Because it really does control nice even more than Sonic Mania to me because the handling of the controls are more flexible. I can see someone's first game being Sonic Superstars, then cry when they try to beat Trip's mode. And the final boss.
Exactly, I don’t see why a lot of people are saying it looks ugly I mean it looks really unique and cool like not everything has to be mania styled for goodness sake.
Love this game. Ohshima in interviews for Superstars would talk about how he wanted to bring back the "pinball action" quality of Classic Sonic, and this game felt very akin to the more workshop/gimmick-focused speed design of CD, which he directed. And originality problems aside, I think Superstars makes for an excellent counterpart to Whitehead/Mania's focus on constant momentum and slopes for Classic Sonic gameplay. Really love how winding some of the ways to speedrun were that didn't always rely on "just roll into a slope to go fast" or "just stay on the top path," especially in the character-exclusive acts and entire zones like Sky Temple.
I gotta be real. I like this game. It's no Mania but it still hits the gameplay itch for me. I was absolutely ready to write it off due to Arzest's reputation. Genuinely baffling boss design though.
Wow, that Knuckles wall jump looks really fluid and fun, and I've never seen anyone mention it before. Kinda hoping that it just becomes a default part of his moveset in fan games from now on - similar to what happened with the drop dash.
Honestly my favorite zone in this entire game is Pinball Carnival! I love the aesthetics with a Carnival full of bounce balls, roller coasters, and Fire! I have never seen Fire in a carnival level. There are so many ways to get through the level. My least favorite or probably the one that I’m not really looking forward to playing on my next playthrough is the Water stage. While I love the underwater section, the ground sections just don’t really do it for me. I liked that water stage in Sonic Rush more than this one. Heck even the water stages in the advanced zones felt more satisfying to play through than this one. Every other stage was solid!
I am really happy Superstars appealed to what you look for in a Sonic game. To me Superstars is good. Not outstanding but not a dumpster fire. I feel like people saying either are being a bit hyperbolic. I will say I can understand why people would have it over Mania but I feel like the discourse between the two mostly comes down to how original Superstars is compared to Mania. I will not deny that Mania takes a lot from the classics, we have to wait till Flying Battery before the Act 1 of a returning zone isn't just a better looking Act 1 and 2 of a previous game but I do think for the most part Mania's level design and gimmicks trump Superstars. Superstars also does have its merits as well actually having new zones all with their own ideas (not always *good* ideas but new ones) plus with most of the characters it feels like there's stuff for everyone instead of the zones feeling very Sonic centric like in Mania. The game still has its shortcomings. Even with 2 players it feels much worse, the bosses are...the bosses and I just don't think the Emerald powers were executed that well but overall, Superstars is a fun time that I might come back to every now and again. I might even practice the time attack.
Gonna be looking forward for Knuckles to get a Superstars-setting in Forever/Absolute/Air now. Also, Trip is a character I feel would be a natural choice for a sidekick for Knuckles! Lone survivor of an ancient race, connected to ruins and the emeralds/Dragon egg(hello Sonic 3 manual-lore!) Plus- I have felt some time now that It would be logical for Knuckles to have some sort of guardian apprentice, it would instantly solve the "why isn't he watching the Master Emerald" question. His apprentice is filling in!
Also- Having Knuckles trying to train Trip from being shy in general to being an assertive guardian, while he himself is scared/shy of girls is just a fun character-dynamic! :)
Honestly I think the reason I didn't enjoy superstars as much as mania was because of the music. I think I am the rare person who only plays sonic games just to listen to the music in the levels and if there are only a few levels with good music I have trouble enjoying them as much. I also felt like the game didn't really learn much from mania. I just don't like boring slow down gimmick sections that grind the pace to a hault. So its mostly just how I feel and my opinion on things. I just hope the foundation here is improved on and not abandoned.
I am one of the people who like called the game trash because I played it in multiplayer. I think many others share this experience where because the multiplayer is bad and it is the "advertised mode of play" many players have such a bad taste for it in their mouths that they don't want to return to it. But seeing you liking it is eye opening, I don't think I will return to this game as I am not a "Time Attack" kinda guy, I prefer to just beat games and move on, seeing that this game does have this great plus is nice. That is something I always find nice about your videos, you just bring your opinion across and while you have very simple editing, I find your ability of speech alone to be enough to keep me listening, which is something I don't give every TH-camr. Plus I am also a Pikmin fan, so seeing you talk on Pikmin is also great. P.S.: One thing you mentioned is how you are perplexed on why many Sonic fans love american sonic, I think it is because of those American Cartoons that did have passion, and because parts of American Sonic have passion, they think American Sonic as a whole has passion. Or maybe I just have it wrong since I wasn't alive during that time. But that is my best guess.
Sonic Superstars is so underrated…. for years Sonic fans complained about Green Hill and Chemical Plant levels and it being the same style, then a Sonic game finally comes along with different level designs, 2.5D, they make the chaos emeralds give u awesome special powers, yet folks 💩 on it. I thought Sonic Superstars was amazing, Only three critiques, 1 the OST is just a low 7/10 rather than its 9.5/10, 2 when playing co op the 2nd player doesn’t get much freedom cuz when u are off screen it picks u up and rubber bands u to the screen something Sonic 2 & 3/Knuckles did a lot better, but the biggest critique is number 3 the awkward limit time only costumes for cel shading skins etc. They should just make everything available on the store instead of getting folks to make a Kroger account. Despite those critiques Sonic Superstars is a lot of fun
I said this before, I genuinely like Sonic Superstars, the only flukes in my opinion, are the inconsistent soundtrack, which can be fixed by modding. And the Bosses, which is something everyone can agree on. Trip is a welcome addition to the Sonic cast and I want her to be in the modern cast so badly. I'd still play the Final Fang Fight over the entirety of Sonic Advance 2. Lmao
@kingstarscream320 I like the first game and the third game. I just don't like the second game, lol. It's like Sonic Rush, but bad unless you play as Cream.
I've had a fun time going through this game and mastering its learning curve, but I don't play it as much as I ideally would. Why? Because the Xbox version has severe input lag, and it's never been patched. It's almost a deal breaker for me
@@Hyp3rSonic everything is delayed my console, control stick included. It only happens in superstars, plus, Digital Foundry encountered the same issue and documented it in his video comparing the different versions
@@playbossthebest936wdym by "my console" maybe you can go in more detail? And also, is there a video made ny Digital Foundry that talks about the issues?
i think superstars did a fair amount of things to separate it from the other games classic, fangames or other ips, specially in the game design department, to start we have to adress the high level of verticality within this game, it even rivlas cd, but in a way that never feels flow breaking or like climbing a mountain, it feels natural, you are always going up,down,right,left, also another thing that sets this game apart from others are the new "common assets" wich are assets you will find across any level such as springs, monitors, speed boosters, etc., in this game they actually added a fair amount of them that i would love to see in future entries and become as iconic as the springs and monitors, the objects i am referring to are the blocky curved ramps, the bubble slingsot thing, the booster rings, the rainbow parts that give you MONEY and those countdown loops that are a pretty cool visual spectacle, i may be forgetting some but yeah i think this game made a good effort in actually understanding its inspirations and evolving them, another thing to note is the animation department is amazing in my opinion, and i would say that character animation RIVALS super mario wonder, and also, removing the air drag looks like a deliberate decision since the levels in this game are very open and some things that they did with its level design wouldnt have been possible with your average sonic physics, and i would consider that an improvement of the classic physics, if you read this, thanks for taking your time and have a good one :D
I love Superstars too. I'd actually put it as my 3rd fav classic sonic game not countin Advance 1. I always felt Knuckles seemed off when he jumped off walls so it was a lil cumbersome to get used to at 1st but I DIDN'T KNOW U COULD DO ALLAT WIT HIM! I'm not too bothered by the bosses. They're mostly only troublesome the 1st time but once u know wut to do they're fine jus not somethin u'd think was made for a sonic game & that can lead to some incongruity dealin wit a 'New Super Mario Bros.' boss in a sonic game but it's fine. I didn't even have trouble wit the Supersonic boss fight & quite liked it(beat it on 1st try lol). There's also the fact that YE as u said u don't gotta deal wit em if u jus go on Time Attack mode & that makes it infinitely more fun afterwards so ye I adored this game & I beat the entire thing on launch. I hope they do a Superstars plus that'll get updates to fix/add some stuff cus that'd make it wonderful. When I tried some Time attack on it for the 1st time I knew u'd love it lol edit: I wanna add I'm not a fan of how Amy is here in comparison to Adv 1 in terms of gameplay but the story stuff makes up for it.
