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Zera

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  1. What I find weird is that most games that have contact damage don't let YOU hurt enemies by touching them. May as well make it fair, right?

    In all honesty, it depends entirely on the kind of game. If a game has few enemies, that don't have strong attacks, it may be a good way to keep it challenging.

  2. Nintendo Direct 12/18/13 Highlights Review:

    Hyrule Warriors: A Zelda/Dynasty Warriors crossover spinoff? Interesting.

    Kirby Triple Deluxe: Kirby has 4 new copy abilities: Beetle, Bell, Circus, and Bow. And you can finally fight your friends in a Kirby battle! YES! :D:

    Chibi-Robo! Photo Finder: I'm not interested in photography, but I might try the demo to see if there is any "normal" gameplay, because Chibi-Robo was great on the Gamecube.

    Bravely Default: Looks good, and now you can pay money to win! Not that any sane person would.

    DKCTF: Cranky Kong is playable, with Scrooge McDuck's pogo stick cane. And to make the reference even clearer, his special attack turns enemies into money.

    Sonic Lost World: Nintendo themed DLC levels. Now, imagine Sonic as a DLC character in Super Mario 3D World.

    Super Smash Bros: Yay, Kirby Airride 2! Finally! - Wait, that's Rainbow Road. Ooh, I know, he's gonna be playable in Mario Kart 8! ...With a Luma! Wait, no...now Rosalina is a playable Smash Bros character!? That's so awesome, and yet... this trailer keeps messing around with my expectations! Upon rewatching, I suddenly realized that there are now SIX Mario Kart characters in Smash Bros. I always thought there was a disproportionately high number of Mario characters, but at this rate they may as well call it Super Mario Kart Bros.

  3. Although I don't own a Wii U, I recently played this game with my brother and a couple friends. All I can say is that it beats the living crap out of the NSMB series and Super Mario 3D Land. The graphics, music, gameplay, powerups, level design, and variety are all much better. I like that all the characters have unique abilities, because it feels like we're all playing in a different way. Also, Fire Peach looks awesome (even her hairstyle changes).

    [spoiler=Fire Peach]447px-Fire_Princess_Peach_Artwork_(alt)_

    Most importantly, the multiplayer has been substantially improved. Bumping into your friends is less of an issue in the 3D environments. A shared "item box" can hold items up to the number of players, so you don't have to fight over powerups anymore. If one player grabs a bunch, the rest go to the item box, where they can then be released by other players with the - Button. The bubble system also returns, and you will bubblize when you fall behind, die, or press the A Button. You can jump out whenever you want now, instead of waiting for a friend to bust you out.

    The game now ranks you against your friends for score at the end of each level, and the player who wins will get a crown at the start of the next level. If the player is hurt or stomped on, they will drop the crown onto the ground, and finishing the level with it earns 5000 extra points. The crown technically doesn't do anything, and neither does score, but because you can now "win" against your friends, there is more incentive to play well, defeat enemies, find green stars, and collect coins, because they award points.

    As for the length of the game... We beat 3 worlds in 3 hours, although we did skip some levels. According to cubed3's review, the whole game is 15-20 hours. According to Gamesradar's review, it can be beaten as quickly as 8 hours if you want to skip the extras. The general consensus seems to be that this game is shorter than the Galaxy titles, leaning more towards the length of NSMB U.

    All in all, those 3 hours were a absolute blast, and if I ever get a Wii U, I'll definitely get this game at some point.

    And that... is my impression of Super Mario 3D World.

  4. Thanks. I find that interesting. While I disagree with you're conclusion about 3D Land's ratings (especially for it's setting), I appreciate all the work and thought you put into your review. Additionally, while the setting of Sunshine was slightly interesting, I did not really enjoy it's platforming aside from the secret hidden levels (the levels where you were you transported to an area with a black background if I recall). It is by far my least favorite Mario platformer.

    I too liked the void levels of Sunshine, because in addition to looking cool and out of place at the same time, they took away FLUDD for a change of pace and let you listen to a catchy acappella version of the Super Mario Bros theme.

    To be honest, I think 3D Land could have been a truly great game if it had more content, or a level editor, or minigames, or multiplayer, or something. I guess what it comes down to is that I expected something a little more ambitious from Nintendo, especially with such a hefty pricetag. If this game actually had 33% more content than Sunshine, then I would truly be impressed.

