My review:
Gameplay:
What the Sonic games try to do in this day in age is try to give a vareity of gameplay, this method of giving a different type of gameplay besides the Sonic fare started to date from the time of Sonic 3 / Sonic 3 & Knuckles. However, what has happened now is that it's not just a simple sprite/palette switch with an addition move or gameplay mechanic, but in fact a whole new type of gameplay feeling. This is where many people come to resent the Sonic Adventure series. However, I was always welcomed and open minded to the new gameplay features that were presented with each game.
A quick run down of how each player plays, and the pro's/con's attached with them.
Sonic:
The standard Sonic fare since the inception of Sonic Adventure; spin dash, home attack, and various run boost are what makes up the main gameplay of Sonic. Quick speed, and a thrill of exploration was always a gameplay element that was around since the first game and has been faithfully translated.
However, this game is so unforgiving...for example, if you don't EXACTLY make the turn/movement of where you need to be you'll die. This is what I think will frustrate a lot of new gamers / or gamers who didn't like the Sonic Adventure gameplay to being with.
The controls seem to be taken directly from Sonic Adventure 2: Battle, but with a slight heavy feeling to it. Nothing that a learning curve of an hour tops couldn't be able to handle.
Also Sonic features various "upgrades" that you can buy for him throughout the game, some of these upgrades really are a hit and miss in terms of adding layer to the Sonic gameplay.
Tails
Tails gets the most changes to his gameplay from the Sonic Adventure series. Tails has been slowed down considerably. I'm guessing they did that to show a difference between how he and Sonic control. Overall I wasn't too bothered by it since you only play as Tails for a short peroid of the time.
The "dummy ring" concept was so friggen stupid - honestly. I don't see what was wrong with his tails attack from the old game, but nope, these dummy rings also when shot create a trail of rings on the floor as well. When you get hit and your ring scatter, sometimes it will be hard to actually find your rings to get life.
Knuckles:
Also retaining his exact gameplay from Sonic Adventure, but has been slowed down a bit in terms of speed and agility. Knuckles keeps his "fighting" techniques, and his gliding ability. The only thing that I didn't like about the Knuckles gameplay was the ****ing glitchy feeling of his climbing ability. When you grapple onto walls it almost felt like flypaper trying to free yourself from the hold.
Shadow:
The same Sonic-esque copy like in terms of gameplay online a bit more refined. Shadow plays a lot how I would have like Sonic to play as his gameplay isn't as fast as Sonic, but it gives you plenty of time to catch your mistakes if your going tooo fast.
Also new to Shadow is the combo system when he hits an enemy / bad guy. It's pretty cool actually, and makes just that difference in terms of Sonic and Shadow.
Ugh Ugh ughu ughgugh what I HATED about Shadow was the ****ing vehicles. Come to think about it, if they cut those from his gameplay, easily, he would have controled / had the best gameplay in the game.
Rouge:
The same as Knuckles as we know she was the carbin copy of him in Sonic Adventure 2. The only differencer here is that Rogue has "dummy bombs" that Tails harbors...only it's really not as bad as you'd think. When mixed with her gameplay it actually turned out pretty well...however the same glitchy jump mechanics are present in as well
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Omega:
What you saw is still what you get from Sonic Adventure, plays like e102 - except more redined, seems a bit slower, and just isn't that fun to play as. To be honest, you're only Omega for I think an ACT of an level, and that's it. Forgettable.
Silver:
The highlight of the game. Silver's gameplay was amazing IMO - he's truly one of the shining parts about the new game. His "psychokensis" is one of the funnest things in the game. Taking objects/enemies and throwing them to and from each other were really fun, it was pretty fresh in terms of the variety that Sonic Team likes to throw in the game.
For being not the Sonic fare, I really enjoyed this departure from random running - jumping/homing, and moving on. It was just a really cool expereince IMO.
*the only thing I HATED about Silver, and I'm sure you guys can vouch was that puzzle in the desert board involving the pool ball like object. UGH.
Amy:
Standard Amy from Sonic Adventure - with her Hammer Attack, and now she double jumps in the air. You don't spend much time as her at all, so it's not bad.