Hey pariah, i thought about it, and i whould really like you to make a video about Wario Land 4 and all of the games that took ispiration from it. You are gonna love those games
I’m happy you mentioned the graphics, the robots look so weird they don’t have enough detail or they’re just mediocre designs the crabs are the best looking by in the game imo, also I’m mad that they didn’t put motobugs in probably because of fan backlash but kept the rest of the original robots
I didn’t get Frontiers at launch cause I didn’t think it looked great and your videos convinced me to give it a chance and I adored it and it looks like the same thing is happening with Superstars
Sonic Superstars? That's a weird way to call Sonic Forces. Edit:WHAT DO YOU MEAN KNUCKLES CAN WALL JUMP? To be real for a second,I wasn't really a huge fan of Superstars when I first played it.I felt the level design was too much like a generic platformer and less like Sonic, and it didn't have that spark Mania had. Although I did take a bit of a liking to Time Attacking the levels,it makes these levels that are designed more like a traditional blocky platformer into something a bit more like Sonic
You're right about wonder. I find new ds more fun About the bosses, they should just make it into a competition. First one to get 8 hits kills it, either that or make it a requirement for everyone to get the 8 hits to kill it. That second one could be tedious, so make it the first one to get 8. The emerald powers are fun. Not amazing but fun. Water is really versatile. Frontiers and superstars have the reset button for time attack I agree it's a great system.
Good to know someone else likes Trip's campaign. I feel like people simply have skill issue and lack of patience. If you die because of a bottomless pit, just learn how to avoid it. I think it helps that Superstars doesn't have a life system so you're never punished too harshly for death. Personally, I prefer Superstars to Mania, but not over 3&K. You complained that Superstars lacks momentum segments like in Mania, but I'd actually say it's a good thing. Mania was so obsessed with letting Sonic roll through the stages that it made the game feel quite automated. I swear that 50% of the time the game was playing itself. If people call Forces "boost to win", I'd say Mania is "roll to win" (not as often as Forces, but still quite noticable). Superstars doesn't do that as often as Mania, which made it more fun for me. There's less momentum stuff, but the trade-off is that you get more platforming focused levels, while not sacrificing speed for skill players.
I didn't like the aesthetic at first but it grew on me and I actually quite like it now and think the set pieces were, for the most part, quite interesting and lively. Something closer to the classic levels in Generations would have been better but Superstars still looks good to me. One criticism I have about the gameplay itself, though, is that they definitely slowed the pace down for it to work better in multiplayer.
My thoughts are that this is what Sonic 4 *should've* been rather than slapping that number onto those mobile titles. At least by then you could say that while it's not as good as Mania, it's still a sequel to it that tries to do its own things with a familiar enough identity. So basically my main headcanon classic series timeline goes something like this: -Sonic 1 Forever -Sonic CD Miracle Edition -Sonic 2 Absolute -Sonic 3&K A.I.R. -Sonic Triple Trouble 16-Bit -Sonic Mania Plus Addendum -Sonic 4, AKA Sonic Superstars The reason why I skipped TT16B and Mania for the number 4 is because I view them similarly to how CD came before 2 chronologically. TT16B is more of a direct sequel to 3&K like with CD to 1, and Mania is more like a cerebration game that emphasizes style more also similar to CD. You could even call Mania "CD 2" if you want, but then that just gets confusing. It's also slightly more fair to be called a sequel to 3&K instead of a sequel to Mania. (Even though that's true chronologically) Make no mistake though, I still like TT16B and Mania more than Superstars.
I don't think there's enough substance for a Mania/Superstars story video, but I'd be really surprised if you could manage to tie in the first three game's canon and what the latter connect to.
18:36 this needs to be a staple. Haven't seen a neat new feature like that since sonic's drop dash. I was not expecting knuckles to have a wall jump and it's never been informed to us. This is some anime move teasing right here.
Christian Whitehead said on the subject of Superstars that the Sonic physics from Mania were fully translated to the 3D environment that's in Superstars, meaning that these are in fact Mania physics. So I'm pretty sure those differences you mentioned ARE intentional changes, especially the cap on badnik bouncing, given that everything else is accurate and those things aren't what you'd expect might change accidentally from such a translation. I'd guess the bounce was capped so as not to break these levels and maybe also to account for multiplayer. And as for the decreased air drag if it's really a thing, I guess maybe they thought it would make the game more fun and faster to play and overall just be an improvement? I mean Sonic fans certainly seem to hate air drag for some reason and say less is better, so it's certainly possible.
*Me looking at people praising another fan game for making sonic light as a feather with no air drag in sight while all also reduce air drag in Frontiers to zero* I think you might have a point here
@@rynobehnke8289 For real lol. It confuses me so much how in the Sonic fanbase, "ability to just fly over all the game design with a simple move that's easier than doing literally anything else" equals good, immaculate game design and what Sonic should be. No, that's not "good," that's boring and cheesing the whole game. If being able to do that is what makes your game good, then maybe the actual game you made isn't actually good to begin with...or maybe it is, who knows because you just skip over it.
@@legoboy7107 Yes I fully agree I don't really get the appear of making Sonic just fly over half the level design. My biggest grip with that is especially when ever people say "Its just like the classics" as I'm pretty sure there was air drag in the Classic Sonic games at least for jumps.
@@rynobehnke8289 Yes there was, and unless you're a really practiced semi-speedrunner running Green Hill Zone for the bajillionth time at least, you literally can't just fly over half the level design in the classics at all, certainly not at the press of just a couple buttons. You have to actually interact with the game still, and any cool skips you can do are usually part of the level design and/or require a lot of actual skill to do. Sonic can't fly in the classics, at least not without Tails, so a game where you can just fly over everything effortlessly is not at all like the classic games.
@@legoboy7107 I'm glad that you agree with me that its insane to say that all these "fly over all the level design with little speed and a slight slop" games play like the classics.
The real biggest problem of this game is the launch price, if it was 40 bucks or below people probably wouldn't be that harsh. In my opinion, it's biggest merit is being the first classic Sony game to really try significant new things since the 90s.
I honestly haven't finished this game, got the emeralds, got to the final bosses but they're such a SLOG to play that i quitted and never played again because i had to do those awful long ass boss battles again I did had fun with it at some point, but it felt like: Stages :) and then Boss :( The music is very divisive, you have pretty great tunes and then you have what every people have been saying lately about Jun's Sonic 1 drums being everywhere... It's wild
I'm willing to acknowledge the flaws of this game and I do agree with you on most parts but I always thought it was REALLY visually pretty when playing through it. Using the walking animations in midair looks _really_ weird in 3D but other than that the characters are animated really well and the environments look incredible and there was rarely, if ever, a moment where Sonic, Miles, Knuckles, Amy, or Trip blended into the background.