    By the way, a little forum tip: Don't quote the entirety of a large post if it was the last thing posted. And if you do, put it in a Spoiler tag to save space.

    Your review appropriately highlights how repetitive the game is. Sticker Star is a rather tacky Paper Mario spinoff and there's all those damn New Super Mario Bros. clones out too.

    Really, Nintendo?

    Since you liked this review, I should mention that I actually reviewed Sticker Star several months ago.

    http://serenesforest.net/forums/index.php?showtopic=40772

  5. I loved 3D World, but I'm just wondering. Why did you rate story in a Mario game? The series creator has specifically stated that he doesn't like/put story into Mario games.

    I rate story and setting together, because they can and do affect my experience of a game. A game doesn't need an original story or setting to be fun, but there is no denying that they can improve any game. More to the point though, some Mario games actually DO have a bit of story, and to have that one bit of originality evaporate from my Mario games is disappointing.

    Super_Mario_Sunshine_page0005.jpg

    You'll notice that this manual page from Super Mario Sunshine doesn't mention Bowswer, or Peach getting kidnapped. Right off the bat we start with a fresh setting, new characters, new gameplay mechanics, and what seems to be a different plot entirely. In fact, Mario even gets sent to jail.

    Meanwhile, Super Mario Galaxy had a new character, Rosalina, who even had a backstory as revealed in the Comet Observatory's Library. Also, it takes place in OUTER SPACE. Truth be told, I actually thought for a long time that Nintendo would eventually send Mario to space at some point to keep his games fresh. I had no idea how spot on I was though. I was quite pleased to discover that my idea of "Mario in Space" had become a reality, and the game certainly lived up to all the hype.

    Super Mario 3D Land introduced the magic of total, absolute predictability. Other than not knowing the layout of the next level, it never surprised me or exceeded my minimum expectations. There was a level made of mattress blocks and bubbles, and one made of cookies, but they were nothing more than reskins of the same floating blocks that the rest of the game is made of. Sunshine and Galaxy incorporated their themes into the gameplay, but these levels did not.

    By the way, you may find this interesting:

    http://www.negativeworld.org/roundtable/9007/is-miyamoto-interfering-too-much-with-other-teams-games#.Uo6uDsR1_hE

    As it turns out, Miyamoto is not a god, and his views aren't necessarily correct.

  6. Greetings, folks. Today I am here to review Super Mario 3D Land. As my first 3DS game, It felt a bit underwhelming to me in the wake of all the 9s and 10s it got from nearly every game critic who ever lived. Recently I decided to replay every level in the entire game, just to make sure it wasn't me.

    Graphics/Music: Super Mario 3D Land has colorful, clean graphics and smooth animations, but it doesn't have a unique style from other Mario games, instead looking like a 3D version of New Super Mario Bros. The music, however, is downright derivative. Other than the main theme, I can barely think of more than one or two tunes that aren't remixes of older Mario songs. In fact, a couple songs were ripped from Super Mario Galaxy - without any alteration at all. That is straight up laziness. The map music is neat though.

    Story/Setting: Super Mario Sunshine and the Galaxy series are among my favorite Mario games, not because they are predictable, but because they are not. They offered unique settings and derived new game mechanics and level designs from them, which kept things interesting.

    Now, time for a little quiz: If you haven't/hadn't played this game yet, could you guess the setting of this adventure, the final boss, and the method by which you defeat him?

    [spoiler=Answers]If you guessed Mushroom Kingdom, Bowser, and "Bridge destroying button", then you're absolutely right!

    Obviously, there is a severe lack of originality. This is a problem, because when I buy a new game, I want something that doesn't just feel like a game I've already played 50 times before.

    Gameplay/Value: Despite using a circle pad for movement, Mario's speed does not vary with how much you tilt it. Instead, you can hold the Y Button to run. I understand that SM3DL is supposed to bridge the gap between 2D and 3D Mario, but the only reason the run button existed in the first place was because you cannot vary input with a directional pad. You can only run in 8 directions, but most levels will only have you move in those directions, so SM3DL is easier to play than Super Mario 64 DS.

    There are 3 Star Medals to collect in every stage, but they are usually very easy to get, or very close to the path you're on. The levels themselves are very straight forward "A to B" affairs, sometimes to the point where there would be more exploration and secrets in a 2D Mario, which begs the question of why this game even needs to be 3D. This linearity extends to the world map, which has literally been reduced to a straight line.

