Sonic Unleashed would've been better as an inertia based, 3D physics platformer. In the day stages.
Not in an "I don't like the boost gameplay" kind of way, it's not my favorite but Unleashed and Gens are still good games, I mean for the sake of consistency of control. You teach the player in Windmill Isle how Sonic controls in this one, X to boost, A to jump, B to stomp/slide, LB/RB to side step, LT/RT to drift. Sonic controls like a tank you have to use these tools to guide him like a missile through reaction challenges in 3D, and platforming challenges in 2D. There's more to it, but that's the core right?
Ok, now forget literally all of that because the only thing we're keeping from any of it is that A is jump. Here's a God of War-esque combat system with...weirdly good 3D platforming sections and light, Adventure 1-esque puzzle solving?
Ok, now give Day Sonic the same level of 3D control as the Werehog and his basic mechanics from the Adventure games, polished up a little so scripted loops and corkscrews aren't necessary, then make the transition. NOW, it feels less like you're playing 2 separate games stapled together, and instead, you're playing 1 game which changes up its pacing with puzzle solving and combat mechanics. Aside from Unleashed level themes just seeming really fun to do Sonic style physics platforming in, it makes the whole package more cohesive, the night stages becoming an extension of the gameplay of the day stages, rather than something fundamentally different from the other half of the game.
Generations would benefit from a change like this too, though at least there, there's a conceptual reason to differentiate them mechanically, you want to really emphasize the difference between Modern and Classic Sonic, so one gets the Unleashed style boost mechanics, and one gets an admittedly VERY imperfect take on the 2D style physics gameplay. If the Modern stages were essentially 3D takes on the classic inertia gameplay, they'd get to JUST BE 3D, with none of the 2.5D stuff to allow Modern Sonic to do actual platforming challenges, which would mean Classic stages would have more meaning as the only parts of the game that play out in 2D.
Been watching gameplay from Sonic Dream Team, and it got me thinking about the good boost games (my feelings on Colors are complicated, but mostly middling to negative, and I would murder Forces with my bare hands if it were a person). Sort of killed most of my excitement for the gameplay of it, but on the bright side, the presentation elements all seem to be top notch and it still looks to be a solid take on the boost gameplay, sort of demonstrating even better than Frontiers did that THAT type of gameplay works a lot better when you give the player full 360 degrees of movement and good control over the camera.
It's just not a physics based Sonic game, so I care a lot less, and feel a lot less bad about not being able to play it without Apple stuff. Might pick it up anyway if it gets ported to Switch, to satiate my curiosity and get a more thorough understanding of it for discussion purposes.
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hot take ??
the only reason people say that "mafuyu and tsukasa have nothing in common" when presented with mafukasa parallels is because they equate mafuyu and tsukasa being similar to "tsukasa has depression" because the fandom equates mafuyu's personality to being depressed and nothing else.
it doesn't help that people (primarily younger people in the fandom) who DO believe in mafukasa parallels end up making the mistake of portraying tsukasa as depressed because as of right now he is not (although it's possible he was in past because of his Very Unclear Middle School Backstory but that's irrelevant)
anyways, mafuyu and tsukasa are narrative foils because their core personalities are built off of the concept of wanting to make the people around them— especially their families— happy.
they both developed personalities at a young age based on someone they looked up to. for tsukasa, it was seiichi amami's performance that inspired him to be a star— a hero that could cheer anyone up. for mafuyu, it was her mother taking care of her that inspired her to be a nurse— and you can see the similarities from there.
for mafuyu, her identity would first come into conflict when her mother expressed her want for mafuyu to be a doctor— suddenly, "everyone's" happiness didn't match what she wanted to do, leaving her in a state of disorder and eventual depression.
for tsukasa, his identity was something he nearly forgot in its entirety at the start of the main story— becoming arrogant and fully absorbed in a hero persona, forgetting the kind person he truly is. furthermore, his current character arc seems to be foreshadowing that what "being a star" to him is going to be called into question— maybe it is something more than just being the main character that saves everyone.
their insecurities are incredibly similar.
in mafuyu's first mixed, mafuyu feels insecure towards ichika because unlike ichika, she feels as if her lyrics have no genuine meaning to be expressed to other people— despite them being her very real feelings. this is brought up again in her second mixed as well.
in tsukasa's third focus event, something similar happens. when watching seiichi's performance, he thinks that his acting is "real" and feels inferior towards him, which is ironic because tsukasa has been method acting this whole time. when tsukasa is acting out rio or bartlett or really anyone at this point in the story, it's not just those characters— it's a reflection of his traumas.
just like mafuyu, tsukasa undermines his passions he's poured his feelings into because someone else's work is more genuine in his eyes.
now, then, foils have many similarities and parallels (and i could honestly list a lot more), but how i define them is that they usually have some kind of major branching difference that MAKES them foils.
for mafuyu and tsukasa it's pretty straightforward.
mafuyu's people pleasing behavior comes from external expectations and pressures— her mother's demands.
tsukasa's people pleasing behavior comes internally, from himself— if he can't meet his own standards, if he can't be the perfect big brother or the perfect star, then he is nothing.
and even then, there's some overlap.
tsukasa's behavior was indirectly encouraged by his mother praising him for being a "good big brother" over the phone instead of asking him if he was okay while home alone.
mafuyu's terrified to be herself around other people because she doesn't want to worry or bother them— she doesn't want to be a burden— and projects her mother's expectations onto them, not realizing that they would prefer the real mafuyu if they knew the truth.
and the concept of mafukasa being foils is most perfectly and blatantly portrayed in these two cards.
mafuyu, the marionette, sitting limp on the floor— puppeteered by her mother's demands and donning a mask to hide her true self.
tsukasa, the jester, standing above everything else— puppeteering silenced plushies— his feelings. he's not being completely honest with himself, and he doesn't even realize it.
mafuyu has cut her strings and ripped her mask in half. she has acknowledged her true feelings and expressed them to her mother, even if she had to run away in the end.
tsukasa has not yet cut his.
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