{"id":2256,"date":"2010-02-25T01:37:42","date_gmt":"2010-02-25T01:37:42","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2256"},"modified":"2012-03-11T09:55:38","modified_gmt":"2012-03-11T09:55:38","slug":"play-impressions-25210","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/02\/play-impressions-25210\/","title":{"rendered":"Play Impressions (25\/2\/10)"},"content":{"rendered":"

\"katamari\"<\/p>\n

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Geeze, it’s been roughly 6 months since the last Play Impressions<\/a> article. You can hardly call it a regular feature anymore, can you?<\/p>\n

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Sonic Rush<\/h3>\n

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The quality of a 2D Sonic game hinges largely on the level design. Controllability and presentation tend not to really matter since the games follow an established template. Level design, on the other hand, is a huge point of contention. The main reason why we still crawl back to our Megadrives (\/console of choice) to play the original Sonic the Hedgehog<\/em> is because the levels are so richly layered with branching paths. Each level was seemingly intended to be enjoyed multiple times over, offering players a great deal of replayability. Furthermore, Sega motivated players to explore by 1) distinguishing alternative paths from the main route and providing a fair window of opportunity\/sufficient scaffolding to reach them 2) occasionally slowing down the pace (in cramped areas, for example), giving players room to mine for secrets. Exploration gave Sonic shape and dimension, and is ultimately what propelled him up with the likes of the Mario series.<\/p>\n

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