    There are three power-ups in this game. The Fire Flower lets you toss bouncing fireballs, and the Boomerang Suit lets you toss a single boomerang horizontally. The Tanooki Suit lets you perform a spin attack and hover in the air. This hover ability makes platforming much easier, and as a result it makes the Tanooki Suit the superior power-up 90% of the time. Even the most challenging levels in the game become much easier if you have a Tanooki Suit.

    With or without the Tanooki Suit, the first few worlds are a total cakewalk once you get used to controlling Mario. The game isn't really challenging at all until World 6 or 7. Once you beat the game however, you unlock the Special Worlds, which are more challenging versions of the regular ones. Some of the Special levels feel too similar to their originals, however, and a couple actually appear twice in the Special Worlds, meaning a single level can take up three slots on the world map. Combining this with the fact that the levels themselves are only a couple minutes long, it's easy to see why SM3DL doesn't have the variety - or content - to fully justify its $40 retail price.

    The camera is automatic, and sometimes it will move behind Mario, or into an isometric or top-down perspective. Sometimes, these angles can make it difficult to judge the distance between platforms on the 3DS's small screen. Apparently this is when you're supposed to turn the 3D on. But what if you have an eye condition that makes it difficult to view 3D? What if you just want to play in 2D? What if you're using a 2DS? Some people have said that this is how you integrate the 3D with the gameplay. I just call it a bad camera.

    There are only 3 bosses in the entire game.

    Conclusion: Super Mario 3D Land is a very polished game, but I really think it's a bit overrated. The first half of the game is too easy, the short, linear levels don't provide the content or replay value I'd like them to, the controls and camera are not perfect, and there are very few things I haven't seen in a previous Mario game.

    To put things into perspective, I think Super Mario Sunshine, which released 10 years ago, is superior to this game in 10 different ways:

    1. Graphics

    2. Music

    3. Story

    4. Setting

    5. Characters

    6. Game Mechanics

    7. Level Design

    8. Length

    9. Replay Value

    10. Challenge

    It's not perfect, it's not a must-buy, and it doesn't exceed the minimum expectations of a Mario game, but I'd be lying if I said I didn't have fun with Super Mario 3D Land.

    7/10 Good!

  7. Good RPGs and non-mainstream games?

    Sin and Punishment: Star Successor (3D Shoot-em-up)

    Okami (Zelda-ish Action Adventure)

    Paper Mario: The Thousand Year Door (RPG)

    NiGHTS Journey of Dreams (Flying/racing)

    Pikmin 2 (RTS/puzzle/adventure)

    I'm certain you'll like at least one of these games.

  8. I like any kind of difficulty. That being said, there is such a thing as "good" difficulty and "bad" difficulty.

    How to make your game challenging, but not frustrating.

    1. If I can make your level 75+% less challenging by including one extra checkpoint, you're doing it wrong.

    2. If I can ONLY beat your level through memorization or luck, you're doing it wrong.

    3. If my ability to win is based entirely on how long I've played the game (i.e. level grinding), you're doing it wrong.

    4. If you are Treasure, you're probably doing it right.

    Recently I beat World 8-Crown of Super Mario 3D Land. Guess what? No checkpoints. I knew there was something artificial about its difficulty.

    Even The Land of the Livid Dead in Rayman Origins had a few checkpoints, and despite being much harder, was less frustrating and more rewarding.

  9. Greetings, folks. Today I am here to review Bangai-O HD: Missile Fury, the third game in the Bangai-O series. This game was developed by Treasure, the same team that created the Wii masterpiece Sin and Punishment: Star Successor, as well as many other acclaimed action and shooting games. Unfortunately, this is exclusive to Xbox Live Arcade, which is a shame because many WiiU and PS3 owners will miss out on this amazing downloadable title.

    In 1999, Treasure released the original Bangai-O (Known in Japan as Explosive, Invincible Bangaioh) for the N64. As a Japan-only release with only 10,000 copies printed, it has become a rare and valuable collector's item. A few months later, it was released worldwide for the Dreamcast with updated graphics and gameplay mechanics. In 2008, the sequel Bangai-O Spirits was released for Nintendo DS. In 2011, Treasure released Bangai-O HD: Missile Fury for Xbox Live Arcade.

    Presentation: Bangai-O HD is quite the seizure inducer, sometimes bombarding you with hundreds of enemies and projectiles all at once. Using a Counter Attack to launch up to 1000 missiles at the same time is quite eye-popping, and will often result in tons of enemies getting destroyed and lots of crazy sound effects playing simultaneously as you automatically collect a wide variety of fruit. To give you an idea of what it's like, here is some gameplay footage.

