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Even if they had had good, functional control-schemes, the fact that they had to make 99% of the completely-gimmick-reliant levels required shows both desperation and lack of imagination. It's no less cheap of a get-out clause than the good, old-fashioned invisible-coin-block routine.
The only similarity I can draw between the two is that they are both steaming piles of wasted potential. RoL is okay, if a bit empty and bland. LW is more or less fully-made, but also badly-made. It's not that it isn't playable-- it just doesn't engender the desire to actually play it. So, it's playable; one just doesn't want to play it.
I've yet to experience the 3DS version, I will concede, but I cannot budge on the awfulness of the Wii U version. Bad controls, plus far, far, far too many required gimmick levels, with a sprinkling of characters I find it very hard to invest any emotion in whatsoever, equals not a very fun gaming experience.
It just hit me that Lost World was so bad that my mind refuses to include its events (including the Deadly Six) as canonical points within the Sonic continuity. My brain just refuses to acknowledge they were ever officially a thing.
No, but I'm really not familiar with how to portray any of them, really, aside from Zeena, considering I shut most of Lost World out, in order to preserve my sanity.
But it just seems so astronomically unlikely that they would end up in the exact time and place that other people they would recognise are. Silver, I can forgive, but the rest just seems a bit far-fetched.
He would mirror the torture-victim's actions exactly, but that's not the issue. If anyone other than the torture-victim touches him, at all, he falls apart, into a pile of lifeless paper-clips and googly-eyes. I think the effect is intended to be along the same lines as euthanising a Companion Cube.
And how reacteth the Megan?
(Also, waitwut? Why Planet Wisp?)
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