So I'm going through Sonic Mania right now. Just hit Lava Reef Zone and I gotta say that for all this game does right, some of the bosses really infuriate me for the wrong reasons.
It started in Chemical Plant Zone Act 2. Just cruising along while appreciating the changes when all of a sudden BANG! MEAN BEAN MACHINE REFERENCE!
By the time I get my bearings, Eggman's already made some matches and I die from being behind. You know, because I was expecting to fight a BOSS, not just a reference given form (to say nothing of the glitch where I won but still died).
And then there's the spider in Flying Battery Zone, a level I was really loving, to the point where I'd say it outdoes the original and then some. But then this monstrosity shows up!
Not only is this boss based on a gimmick that would make any Sonic fan who's dealt with bumpers before have PTSD, but he's got invincibility frames up the wazoo! Try to hit him consecutively and you'll just end up flying right through him into the spikes. Oh, and if you touch the poles, there's no way to get off without shooting to the side. Both of these facts cost me three lives.
And what the HELL did they do to Metal Sonic?!
I was SO excited when he showed up, as my favorite boss in Sonic CD and one of my favorites in Generations. But his boss fight in Mania is
So.
Freaking.
LAME.
You don't get an awesome fight or race with him. Instead, he just takes potshots at you from off-screen and then plugs into this machine while shooting at you. Why? So you can fight endlessly respawning Silver Sonics from the 8-bit version of Sonic 2.
The point is to bounce them into him while they're in ball form, but thanks to dodgy programming, they'll either go flying off into the abyss, bounce YOU into Metal's shots, or just die and come back OVER and OVER. It's not fun or interesting, it's just freaking annoying!
Don't misunderstand, I'm not calling Mania a bad game. I really like it overall, and some of the fanservice really works, but for me a good chunk of the bosses are a prime example of designing around a gimmick or reference first, while the gameplay comes second or as a complete afterthought.
Log in to comment