To be honest I don’t understand a lot of the criticism people have for this game. The visuals and graphics are actually pretty appealing to me. I think the game looks great. I also like all the zones and level designs for the most part. Now, I didn’t pay full price for the game so I can understand how that would upset some people. The only thing I was frustrated with were the bosses. They were absolutely designed with multiplayer in mind and if they implemented multiplayer in a better way I can see how that would succeed. But that final boss in Trip’s story almost made me go insane. I had to treat it like a damn Dark Souls boss. If it weren’t for the pretty ridiculous boss fights I would absolutely love this game.
I noticed what I consider to be a small inconsistency in your reasoning. For Mania you complained that it doesn't do enough new things. That probably wasn't the intention anyway, but it's still justified to think like that, I think. However, here you said that fatigue with 2D games has set in, so they should have done something new. So Mania should have been different even though everyone was fine with it, but Superstars should have been different because that's what people want. It both makes sense in a way, but it's contradictory. At least I think that's what you meant. Anyway, I was surprised when you said you love this game, but it was a cool twist, I think. I also sometimes do time attack, although I lose interest rather quickly. So maybe I will buy this game after having watched this. But the run you showed at the end looked fairly unremarkable to me. Maybe it's more fun to play than to watch.
The 2D fatigue wasn't as strong when Mania came out, but, once it came out, Mania made it stronger, therefore Superstars needed to break from it more than Mania did. That's the argument
@@M4Dbrat Pariah criticised both for that, but he gave different reasons. That makes it look like to me that he would have criticised it regardless of the circumstances.
I’ve never been so disappointed with a Sonic game in my life,for me it’ll always be an example of why nostalgia pandering is a mistake and the closest thing we’ll ever get to Sonic 4 Episode 3 since they pretty much took everything that made Sonic Mania so good and made the Sonic 4 version of that. Also the overlong boss fights made me not even want to finish Trip’s story since it was not worth playing though the same shitty level design and bosses just to get one shitty real final boss.
I did not know that Knuckles wall jump was a thing until know. I’m glad that for the most part Superstars has all the features of Mania’s time attack, Mania’s time attack really should be standard for future time attacks in Sonic games.
completely agree
Knuckles has a double Jump!? Cool!
It’s incredible to me how much the game would improve by just changing the boss’s invincibility frames and music
I think they could’ve simply made the bosses faster.
Jun should not be allowed near classic Sonic. I don't know who thought letting him do almost all of the boss themes was a good idea.
I love how he keeps titling "Sonic was always good" I really have so much respect with this guy.
In the same vein as the Knuckles wall jump, Superstars added a feature where Tails descends faster if you hold down (directionally) mid-flight. Really glad they addressed that.
I already knew about the Tails one, and that one is extremely great imo
Yeah, that really reminded me of Adventure one where you could make him descend faster when you hold the action button (X on XBOX) when flying.
@@saifal-omaira4569 B on Gamecube.
Oh nice! I discovered this feature on rom hacks and stuff years ago, and wished for it to be an official thing. I'm glad that it actually is now!
There's two other reasons why I think the boss fights are so long:
1. The robot designs. Those are some cool robots, and I think they knew that and didn't want people to just beat them in 10 seconds and move on. To which I say, at least make the music better.
2. Avatar, the emerald power that summons clones. It would instakill all of them. To which, yeah, they could've just made the power work differently.
the first thing would be such bullshit because there's a ton of cool robots (more specifically all the robot sonics) that are done in nearly an instant that seem to have made a huge impact on the fans
The "it's fun, fuck you" at the end was really funny i can't lie. I agree that time attack completely changes this game and for the better, I got obsessed with getting my time down on Sky Temple as Sonic for a good couple days. I love running the longer levels since there's a lot more substance, and stringing together a perfectly smooth run feels that much better for it. Also, I agree that the platforming can be a bit basic - some levels, especially Golden Capital and Egg Fortress, felt very Sonic 1 to me in design. I hope that they make some kind of follow-up in the same engine soon, hopefully with better bosses, level design closer to Sonic 2 or Mania, and some innovations to make it stand out so we can avoid the New Soup fatigue that Mario was subject to in the late 2000's-early 2010s. Good video!
Dude are you kidding me… the Knuckles wall jump thing is an actual feature?! I kept doing that on accident and to me it just felt like Knuckles was jumping off the wall when I was trying to climb it… Cuz the way I normally play Knuckles in these games is, if I’m gliding toward a wall I know I want to climb, I preemptively press and hold up so I start climbing the instant I touch the wall… no friggin wonder I felt like Knuckles was just broken and bad to play in this game ffs…
Also yeah I pretty much agree with your takes on this game. Unfortunately tho, idk what it is but I do not really enjoy speed running 2D Sonic games. I think because like almost every single one of them you cannot see where you are going, this means speedrunning 2D Sonic games relies a lot more on memorization of the stage. Which isn’t necessarily a problem for me cuz I have the 3&k and Mania stages mapped out in my head to a T, I guess I just don’t find it as fun as seeing what’s ahead and reacting when I’m speedrunning. This is why I actually REALLY love Classic Sonic in Gens because they play with the camera a lot more so you can actually see where you’re going 90% of the time.
All that said, my thoughts on Superstars kinda stopped at “it’s okay and disappointing compared to Mania” because that’s what my standard playthroughs of the game felt like. The bosses do ruin this game a lot for me because when I play Classic Sonic, I like to replay the games from start to finish, so really long, boring, and unfun bosses at the end of every act of every stage really gets old on replays. But the stages themselves are pretty fun Sonic stages all the same, so I can’t call this game bad, not even close.
I had the same issue with Knuckles. Then I realized what was happening and adjusted.
A big problem with the 2D Sonic games is the visibility. I've talked about this here and there. But I might do a whole video on it. While not as bad as previous 2D games I've covered recently, it's an issue here like in every game. It's one of those things I'd like to see addressed and evolved.
@@Pariah6950Uh Pariah,sorry to tell ya bur chaomix made a video exactly about that. So if you actually go through with it,be prepared for rip-off allegations.
@@lauraikokoI feel like with their very different perspectives on Sonic they won't say the exact same thing and have their own individual points.
@@Pariah6950 something i'm so confused on why they never brought it back was the camera panning right in sonic cd once you reach max speed. combine this with maybe also zooming the camera out when going max speed and the visilbiity issue should be no more.
@Pariah6950 when you cover it, please cover stuff like the sonic advance wide-screen version etc that addresses exactly this
You said you're one of the few people who loves time attacking in Sonic games, and I'm like... that's the primary appeal OF Sonic games, I thought! Learn to be better, learn to be faster, sharpen your skill, and blast through zones with speed and finesse. If that's NOT the point, then geeze, it's no wonder I've felt like a square peg in a round hole in this fandom the past few years!
But hey, I'm glad someone else loved this game!
Oh, hey! Thanks for watching. I like your stuff.
Sadly, despite most Sonic games being built around speedrunning, very few people bother to get into it. They're missing out.
@@Pariah6950That may be a result of the ranking systems obsession over points. Especially in the Case of games like Unleashed HD, where the level design feels like it's built for speedrunning but the rank system never rewards it.
Honestly I prefer playing the time attack versions of the Sonic levels only if the boss battles aren't included in those versions of them (looking at you Sonic Advance time attack). Sometimes I just want to replay the levels without playing the boss battles and time attack can be a good way to get that experience.
