Whatās wrong with different games in the same genre playing differently? You dont have a run button or the ability to jump on enemyās heads in castlevania, and you canāt 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 doesnāt play like sonic adventure, or any game, so why should srb2? Doesnāt that reduce the benefits from experimentation in game design that got us SotN?
Iāve 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 āaction gamesā when, like, 75% of the games on the market today contain āaction.ā
(Then there are the psychopaths who put Mega Man in the genre of āplatformer,ā and thatās when blood starts coming out of my eyes)
The thing that youāre forgetting in all of this is the drum Iāve been beating this entire time, and thatās the idea of STANDARDS. Youāve heard the term where something āraises the bar,ā right? Innovation is not celebrating somebody throwing darts randomly at a bullseye and clapping even when they donāt hit the target.
Everything has to have a logic behind it, and either that logic is good, or itās 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? Theyāre both āaction gamesā 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 arenāt 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 thatās the best Mega Man, so itās the standard that all other Mega Man games are judged against. There is a wider action game standard, too, but itās broader and more complex to define, so itās easier to focus on something as simple as games in the āfuturistic cartoon shooter with permanent upgradesā sub-sub genre.
The thing to keep in mind about Sonic Robo-Blast 2, is that:
Itās a fangame thatās 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 youāve been following it for the projectās entire lifespan (as I have) youāve seen exactly what itās going for (which is to say: itās 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 ā 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 āMatchā (Deathmatch) mode, which throws all the platformer stuff out the window and brings SRB2 back to the its roots in the Doom engine, with āgunsā (weaponized rings) that can be shot at opponents in tight, looping arenas.
And because itās 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, itās almost not even a Sonic game anymore, itās just Doom with different weapons and more colorful maps. This, even though deathmatch didnāt 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 thatās what they like.
Except it doesnāt 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 gameās own design is fighting itself, and the people who just want āDoom with different weapons and colorful mapsā are winning. Itās making for a worse product to the people who have never touched SRB2ā²s deathmatch, or plan to touch deathmatch.
Itās 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 doesnāt mean I have to like it, and it doesnāt mean Iāve 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. Iām allowed to have an opinion on it.
And that opinion is: it doesnāt 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 ā 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 heās facing. When Banjo and Kazooie do a Beak Barge, they shoot forward in the direction theyāre facing. When Jak & Daxter do an uppercut, they do it in the direction theyāre facing. When Spyro does a headbutt, he does it in the direction heās facing. When Sonic spindashes in Sonic Adventure, he shoots off in the direction heās facing. When Sonic boosts in Sonic Generations, he boosts in the direction heās 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 Ratchetās moves go in the same direction that heās facing.
I really cannot make this any clearer than that.