The thing about it thought is that while it seems many good ideas went into play, it feels a bit unpolished. It's as though they made all these unique kinds of gameplay that don't really take advantage of their indivdual gameplay strengths. I found myself when switching to one of the "amigos" that it just felt a bit unpolished. Nothing that I would find "unplayable" at all, but the learning curve it takes to get use to the side characters is almost as much as Sonic's, but they are hardly an important part of the gameplay.
The level design was also pretty good as well, the only thing that is wrong with the design is the gameplay that is attached to said levels. For example, the game sometimes demands perfection when making a jump or taking a route, and if you even slightly miscalcuate a timed device, your going to find yourself dieing.
The controls are NOT a problem, however there is a learning curve to it as I said. It's not a pick up and play for someone espcially who hasn't played the adventure games.
Now onto the loading times which are goddamn ****ing AWFUL - ugh oh god. This ruins the game bar none - I'm not going to get into. But I will say that they are awful and can make the game downright unplayable at times, however if you can stomach it, and make it throught you will find it enjoyable.
Ugh the town missions were also a pain in the ass, no only to being totally and utterly uncessary, but the loading times involved with them. I understand them wanting to make the hub a bit more interactive, but I think the town missions should have been optional.
Music:
From what I understand the composer who played a large part in Sonic Adventure 1, 2 and Heroes had just a little bit to do with this soundtrack. Overall, it showed, but then again, it didn't. The game's music didn't wow me at first, but after a bit it won me over. One thing that's awesome about this game are the various music compositions, it's different from the old games as there is not much emphasis on the guitar/rock, but instead upbeat quick sounds that reflect the enviornement that your in. I like it, great stuff as always.
Story/Design/Presentation of said Concepts:
When Sonic Team started to make Sonic interact with humans many had an objective standpoint to it. Grasping onto memories of subpar Saturday Morning Cartoons, and almost a univerise created by Sega of America, many still find it hard to swallow. I however got use to it - and as so have adapted to how Sonic is now, not then. However, this game marks the first INTERACTION with the said humans...befor they were props in the background, or fodder for FMV scenes.
Now the humans play a pretty big role in the story, which you either except or don't. If you don't like it, press start to skip the cut scenes. However, I feel as though the concept was actually played out pretty well, and besides the incredible immature people on this board, if you watch the story the kiss isn't as misplaced or 'omg ew gross furries" or whatever the ****.
The story in a nutshell is this: Past Present and Future involving the Flames of Disaster.
A long time ago Elise's father had the flames of disaster at his disposeal with the team of scientists as they wanted to try and make it so that they themselves could control the past, present and future. Most of all they wanted to see Elise's mother. Although when things go wrong and Memplis (the shadow inside the flames) is released along with Iblis everything goes wrong. However Shadow was sent to the past in order to try and find the meaning behind the device that was used to capture Memplis in. The flames were actually sealed in Elise though, with her father instructing her to "not cry"...a metaphor for being strong, but in secret they would actually release the flames.
Silver is from the future and is naive, his future is destoryed because of the release of the flames. He goes back to the present day on an assignement with Blaze to destroy the "Iblis Trigger" aka Sonic.
Sonic's story involves Eggman trying to control and release the flames, but he doesn't know exactly how to only that he wants to control time, and this it involves Elise.
Without all the other details, in the end they come together, past present and future in order to stop the Flames of Disaster.
(btw Sonic essentially IS the Iblis Trigger because he infacts makes Elise cry when he is "killed" by Memplis).
Overall I like when platformer games have stories in them, and this one is no different. It isn't as in depth as some of you make it seem, as I've seen it compared to final fantasy (the ****?). Overall though, the interaction between Elise and Sonic in the first cutscene is cringe worthy, but after that it plays out pretty well. I liked it, meh.
Final thoughts: I felt that though Sonic Team wanted to create a big blockbuster Sonic game in the vein of what Yuji Naka said "If Sonic were real"? They got the graphics, sounds, and cinema's down...they just forgot you know one imporant thing, gameplay.
I felt as though the gameplay was a bit rushed, and needed a gloss of polish. Sadly, that polish is what broke the game for many users, and for myself. The loading time, on top of minor things that are BOUND to piss you off add up...and at the end of the day the game is more of a chore of you the user getting around all the flaws in order to uncover the fun underneath.
My rating: 5.5
*my copy of office just ran out so spelling error and shit are probably plentiful lol