@@arjunmenon1796 I remember trying to speedrun Final Rush in Sonic Adventure 2, getting my best time ever, and then getting hit with a C Rank lol. Sonic Ranking systems should be split into 2 separate rankings, time attack and score attack.
The Fang Robot in Trip’s Story was the first time I’ve ever ragequited a Sonic game by how unfair the fight is, not helping by the fact his slam attack would glitch for me sometimes by shifting the platform under me causing me to die unfairly
I played through Trip's story in one sitting and let me tell you I was there for like 2 and a half hours just trying to beat the damn thing. The problem is that it's so long that even if you know the boss, you get more susceptible to slipping up which allows him to instakill you if you don't mash out of your mind because that's the only way we can make a Sonic boss "hard". Don't even get me started on that stupid dragon that took me even longer. The bosses in this game are atrocious.
Same, I haven't touched the game in a while after that. Now I just go back for time attack cause honestly screw those bosses
I know I have to fight those two bosses so I’ve been putting off this game hard, Sonics final boss annoyed me enough already and I nearly smashed my ps5 out of frustration.
I don't understand why they made the fights so hard. I get they wanted the "co-op" mode to be balanced. But they should have done what the halo games did and adjust health values based on the amount of players in a squad.
That glitch with the slam attack caused me to give up on beating the game
Everyone: Where's Sonic Forces???
Me: *Where's Sonic Jam for the Tiger® Game Com?* (It's a unique, "original" game, different from Sonic Jam for Saturn, for a "proper" dot-matrix handheld, so it has about as much right to be considered mainline as Sonic Pocket Adventure or Sonic Lost World 3ds).
Broke: "We got this game instead of Mania 2!"
Woke: "We got this game AND Penny's Big Breakaway. Two Cakes!"
So... straight cheeks?
i was not expecting this so soon but i’m here for it
Cant wait for sonic super duper stars
Sonic Hyper Stars
Sonic Ultimate Stars
Sega:"First off, we got good ol' Sonic Superstars, everyone knows this one. And this, is a Sonic Super Duper Stars. And this, is to go even further beyond!
*screams their heart out* and this is, a Sonic Super Dee Duper Stars."
Fans:"I'm just going to call those Sonic Superstars 1,2 & 3."
Sega:"Okay that's boring."
Prequel: Sonic stars
Sonic ate my stars so now my copy of the game is called Sonic duper :(
This games feels like what Sonic 4 should have been back in 2010 and released on live services
Both are inspired by "New Super Mario Bros" so that works well.
Nah I will always say the problem with that game is changing the name of that mobile game from Sonic the Portable, so too many people are critiquing it for a game that its not supposed to be
@@Far2Sega4Ucan you blame them when the game tries to present itself as something it isn't?
@@igirjei3717Ehh the game itself is only presenting itself as Sonic 4 through marketing. The game was never developed with the intention of being Sonic 4 so that's why the game didn't try that much. If not for the money hungry higher-ups who did NO PROGRAMMING at all, this game would have been some throw away phone game like Sonic Jump (yeah who remembers that)
The developers and CEOs or whatever pretentious position are at complete odds at each other and the latter should be blamed as opposed to the developers.
@@andrewfaulconer52 that's exactly it. No matter what happens after you press start on the title screen, it still calls itself sonic 4. And yeah, the devs aren't to blame at all because they clearly weren't shooting for the lofty title that SEGA decided it should have. For what it's worth, it's a sonic game on a phone, but it ain't sonic 4 in anything but name
Trip's rail grinding animation when she's in her super form.
That is all.
Let's gooo!!! I did not expect the Superstars review this soon, i was just thinking abt it earlier and damn lol. You articulated my exact thoughts really well and found out things i didn't know before like the Knuckles wall jump, im definitely going back to Superstars, the game is so fun
My only hope is for Evening Star to finally get to make the Sonic game they wanted to make, i heard Izuka was planning to get Evening star for the project, but that did not get thru because of creative decisions, Izuka wanted to focus on the old classic stuff while Evening Star wanted to improve upon the formula, which is what Classic Sonic needs in order to rise back to the top among all other 2.5D games out there, including Mania
Actually evening star wasn’t available because they were busy with penny’s big breakaway
Sort of disagree with your opinion implying that Sonic games-or any game- needs to do something new or groundbreaking to be a great title. There have been games that stick to their guns and thrive from it, and I don't necessarily think you have to change the core gameplay too much for it to be engaging or appeal to people.
That could be true if it weren’t for the fact that the franchise is 30 plus years old and had done this better. You kinda have to try new things, but within reason of the aesthetic of the game and franchise. Changing things up all the time can be bad but so can being stagnant or uninspiring
@@TheSynergy40 the biggest problem is them constantly changing rather then sticking to their guns with one thing and refining it.
Honestly the absence of elemental shields also disappointed me, I assume the emerald powers were to cover this (especially the fire blast lol) but I still feel like I find more use of the bubble, electric and fire in 3&K/Mania than the emerald powers
Yeah, the elemental shields are such cool powerups since they allow for better movement/speedrun potiental. They should be a standard in any 2-D Sonic game, just like Knuckles and Tails lol
The emerald powers were a pathetic attempt at trying to get rid of the elemental shields
The elemental shields are simply just better since they actually are really good movement options rather than situational power ups
While I missed the Elemental Shields in my brief playthrough, I don't think the game would've been better with them considering the level designs are not created with them in mind.
@@rando6677 I mean, yeah, they are good, but no need to downplay the Emerald Powers to praise the Elemental Shields, both are equally good in my opinion.
@@Kelps.mp4The elemental shields are more fun to me
I'll never understand why they didn't make the camera zoom out in this game's co-op, or in the best case scenario, MAKE IT SPLITSCREEN.
Oh, and they had the fucking gall to sell this budget game for full price. Why the hell would anyone buy this over Mario or Spider-Man?
That's one of my issues too, I mean Mania was $20 so why couldn't this game be $30 or $40 at least. Next time a Sonic like Generations comes out I'm definitely waiting for a sale cause it doesn't take Sonic games long to go on sale. But it's full price at launch does hurt the game's expectations
@@derple8524 Mania was cheaper because they are not confident in releasing a product catering to a niche audience. Superstars was full price because Sega predicted that people are going to buy it because it has classic sonic just like mania (which turned out to be false)
My guess is because they need people to catch up to the boss fight, remember this series relies on speed platforming and having to wait for someone else to hurry up especially if you’re already at the boss kind of ruins the point of co op
To be fair, you can't play Mario games on ps5 and I wouldn't count the Spider-Man games a similar type of game as superstars. I think the only competition superstars has on ps4/5 in terms of similar games are Rayman Legends and little big planet which are old games and I've already played. By the way, Rayman Legends was really fun so if you want a good 2d co op game I suggest checking it out.
@@sonicmaiden2871 I'm judging them by price and release date. All three of these games (Superstars, Mario Wonder, Spider-Man 2) came out at the same time for 90 dollars in my country. Does this 3DS lookin budget game look like it's worth 90 dollars to you????
Pariah got me into time attacking sonic games. Mania’s time attack is amazing, and I love time attacking SA2
SA2 is more of score attack than time attack
@@Flash-Light-Hope True, but I like to speedrun the game not really caring about ranks just getting to the end as quickly as possible
@@mitch_universe4058 same honestly! That's how I play most time attack modes in Sonic games!
Y'know, I only played the very brief demo of SSS on my cousin's PS5, and I thought the game was okay to solid, but after seeing your run, I REALLY WANT TO ACTUALLY PLAY THIS GAME, GODDAMN.