    Story: In the original Bangai-O, you had to fight against a band of intergalactic fruit bandits. While it was definitely a paper thin plot, it actually explained why fruits fly out of the enemies you destroy. Bangai-O HD, on the other hand, has no story whatsoever. It's just you versus a ton of cannons, robots, ninjas, and giant space ants that want you dead - which is good enough for me if the gameplay holds up, which it does.

    Gameplay: This is a twin-stick shooter that turns "invincibility frames" into a full blown game mechanic. With the left and right analogue sticks you can move and shoot in eight directions. There are seven unique weapon types, and you can have two equipped at any time.

    Lock-on Area: The big blue circle around Bangai-O.
    Counter Attack Area: The small yellow circle around Bangai-O.
    Normal: A normal shot.
    Homing: Homes on enemies you've locked on to.
    Bounce: Bounces off walls in the Lock-On Area, towards enemies you've locked on to.
    Napalm: 1/10 the fire rate for about 10 times the damage. The explosion radius can destroy many enemies and missiles at once.
    Break: Has 10 times the durability of a regular shot. Disappears upon leaving the Lock-On Area.
    Fast: Has double the fire rate and movement speed of Normal shots.
    Wide: A spread of five Normal shots with 1/5 the fire rate.

    If you shoot at an enemy in the Lock-On Area, your shots will double in size and power. If you shoot at an enemy in the Counter Attack Area, your shots will triple instead. So the closer you are to your enemies, the more damage you deal.

    In addition to the basic shooting, Bangai-O has three special techniques at his disposal, and each one will make him temporarily invincible. These techniques can be chained together for extended periods of invincibility.

    Dash Gauge: Contains 3 "dashes". One dash is consumed for every Dash or Freeze attack. Refills after three seconds of non-use or performing a Counter attack.
    EX Gauge: Collecting fruit from destroyed enemies will fill up to ten points on the EX Gauge. One point is consumed for every Counter Attack.
    Dash Attack: This moves fast, reflects shots, knocks back enemies, and deals continuous damage.
    Freeze Attack: This freezes all enemies and projectiles in the Counter Attack Area for 1.5 seconds. It is usually used to gather bullets for a stronger Counter Attack.
    Counter Attack: As the invincibility gauge decreases, this charges up to 100 missiles in strength. For every enemy in the Lock-On Area, and every bullet in the Counter Attack area, the attack will increase in power, up to 1000 missiles. In addition, you can consume multiple points from the EX gauge to multiply the power. The strongest Counter Attack you can use is 1000 quadruple-size missiles. This normally fires all around you, but you can concentrate it in one direction with the right analogue stick.

    As you can tell by now, this is not the kind of game you can just pick up and play. If you don't take some time to learn the various game mechanics, and the strengths and weaknesses of a few enemy varieties, then you'll definitely spend of lot of time at the Game Over screen, because Bangai-O HD: Missile Fury is one of the most challenging digital games you'll play.

    Once you get past five or ten stages, you're pretty much guaranteed to die several times on every stage you attempt. Oftentimes, the weapons and techniques you use, and how you use them, will make all the difference. Sometimes, Bangai-O almost feels like a puzzle game, which is extremely ironic, given its action-packed nature.

    Luckily, Treasure has implemented two simple but very effective anti-frustration features. If you die on a stage three times, you can skip it, just like that. Also, if you land in the top ten scores or times on the online leaderboard, your replay will be uploaded automatically. What this means is that there will always be no less than twenty expert replays of every level in the entire game available. Whether for entertainment or guidance, these replays never failed me.

    Content: In addition to the 47 stages of Fury Mode, beating the game will unlock 37 Bonus Normal Maps, 6 Bonus Puzzle Maps, and 13 Bonus Extreme Maps. That's 103 stages total. The Bonus Normal Maps are based on stages from Bangai-O and Bangai-O Spirits, but because 99% of people have never played them, they may as well be new. Stage 47 is the only unskippable stage, so if you can't beat the final boss, half the game's content will be locked away from you. But if you can make it to Stage 47 in the first place, then you should have what it takes.

    This game also includes a fully functional level editor, and you can even copy and modify the in-game stages. You can share stages with friends online, but you can't share them with random people. So if you have no friends on Xbox Live, you will only be able to make stages for yourself.

