![]() ![]() Stages are also littered with all kinds of different paths that make replaying them interesting. You end up being a lot less willing to boost randomly because of it, and it makes trying to S rank the stages a blast as you need to know all the perfect moments to use your boost. It creates this risk versus reward element, where boosting will make you go faster, but you won't be able to stop for a bit if you need to. In the day stages, Sonic's boost works in small chunks rather than a depleting meter as it does in the flagship version of the game or really any other boost game, and this is something I actually kinda like. It's so frustrating because the day stages are actually fun! The game just seems so determined to put the worst part of itself on display. I'd groan every time I hit a stretch of night stages and would usually end up replaying some day stages to break up the monotony. You'll play ONE day stage (about three minutes long, though admittedly with a couple short and ultimately unsubstantial missions after each one) followed by three to six night stages (about seven minutes long each). Notice how I leaped right into discussing the night stages? Yeah, that's because they make up the vast majority of the game. It's just a problem because it's not good. I'm not opposed to the type of gameplay or a slower, more platforming and exploration focused style. If these were addressed, maybe I could find the night stages fun. ![]() And besides motion controls, for whatever reason, the Werehog is locked to only moving in eight directions, and you lose absolutely all control after leaving the ground for an air jump, two baffling decisions that contribute to the game feeling incredibly unresponsive and frustrating. Not to mention you have to swing the remote to climb up poles and other such Werehog antics, but those get a pass because I think they're funny. But it's so so so finicky and you'll find yourself just annoyingly spamming one two-handed attack when you don't mean to, making Werehog combat frustrating. It's mostly the Werehog stages that suffer from this control scheme, as you have the Wiimote represent Sonic's right arm and the Nunchuck represent his left, and you have to swing them in different orders to do different combos. I played with the Wiimote and Nunchuck setup partly for nostalgia purposes and partly to get the authentic Sonic UnWiished experience, but WOW is it painful. flagship Sonic Generations.) The easiest thing to bash about this game right off the bat is the controls. 60% Wii(Note that I am playing the Wii version, which is VERY important as the Wii/PS2 versions and the Xbox/PS3 versions are practically entirely different games, sort of in the vein of 3DS vs.
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