It's got issues but it's overall fine. Just not as good as Mania, but it isn't terrible like so many people will have you believe online
Wait for it to go on sale. It's a fun game for what it is, but there's no reason at all to blow 60 dollars on it. Especially when you can get Mania for half the price.
@@Jesterman It did on Steam but I couldn't buy it at the time 😭
Maybe I can try emulating it on Yuzu.
@@Kelps.mp4 Wouldn't recommend it. The Switch version is reportedly the worst version of the game. The game goes on sale every other week so you'll probably have another chance sooner than later
@@Jesterman Good news: My parents got me some money for my birthday, which is enough to buy Superstars, but I'll still wait for Christmas so it goes on sale.
I thought i was missing something because I really enjoyed this game while seemingly everyone was hating on it.
I had a lot of fun playing this game last month and I'm so glad that you also loved it! It was a really fun experience and I'm here for it
I like this and all...but where is forces pariah
No one wants to remember Forces. The only good things about that game were the Custom Character and Shadow.
He said on a stream that he wanted to talk about Superstars right after Mania just as a way to somewhat compare them since Superstars is very clearly trying to be a pseudo Mania 2.
@@sonicfan701I kinda like forces, like literally the game itself and the effects of it, it brought in the IDW comics which brought in frontiers so no matter how you look at forces it had a good effect( although I don't like how shadow was portrayed and played)
@@patrickquinones2533I agree with you but majority of the people here don't since the Pariah community doesn't really like IDW Sonic, so they can use your comment to hate on Forces even more.
@@patrickquinones2533I actually like how shadow was written in this game he was less of an edge lord and he was more focussed on the mission without being over angry just like how fynn writer him
He is similar to shadow from sonic x and sonic 06
I can't tell you how happy I was to see this video pop up for me.
Up until I actually played Superstars for myself I just had no idea what to think of it. Especially when I was going out of my way to keep from looking too far into the discussion of the game, so I continuously saw the grab bag of general opinions around the game and came in with an incredibly cautious optimism. Honestly, seeing the title for your first playthrough really kept me on the track of likely loving the game when I actually got it. The steam Golden Week sale came by, got it then, and gosh I was not disappointed in the slightest.
I'm really glad that at this point you've altered how I play a Sonic game, especially classic Sonic games. That really played into just how much I enjoyed playing the game. Taking note of any neat potential time saves and trying to go for them and all that. Yeah the bosses stunk, especially since I wasn't going out of my way to cheese them with the emerald powers like I'd do on subsequent playthroughs, but it was overall an experience I'm glad I had. I just kept going back to it over and over and over, that gameplay loop just caught me so hard just like any other good 2D Sonic game would do for me.
I'm also glad I wasn't alone in really enjoying Trip's campaign. Just having that be the intro to playing as her just had me experiment a whole lot and I just had a good time with those harder levels. Given all the stuff I've heard of it between others and you, it gets me all the more curious to play Unleashed's DLC Adventure packs someday. I really do get the feeling I'll find those just as fun as you do.
But yeah, overall, good video. Felt really vindicating. I hope you have yourself a real fine day.
My friends and i had a blast playing this game, because it was hilarious how irredeemably hectic and broken it was. So much fun, just not in the way they intended.
Honestly this video is probably the closest that anyone has gotten to selling the game for me. Ironically it's through telling me that Superstars is actually pretty fun if you ignore most of the mechanics that came with it, but I already had a feeling that would be the case anyway. It's crazy to think that the more ST added to this game, the worse it got. If not for coop, the game could have gotten even better stage design and tolerable bossfights. And if not for the emerald powers maybe players would have gotten a better experience not having instant win abilities at their disposal. It's real easy to tell where the haphazard attempts at justifying a 60$ price-tag happened
Yeah, I personally like the water chaos emerald as it added a lot to traversal in water and ground. I think this can be reworked in a sequel with better boss fights, or shoot get rid of the mini boss ones at least. Improve the chaos powers, have a bigger vision. And I haven't played Generations before but making the next 2D Sonic game single player would benefit all these attributes also add a way to use the chaos powers in time attack and add costumes there too
It feels iffy to me to blame co-op for the level design problems. The idea of co-op didn't ruin the game, it's the horrible implementation of it that ruins it. Arzest clearly didn't know what they were doing compared to Nintendo.
They probably thought that if NSMB Wii can have local 4p coop, superstars can do it too... without realizing what game they're making
@@ultrascarlet5275 They properly should have done what Advance 3 did 20 years earlier and insure that every player had his own screen be it with split screen or online/Lan play that requires multiple copies (or if they want to be extra fancy release a program to join a superstar multiplayer game via IP without the need to own the game basically replicating the Nintendo DS's download player function).
@@ultrascarlet5275 I feel like they should have just done what Advance 3 did 20 years prior and insure that everyone has there own screen be it via split screen play or though the need of online/Lan play
Bro thought we wouldn’t notice he skiped Forces and Frontiers
My take on Superstars is that it's great in regards to the main story mode because really, it does get everything that makes classic Sonic games really well and alot of the new things they added are pretty cool additions. It's really just the final bosses and the second half of Trip Mode (at least from my experience) that suck.
But though I understand alot of the issues and agree to some extent, Superstars is rather overhated because by no means it is "Sonic 4 Episode 3". That just tells me not enough people actually played Sonic 4 and only use the surface level similarities (2D Sonic games with 3D graphics that have Jun Senoue involved in the music) they gathered from it's reputation and project them onto why they didn't enjoy Superstars.
2.5d sonic game exists:
Sonic fans: SONIC 4
I definitely agree on the later bosses being the biggest problem of the game. Not just that they're overly difficult(I had to just stop at Trip's final boss. It was too much), but that they're so fucking LONG!
You have to redo WAY too much when you die to them, and this could've been mostly fixed if they added in some checkpoints, imo. Even 3&K put checkpoints at decent points in the longer bosses.
Also, wall jump is nice, but Knuckles' gameplay just needs to be made more like his SA2 gameplay, just in 2D. That would be wild.
I really liked sonic superstars art style. My only issue was the backgrounds. I prefer its art to mania actually
I hope this video helps the game's reputation
Honestly I like It's visuals a lot and I also apreciate the fact that it has local co op and vs modes in the first place. Also having Amy playable and the unlockable character is really cool!
I love time attacking Sonic games, but Sonic Superstars and Sonic CD made me love scavenger hunts via 2 specific achievements. One for finding the gold/special badnik in every level, the other for getting every badnik generator and Metal Sonic hologram in one save...which oddly is only for the unlisted version of CD on steam.
Really just any incentive to replay levels exploring every route is nice.
I just recently got sonic superstars and I got to say people make it sound like it's the worst game ever, I think it goes right up there with the original classics. I think Arzest deserves another chance at 2d classic game because the level design is pretty good imo. I don't think the game looks bad at all and I actually think it looks good. I'm fighting the final boss and I'll try time attack after that because you inspired me.
People should really stop comparing Superstars to Mania. Mania was just an omage to the classic Sonic formula while Superstars was doing it's own thing with the 2.5d gameplay and the chaos emerald abilities, for Superstars was trying to be it's own thing.
By the way, I think comparing Superstars with Sonic 4 would be more fair because of the 2.5D art style. Sonic Superstars is a better game than Sonic 4 in my opinion.
@@sonicmaiden2871 Although both games use a 2.5d art style, Sonic Superstars actually uses the art style to make it feel like a different classic Sonic game; Sonic 4 practically rips off the original Sonic trilogy with the only thing different being a homing attack that was also added to Superstars, but I understand what you're thinking.