    With so much content, a game like this released a decade ago might have been a full retail product. And it's only ten dollars.

    Conclusion: Bangai-O HD: Missile Fury is not a game for everyone, and this is due entirely to a difficulty curve that will eat certain people alive. But if you think you're up for a challenge, this game is one heck of a ride. The graphics, music, gameplay, level variety... everything is just excellent. My only real complaint is that you can only share custom levels with friends.

    9/10 Awesome!

    post-6674-0-01964100-1453515287_thumb.jpg

  10. b-b-b-but muh cripplingly annoying difficulty and repetetiveness is a feature! How dare you not like it and rate it poorly how biased of you that you think differently!

    From the I've seen, the challenges appear to be quite fair. It doesn't look like the game is throwing punches and forcing repeat gameplay. The critics, however, will perceive regular challenge as unfair simply because it's a Sonic game. I've played a lot of Mario and Sonic games, and other than needing faster reflexes and having a slightly higher rate of cheap pitfalls, Sonic challenges generally aren't that different.

  11. Also from Gamerevolution:

    "In one stage in particular—one where Sonic begins stuck inside a massive snowball with no explanation as to why—narrow, slippery slopes make it difficult to navigate successfully at all. Add in missile-shooting crabs that knock Sonic off the stage with the slightest bump and you’ve got a recipe for disaster."

    So..... the game challenges you. Just like in every game ever made ever.

    "The entire ring system is broken in a 3D world. The player is still allowed one hit, but it’s maddening to collect over 300 rings in one stage, only to lose them all at the end, and only be able to re-collect a handful of them due to the 3D gameplay.'

    Yes, you can lose rings. Just like in every Sonic game ever made ever.

    "Sonic Lost World also uses an archaic ‘four lives and it's game over’ system, regardless of where you are in a stage. If you just finished the previous level with zero lives remaining, you could get to the very end of the next stage only to die once and be pushed back to the beginning."

    Yes, you can get a game over too. Just like in every game ever made ever. Would you like your pacifier and bib now?

    sadbaby.jpg

    A longer review isn't necessarily better, and the only thing I can garner from this one is that the reviewer simply has no gaming skills.

    Let me show you what a truly superior review looks like.

    Example: I like Okami because it's AWESOME! 9/10 :awesome:

  12. Greetings, folks. Today I'm here to review Sonic Colors, a Wii game I very much enjoyed before encountering this ridiculous review by Jim Sterling on Destructoid. His review is so bad... that I decided to alter it to reflect my own experience with the game. Enjoy.

    Sonic Colors, despite its status as a "3D" Sonic, complete with a focus on narrative, gimmicks and brand new colorful friends, has somehow convinced everybody that this is the legendary "return to form" that Sonic fans have been waiting for.

    All I have to ask is ... how has Sonic Team managed to pull this off?

    From the start, Sonic Colors appears to have finally done everything right. By taking the fun and speedy levels from Sonic Unleashed and leaving behind the dreary "Werehog" nonsense, Colors breezes through its first few stages with an empowering, thrilling charm. It truly does manage to convince one that Sonic has finally nailed it.

    Then come the responsive controls ... and accurate homing attacks ... and genuine challenge ... and 2D platforming sections so well presented, you'd think they were patched together by artists. Then you realize that Sonic Colors is a case of the same old greatness, in a brand new package.

    The simple fact of the matter is this -- Sonic Colors is terrifically designed. The level layout is amazing, putting the focus on real challenge instead of cheap pitfall deaths, and various platforming sections that were built for the game's very physics. There are blessings in Sonic Colors that have graced the series since Sonic Adventure first arrived on the Dreamcast, confirming once and for all that whoever works at Sonic Team, they just really know what they're doing.

    This is complimented by the fact that Colors tries to be two games at once, and the fact that Colors is versatile enough for that. The engine is equipped for both 3D racing and 2D platforming, and the fluid way in which Sonic controls during these latter sections demonstrates this fact over and over again. Sonic floats in the air with every jump, making precision landing a matter of skill. The jumps possess an inertia that one gets used to over time, making these segments feel challenging and fun.

    And this is all before we get to the controls.

    First of all, the game allows for a wide variety of controllers to be used. Secondly, whatever controller you use, the layout is intuitive. For instance, you'll need to make liberal use of the double jump to correct your mistakes, but If you double jump when there is a homing attack target nearby, you'll whizz over to the target instead. Sometimes this can land you in trouble, especially during the sections where the camera zooms out to such a degree that you need to look closely to know where Sonic is. Sometimes, the game seems to require sheer attention in order to progress.

