Whatâs wrong with different games in the same genre playing differently? You dont have a run button or the ability to jump on enemyâs heads in castlevania, and you canât duck in megaman (usually). Metal Gear Solid didnt play like a shooter for a long time, and not every jrpg needs to be turn based or even have a menu. Sonic unleashed doesnât play like sonic adventure, or any game, so why should srb2? Doesnât that reduce the benefits from experimentation in game design that got us SotN?
Iâve always bristled at the idea that Castlevania and Mega Man are the same genre, because that usually means the blanket term of simply referring to them as âaction gamesâ when, like, 75% of the games on the market today contain âaction.â
(Then there are the psychopaths who put Mega Man in the genre of âplatformer,â and thatâs when blood starts coming out of my eyes)
The thing that youâre forgetting in all of this is the drum Iâve been beating this entire time, and thatâs the idea of STANDARDS. Youâve heard the term where something âraises the bar,â right? Innovation is not celebrating somebody throwing darts randomly at a bullseye and clapping even when they donât hit the target.
Everything has to have a logic behind it, and either that logic is good, or itâs bad. And sometimes the logic is so good that it takes the current standard and elevates it to the next level, usually by improving on a core fundamental of the game design so much that all games to follow in its wake adopt the changes as part of the expected set of features that game has.
So you have Castlevania and Mega Man, as you say, right? Theyâre both âaction gamesâ but in the most granular terms possible, they are almost their own genres. Castlevania is a hyper-difficult gothic horror melee attack game, and Mega Man is a futuristic cartoon shooter with permanent upgrades.
As such, neither really has a baring on the other. What Castlevania does largely does not effect Mega Man, because Mega Man is not a hyper-difficult gothic horror melee attack game, and vice-versa, Castlevania is not a futuristic cartoon shooter with permanent upgrades. Both games have different vibes, both games have different goals, both games have different structures. They arenât the same thing and therefore do not influence each other.
They are their own standards, essentially. So you have Mega Man 2, and some people say thatâs the best Mega Man, so itâs the standard that all other Mega Man games are judged against. There is a wider action game standard, too, but itâs broader and more complex to define, so itâs easier to focus on something as simple as games in the âfuturistic cartoon shooter with permanent upgradesâ sub-sub genre.
The thing to keep in mind about Sonic Robo-Blast 2, is that:
Itâs a fangame thatâs part of a long-established franchise where the core genre is sort of a platformer/racing game hybrid.
SRB2 has been in development for over twenty years, and if youâve been following it for the projectâs entire lifespan (as I have) youâve seen exactly what itâs going for (which is to say: itâs the sequel to Sonic Robo-Blast 1, a pure platformer)
We also know what features were available in prior versions of the game (proper analog controls that did not require mouse aiming, and even a homing attack like the Sonic Adventure games had).
These three things influence how we judge the logic behind what version 2.2 has done. We can also use this information to compare it directly to games that are its peers â namely, other cartoony 3D platformers, and other Sonic games.
SRB2 version 2.2 implements its mouse-aim-focused controls because it is built on top of the Doom Engine, particularly the Doom Legacy fork. SRB2 has long fought to build a proper 3D platformer out of the Doom Engine. Every major version of the game moves it closer to this goal, with a third person camera, layered vertically-oriented level design, and moving platforms.
But for more than half of its development, a very popular feature for SRB2 has been its âMatchâ (Deathmatch) mode, which throws all the platformer stuff out the window and brings SRB2 back to the its roots in the Doom engine, with âgunsâ (weaponized rings) that can be shot at opponents in tight, looping arenas.
And because itâs basically Doom, it helps to play it like a shooter: WASD for strafing, mouse for aiming. The most hardcore SRB2 players even play in first-person, just like Doom. For them, itâs almost not even a Sonic game anymore, itâs just Doom with different weapons and more colorful maps. This, even though deathmatch didnât get added until three years after SRB2 entered development.
As the game wore on, the old developers slowly left to go live normal lives and new developers were brought in to fill the gaps, some (or even most) of which were the types to play lots and lots of SRB2 deathmatch. They played so much deathmatch that they decided that playing SRB2 like a standard platformer was worse than playing SRB2 like it was a shooter, so they opted to make SRB2 play more like Doom, because thatâs what they like.
Except it doesnât need to. SRB2 is still structured and designed like a platformer. Nothing in the single player campaign explicitly requires you to circle strafe, even though the tutorial makes you practice doing so. The gameâs own design is fighting itself, and the people who just want âDoom with different weapons and colorful mapsâ are winning. Itâs making for a worse product to the people who have never touched SRB2â˛s deathmatch, or plan to touch deathmatch.
Itâs their game. They can do whatever they want with it. They can take what SRB2 was and change that, if it strikes their fancy. But that doesnât mean I have to like it, and it doesnât mean Iâve given up the right to complain about it. I cared enough about SRB2 that pieces of my artistic DNA are still in that game to this very day. Iâm allowed to have an opinion on it.
And that opinion is: it doesnât want to play like a 3D platformer anymore. It ignores 20 years of analog control standardization and tells you to play a platformer like a third person shooter. It offers a kludgy justification for it by breaking established rules of how 3D platformers work â rules that, might I add, were not broken by previous versions of SRB2.
When Mario does a long jump in Super Mario 64, he jumps in the direction that heâs facing. When Banjo and Kazooie do a Beak Barge, they shoot forward in the direction theyâre facing. When Jak & Daxter do an uppercut, they do it in the direction theyâre facing. When Spyro does a headbutt, he does it in the direction heâs facing. When Sonic spindashes in Sonic Adventure, he shoots off in the direction heâs facing. When Sonic boosts in Sonic Generations, he boosts in the direction heâs facing. Nobody EVER shoots off EXCLUSIVELY IN THE DIRECTION OF THE CAMERA unless they are holding and shooting a gun, like Ratchet in Ratchet & Clank. But even then, the moment you stop aiming? All of Ratchetâs moves go in the same direction that heâs facing.
I really cannot make this any clearer than that.