FINALLY, SOMEONE SAID THIS. Sonic superstars is it’s own unique game with it’s own unique abilities but everyone has to have their freaking mania bias, it’s like as if every new classic sonic game has to be something based on mania
@@JohnathontylerPilkenton I agree! Superstars does feel more different which I do like.
@@Stickboy321Go there's nothing bad in making a new 2d game honestly. It doesn't have to be a mania sequel even if that game was great.
Knuckles having a wall jump is crazy… this is a great not as broken alternative to his spindashing up walls in advance 3
This game is ok
Honestly, if someone made a mod which removed the bosses I would come back to this game and enjoy it. But after a frustrating level was followed by a boss I kinda hated I had to put it down. Decent game, just not one I feel like beating 100%.
I like Super Stars. Not my favorite game, but I think it’s pretty dam good.
to me i enjoyed sonic superstars but that is before Trip's mode. Because it really does control nice even more than Sonic Mania to me because the handling of the controls are more flexible. I can see someone's first game being Sonic Superstars, then cry when they try to beat Trip's mode. And the final boss.
The game isn’t ugly
I thought it looked nice since it was revealed honestly. I think the environments look detailed enough and I find the art style nice too.
@@sonicmaiden2871I think the main proplem is the lack of lighting
This game really needed a lighting engine to suit the enviroment
@@Flash-Light-Hope understandable. Maybe it would've looked nicer with better lighting.
Exactly, I don’t see why a lot of people are saying it looks ugly I mean it looks really unique and cool like not everything has to be mania styled for goodness sake.
@@Stickboy321Go exactly
Love this game. Ohshima in interviews for Superstars would talk about how he wanted to bring back the "pinball action" quality of Classic Sonic, and this game felt very akin to the more workshop/gimmick-focused speed design of CD, which he directed. And originality problems aside, I think Superstars makes for an excellent counterpart to Whitehead/Mania's focus on constant momentum and slopes for Classic Sonic gameplay. Really love how winding some of the ways to speedrun were that didn't always rely on "just roll into a slope to go fast" or "just stay on the top path," especially in the character-exclusive acts and entire zones like Sky Temple.
I gotta be real. I like this game. It's no Mania but it still hits the gameplay itch for me. I was absolutely ready to write it off due to Arzest's reputation. Genuinely baffling boss design though.
Ironically, they could design the best Sonic bosses in the series if they weren’t stuck in the co-op fear mode.
Wow, that Knuckles wall jump looks really fluid and fun, and I've never seen anyone mention it before. Kinda hoping that it just becomes a default part of his moveset in fan games from now on - similar to what happened with the drop dash.
Honestly my favorite zone in this entire game is Pinball Carnival! I love the aesthetics with a Carnival full of bounce balls, roller coasters, and Fire! I have never seen Fire in a carnival level. There are so many ways to get through the level.
My least favorite or probably the one that I’m not really looking forward to playing on my next playthrough is the Water stage. While I love the underwater section, the ground sections just don’t really do it for me. I liked that water stage in Sonic Rush more than this one. Heck even the water stages in the advanced zones felt more satisfying to play through than this one. Every other stage was solid!
I am really happy Superstars appealed to what you look for in a Sonic game. To me Superstars is good. Not outstanding but not a dumpster fire. I feel like people saying either are being a bit hyperbolic. I will say I can understand why people would have it over Mania but I feel like the discourse between the two mostly comes down to how original Superstars is compared to Mania. I will not deny that Mania takes a lot from the classics, we have to wait till Flying Battery before the Act 1 of a returning zone isn't just a better looking Act 1 and 2 of a previous game but I do think for the most part Mania's level design and gimmicks trump Superstars. Superstars also does have its merits as well actually having new zones all with their own ideas (not always *good* ideas but new ones) plus with most of the characters it feels like there's stuff for everyone instead of the zones feeling very Sonic centric like in Mania. The game still has its shortcomings. Even with 2 players it feels much worse, the bosses are...the bosses and I just don't think the Emerald powers were executed that well but overall, Superstars is a fun time that I might come back to every now and again. I might even practice the time attack.
Gonna be looking forward for Knuckles to get a Superstars-setting in Forever/Absolute/Air now.
Also, Trip is a character I feel would be a natural choice for a sidekick for Knuckles! Lone survivor of an ancient race, connected to ruins and the emeralds/Dragon egg(hello Sonic 3 manual-lore!)
Plus- I have felt some time now that It would be logical for Knuckles to have some sort of guardian apprentice, it would instantly solve the "why isn't he watching the Master Emerald" question. His apprentice is filling in!
Also- Having Knuckles trying to train Trip from being shy in general to being an assertive guardian, while he himself is scared/shy of girls is just a fun character-dynamic! :)
I think Fang will be more involved with the classics simply because he and Trip were designed for each other.
Honestly I think the reason I didn't enjoy superstars as much as mania was because of the music. I think I am the rare person who only plays sonic games just to listen to the music in the levels and if there are only a few levels with good music I have trouble enjoying them as much. I also felt like the game didn't really learn much from mania. I just don't like boring slow down gimmick sections that grind the pace to a hault. So its mostly just how I feel and my opinion on things. I just hope the foundation here is improved on and not abandoned.
I agree with you on your opinions on Superstars. Even the time attacking part.
I just can’t agree with you 100% as I haven’t put as much as you.
I am one of the people who like called the game trash because I played it in multiplayer.
I think many others share this experience where because the multiplayer is bad and it is the "advertised mode of play" many players have such a bad taste for it in their mouths that they don't want to return to it.
But seeing you liking it is eye opening, I don't think I will return to this game as I am not a "Time Attack" kinda guy, I prefer to just beat games and move on, seeing that this game does have this great plus is nice.
That is something I always find nice about your videos, you just bring your opinion across and while you have very simple editing, I find your ability of speech alone to be enough to keep me listening, which is something I don't give every TH-camr. Plus I am also a Pikmin fan, so seeing you talk on Pikmin is also great.
P.S.: One thing you mentioned is how you are perplexed on why many Sonic fans love american sonic, I think it is because of those American Cartoons that did have passion, and because parts of American Sonic have passion, they think American Sonic as a whole has passion. Or maybe I just have it wrong since I wasn't alive during that time. But that is my best guess.
Sonic Superstars is so underrated…. for years Sonic fans complained about Green Hill and Chemical Plant levels and it being the same style, then a Sonic game finally comes along with different level designs, 2.5D, they make the chaos emeralds give u awesome special powers, yet folks 💩 on it.
I thought Sonic Superstars was amazing, Only three critiques, 1 the OST is just a low 7/10 rather than its 9.5/10, 2 when playing co op the 2nd player doesn’t get much freedom cuz when u are off screen it picks u up and rubber bands u to the screen something Sonic 2 & 3/Knuckles did a lot better, but the biggest critique is number 3 the awkward limit time only costumes for cel shading skins etc. They should just make everything available on the store instead of getting folks to make a Kroger account.
Despite those critiques Sonic Superstars is a lot of fun
I said this before, I genuinely like Sonic Superstars, the only flukes in my opinion, are the inconsistent soundtrack, which can be fixed by modding. And the Bosses, which is something everyone can agree on.
Trip is a welcome addition to the Sonic cast and I want her to be in the modern cast so badly.
I'd still play the Final Fang Fight over the entirety of Sonic Advance 2. Lmao
Sonic advance 2 was kinda boring and fun at the same time for me ngl
No way
Sonic Advance 2 is soooo good. Skill issue. Respectfully.