    There are also sections where Sonic must quickly zip from left to right while running along a path. These were among my favorite parts of Sonic Unleashed, mostly because Sonic's movements used the left and right triggers, which felt rather satisfying. In Colors, you have to push the movement stick left and right, while still pushing forward to keep Sonic running. It takes some getting used to, but works surprisingly well.

    Fortunately, the game gets some enjoyable moments thanks to the Wisp gimmickry. Usually, Sonic's gimmicks are the worst part of his games, but at least the Wisps of Sonic Colors have some merit to them. These little aliens are being used by Dr. Eggman to power his intergalactic theme park, and once freed, they bestow upon Sonic a multitude of special abilities. White Wisps allow him to dash, Orange Wisps turn him into a rocket, and Purple Wisps change Sonic into a giant maw of chomping death. These alien abilities are legitimately fun to use, helped by the fact that Sonic's various transformations are quite unique and even adorable at times.

    The Wisps aren't always mandatory to the completion of a level, but they can open up new paths in order to collect more rings, find shortcuts, or collect red tokens for unlockable stages. Of course, sometimes the speed at which the game moves makes missing Wisp opportunities far too easy, and it seems Sonic Team expects you to replay levels over and over again to learn where everything is. Fortunately, the fun levels are so many that you'll be happy you played most of the stages once, let alone multiple times.

    The best part is that, at times, Sonic Colors truly does show flashes of brilliance. Several of the levels are fantastic, finding as they do a perfect mix between speed and challenge. When a level works, it really works, and some of the boss fights are more unique and clever than your usual Sonic fare. The game's story is also fairly tolerable, and Sonic seems to have had a personality makeover, now becoming an affable idiot with a terrible sense of humor. His new voice actor, and this amusing personality shift, make for a much more enjoyable hedgehog than the "cool dude" we've seen in the past. The jokes don't always work, but the writing is vastly improved over previous games.

    It seems, however, that the further the game goes, the more the developers cared, and every level soon gives way to the same meticulous, thought out construction we've witnessed a dozen times before. Even when a stage starts brilliantly, the game invariably finds a way to make it better with some sort of new environmental trap, or a slice of reflex-based gameplay that has been designed purely to keep you on your toes. To its credit, Colors manages to curb the frustration of pitfalls and platforming by flashing a warning sign before a jumping section, but if your reflexes aren't fast enough you'll die anyway.

    The Wisp idea is pretty cute and remains fun throughout and there are a truckload of well crafted stages, and the rest of the game provides everything you liked in any other 3D Sonic game released in the past ten years. The strengths are exactly the same, and well designed levels are just as good as always, and platforming challenge is in as much abundance as ever.

    Sonic Colors feels like a step in the right direction. If I had to pick a color for this game, it would be silver, for very obvious reasons.

    8.5 out of 10 (Super Great!) *Not to be confused with 8 out of 10, which is merely great.

  13. To me, the credibility of a review depends on how much the reviewed material was advertised on the reviewers site/magazine. So can a frequent visitor of Famitsu tell me whether or not Sonic Lost World has been advertised on Famitsu and to what degree? This will help determine whether or not I'll finally get into the Sonic series.

    To me, the credibility of a reviewer reviewing a Sonic game is always zero unless it's a 7/10 or higher, because I've learned throughout the years that critics have an undying hatred of Sonic, regardless of the quality of his games. Take, for example, Jim Sterling's hilariously biased review of Sonic Colors. I played it before viewing any reviews, and I would give it an 8/10 minimum. Jim Sterling's review is terrible because none of the problems he mentions exist prominently, if they exist at all. The problem is that critics have this "Sonic games suck, so I'm going to look for as many problems as I can." mindset that leads to very questionable reviews.

    Interestingly enough, Jim Sterling himself has given this game a 7.5/10. That's a good sign if I've ever seen one.

    Also, some reviewers have complained that the homing attack and double jump are mapped to the same button. Apparently no one knows that using the B button to jump will not perform a homing attack, only the A button.

    If you eliminate all the crappy reviews (70/100 and lower), the true Metascore is an 82. Now that's more like it.

    Here's a good review of Sonic Lost World. http://www.youtube.com/watch?v=pv3S5uk1XSE

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