@@kingstarscream320 fr
@kingstarscream320 I like the first game and the third game. I just don't like the second game, lol.
It's like Sonic Rush, but bad unless you play as Cream.
I've had a fun time going through this game and mastering its learning curve, but I don't play it as much as I ideally would. Why? Because the Xbox version has severe input lag, and it's never been patched. It's almost a deal breaker for me
Input lag??? On all xbox versions?? Strange, I didnt experience any(on xbox one x and the series x)
@@Hyp3rSonic everything is delayed my console, control stick included. It only happens in superstars, plus, Digital Foundry encountered the same issue and documented it in his video comparing the different versions
@@playbossthebest936wdym by "my console" maybe you can go in more detail? And also, is there a video made ny Digital Foundry that talks about the issues?
Weird, I thought the art and presentation was the best part of this game
Finally the definitive Sonic Superstars review. After all the trash reviews
i think superstars did a fair amount of things to separate it from the other games classic, fangames or other ips, specially in the game design department, to start we have to adress the high level of verticality within this game, it even rivlas cd, but in a way that never feels flow breaking or like climbing a mountain, it feels natural, you are always going up,down,right,left, also another thing that sets this game apart from others are the new "common assets" wich are assets you will find across any level such as springs, monitors, speed boosters, etc., in this game they actually added a fair amount of them that i would love to see in future entries and become as iconic as the springs and monitors, the objects i am referring to are the blocky curved ramps, the bubble slingsot thing, the booster rings, the rainbow parts that give you MONEY and those countdown loops that are a pretty cool visual spectacle, i may be forgetting some but yeah i think this game made a good effort in actually understanding its inspirations and evolving them, another thing to note is the animation department is amazing in my opinion, and i would say that character animation RIVALS super mario wonder, and also, removing the air drag looks like a deliberate decision since the levels in this game are very open and some things that they did with its level design wouldnt have been possible with your average sonic physics, and i would consider that an improvement of the classic physics, if you read this, thanks for taking your time and have a good one :D
Sonic Mania 2 - Sonic was Always Good
more like sonic lost world 2
@@doubt2022superstars hater?
@@Flash-Light-HopeMaybe they like Sonic Lost World, who knows?
@@Rainyar4779mostly no in my opinion
Especially on this Channel
Which I also don't like lost world
@@Flash-Light-Hope I meant doubt2022, maybe they like Sonic Lost World so they like Superstars too.
I love Superstars too. I'd actually put it as my 3rd fav classic sonic game not countin Advance 1. I always felt Knuckles seemed off when he jumped off walls so it was a lil cumbersome to get used to at 1st but I DIDN'T KNOW U COULD DO ALLAT WIT HIM! I'm not too bothered by the bosses. They're mostly only troublesome the 1st time but once u know wut to do they're fine jus not somethin u'd think was made for a sonic game & that can lead to some incongruity dealin wit a 'New Super Mario Bros.' boss in a sonic game but it's fine. I didn't even have trouble wit the Supersonic boss fight & quite liked it(beat it on 1st try lol). There's also the fact that YE as u said u don't gotta deal wit em if u jus go on Time Attack mode & that makes it infinitely more fun afterwards so ye I adored this game & I beat the entire thing on launch. I hope they do a Superstars plus that'll get updates to fix/add some stuff cus that'd make it wonderful. When I tried some Time attack on it for the 1st time I knew u'd love it lol
edit: I wanna add I'm not a fan of how Amy is here in comparison to Adv 1 in terms of gameplay but the story stuff makes up for it.
We are so close to the end, it will be interesting to see this channel after this series finishes, but I think that it's gonna be cool
Hey pariah, i thought about it, and i whould really like you to make a video about Wario Land 4 and all of the games that took ispiration from it. You are gonna love those games
I'd like the idea that if they do superstars plus they would bring back the classic chaotix as playable characters, or fang the sniper
Same camera problems, 3 decades later. Time to evolve 2D Sonic.
I’m happy you mentioned the graphics, the robots look so weird they don’t have enough detail or they’re just mediocre designs the crabs are the best looking by in the game imo, also I’m mad that they didn’t put motobugs in probably because of fan backlash but kept the rest of the original robots
I didn’t get Frontiers at launch cause I didn’t think it looked great and your videos convinced me to give it a chance and I adored it and it looks like the same thing is happening with Superstars
Sonic Superstars? That's a weird way to call Sonic Forces.
Edit:WHAT DO YOU MEAN KNUCKLES CAN WALL JUMP? To be real for a second,I wasn't really a huge fan of Superstars when I first played it.I felt the level design was too much like a generic platformer and less like Sonic, and it didn't have that spark Mania had.
Although I did take a bit of a liking to Time Attacking the levels,it makes these levels that are designed more like a traditional blocky platformer into something a bit more like Sonic
I think they designed these levels with the other four characters in mind, since Knuckles and tails received modifications they lacked in Mania.
You're right about wonder. I find new ds more fun
About the bosses, they should just make it into a competition. First one to get 8 hits kills it, either that or make it a requirement for everyone to get the 8 hits to kill it. That second one could be tedious, so make it the first one to get 8.
The emerald powers are fun. Not amazing but fun. Water is really versatile.
Frontiers and superstars have the reset button for time attack I agree it's a great system.
Both these games show promise and I hope Sega allows for creative ideas and time to let these games sequels improve a lot
@@derple8524 i agree
Honestly this is a pretty great review, such an underrated game
Personally feel that people focused on what the gameplay isn't rather than what it is true it has some flaws but in alot of areas it could rival mania
Good to know someone else likes Trip's campaign. I feel like people simply have skill issue and lack of patience. If you die because of a bottomless pit, just learn how to avoid it. I think it helps that Superstars doesn't have a life system so you're never punished too harshly for death.
Personally, I prefer Superstars to Mania, but not over 3&K. You complained that Superstars lacks momentum segments like in Mania, but I'd actually say it's a good thing. Mania was so obsessed with letting Sonic roll through the stages that it made the game feel quite automated. I swear that 50% of the time the game was playing itself. If people call Forces "boost to win", I'd say Mania is "roll to win" (not as often as Forces, but still quite noticable).
Superstars doesn't do that as often as Mania, which made it more fun for me. There's less momentum stuff, but the trade-off is that you get more platforming focused levels, while not sacrificing speed for skill players.
I didn't like the aesthetic at first but it grew on me and I actually quite like it now and think the set pieces were, for the most part, quite interesting and lively. Something closer to the classic levels in Generations would have been better but Superstars still looks good to me. One criticism I have about the gameplay itself, though, is that they definitely slowed the pace down for it to work better in multiplayer.
I never knew about Knuckles’ wall jump. That’s legitimately really cool.
My thoughts are that this is what Sonic 4 *should've* been rather than slapping that number onto those mobile titles. At least by then you could say that while it's not as good as Mania, it's still a sequel to it that tries to do its own things with a familiar enough identity.
So basically my main headcanon classic series timeline goes something like this:
-Sonic 1 Forever
-Sonic CD Miracle Edition
-Sonic 2 Absolute
-Sonic 3&K A.I.R.
-Sonic Triple Trouble 16-Bit
-Sonic Mania Plus Addendum
-Sonic 4, AKA Sonic Superstars
The reason why I skipped TT16B and Mania for the number 4 is because I view them similarly to how CD came before 2 chronologically. TT16B is more of a direct sequel to 3&K like with CD to 1, and Mania is more like a cerebration game that emphasizes style more also similar to CD. You could even call Mania "CD 2" if you want, but then that just gets confusing. It's also slightly more fair to be called a sequel to 3&K instead of a sequel to Mania. (Even though that's true chronologically)
Make no mistake though, I still like TT16B and Mania more than Superstars.
I don't think there's enough substance for a Mania/Superstars story video, but I'd be really surprised if you could manage to tie in the first three game's canon and what the latter connect to.
18:41 Excuse me, WHAT?! I've been playing this game for months and didn't knew Knuckles could do that!
Neither did pariah, he said in another comment section. Big anime move teasing, I should say.
I can't beleive people hate on this game, it looks so good
18:36 this needs to be a staple. Haven't seen a neat new feature like that since sonic's drop dash. I was not expecting knuckles to have a wall jump and it's never been informed to us. This is some anime move teasing right here.
It would be amazing if Yuji Naka got his turn to make a comeback Sonic game. It will never happen for obvious reasons, but it would be awesome.
this game is "ugly"? that's a huge troll, it looks amazing!
I agree
I guess that's because it isn't 2D.
@@ChiefMedicPururuMan, It’s like every new classic sonic game has to look mania looking.
this game is horrid to look at during the later zones. you can tell all their effort went into bridge island
@@toraregisfurry The other zones look more beautiful than that what are you talking about?
I am not shocked that you appreciated the excellent things this game brings to the table 😊
When I play Superstars, I tend to quit the level and move to the next one once I get to the bosses.
Christian Whitehead said on the subject of Superstars that the Sonic physics from Mania were fully translated to the 3D environment that's in Superstars, meaning that these are in fact Mania physics. So I'm pretty sure those differences you mentioned ARE intentional changes, especially the cap on badnik bouncing, given that everything else is accurate and those things aren't what you'd expect might change accidentally from such a translation. I'd guess the bounce was capped so as not to break these levels and maybe also to account for multiplayer. And as for the decreased air drag if it's really a thing, I guess maybe they thought it would make the game more fun and faster to play and overall just be an improvement? I mean Sonic fans certainly seem to hate air drag for some reason and say less is better, so it's certainly possible.
*Me looking at people praising another fan game for making sonic light as a feather with no air drag in sight while all also reduce air drag in Frontiers to zero*
I think you might have a point here
@@rynobehnke8289 For real lol. It confuses me so much how in the Sonic fanbase, "ability to just fly over all the game design with a simple move that's easier than doing literally anything else" equals good, immaculate game design and what Sonic should be. No, that's not "good," that's boring and cheesing the whole game. If being able to do that is what makes your game good, then maybe the actual game you made isn't actually good to begin with...or maybe it is, who knows because you just skip over it.
@@legoboy7107 Yes I fully agree I don't really get the appear of making Sonic just fly over half the level design.
My biggest grip with that is especially when ever people say "Its just like the classics" as I'm pretty sure there was air drag in the Classic Sonic games at least for jumps.
@@rynobehnke8289 Yes there was, and unless you're a really practiced semi-speedrunner running Green Hill Zone for the bajillionth time at least, you literally can't just fly over half the level design in the classics at all, certainly not at the press of just a couple buttons. You have to actually interact with the game still, and any cool skips you can do are usually part of the level design and/or require a lot of actual skill to do. Sonic can't fly in the classics, at least not without Tails, so a game where you can just fly over everything effortlessly is not at all like the classic games.
@@legoboy7107
I'm glad that you agree with me that its insane to say that all these "fly over all the level design with little speed and a slight slop" games play like the classics.
I’ll never get my fix on 2d sonic games fan made or official, I snort them up every single time
Sonic superstars is segas answer to Mario wonder
The real biggest problem of this game is the launch price, if it was 40 bucks or below people probably wouldn't be that harsh. In my opinion, it's biggest merit is being the first classic Sony game to really try significant new things since the 90s.
I honestly haven't finished this game, got the emeralds, got to the final bosses but they're such a SLOG to play that i quitted and never played again because i had to do those awful long ass boss battles again
I did had fun with it at some point, but it felt like: Stages :) and then Boss :(
The music is very divisive, you have pretty great tunes and then you have what every people have been saying lately about Jun's Sonic 1 drums being everywhere... It's wild
I'm willing to acknowledge the flaws of this game and I do agree with you on most parts but I always thought it was REALLY visually pretty when playing through it. Using the walking animations in midair looks _really_ weird in 3D but other than that the characters are animated really well and the environments look incredible and there was rarely, if ever, a moment where Sonic, Miles, Knuckles, Amy, or Trip blended into the background.
Are you going to do a freedom planet 2 review , video or something, because you haven't talked about this amazing game yet and it would be kinda nice.
He's already mentioned it a few times so maybe one day. I'm personally enjoying it myself
I really enjoy this game and especially the time attack. I actually am around 4th worldwide for the first level as Amy on PS5.
The game itself doesn't seem terrible, but the biggest crime is charging $60USD for it.
14:35 for Pariah’s real feelings about Sonic Superstars
Damn, never knew they even give knuckles a wall jump. Very surprising
I think they considered it because of Fang and Trip. Since, logically, those characters would have a wall jump.
To be honest I don’t understand a lot of the criticism people have for this game. The visuals and graphics are actually pretty appealing to me. I think the game looks great. I also like all the zones and level designs for the most part. Now, I didn’t pay full price for the game so I can understand how that would upset some people.
The only thing I was frustrated with were the bosses. They were absolutely designed with multiplayer in mind and if they implemented multiplayer in a better way I can see how that would succeed. But that final boss in Trip’s story almost made me go insane. I had to treat it like a damn Dark Souls boss. If it weren’t for the pretty ridiculous boss fights I would absolutely love this game.
YESSSS, I'VE BEEN WAITING FOR THIS!!!
Finally! Superstars is here!
You didn’t just skip forces did you ?
He's still gonna cover Forces
@@ContextuallyDeContextualizedI mean he covered lost world of course he is gonna cover forces
Well I'm glad you enjoyed it.
I noticed what I consider to be a small inconsistency in your reasoning. For Mania you complained that it doesn't do enough new things. That probably wasn't the intention anyway, but it's still justified to think like that, I think. However, here you said that fatigue with 2D games has set in, so they should have done something new. So Mania should have been different even though everyone was fine with it, but Superstars should have been different because that's what people want. It both makes sense in a way, but it's contradictory. At least I think that's what you meant.
Anyway, I was surprised when you said you love this game, but it was a cool twist, I think. I also sometimes do time attack, although I lose interest rather quickly. So maybe I will buy this game after having watched this. But the run you showed at the end looked fairly unremarkable to me. Maybe it's more fun to play than to watch.
The 2D fatigue wasn't as strong when Mania came out, but, once it came out, Mania made it stronger, therefore Superstars needed to break from it more than Mania did. That's the argument
@@M4Dbrat Pariah criticised both for that, but he gave different reasons. That makes it look like to me that he would have criticised it regardless of the circumstances.
I’ve never been so disappointed with a Sonic game in my life,for me it’ll always be an example of why nostalgia pandering is a mistake and the closest thing we’ll ever get to Sonic 4 Episode 3 since they pretty much took everything that made Sonic Mania so good and made the Sonic 4 version of that.
Also the overlong boss fights made me not even want to finish Trip’s story since it was not worth playing though the same shitty level design and bosses just to get one shitty real final boss.
my only complaint about time attack is I can't play as my beloved rabbit sonic :
also...I didn't know knuckles had that walljump I deadass thought it was my controller fucking up (switch procon from maybe 2018/2019)
This. Video made me wanna play superstars time attack 😊