^Wacky Workbench is an exception. I hate it with all my might.
Hybrid wrote:P.P.A. wrote:James McGeachie wrote:but once you start time attacking them you'll suddenly realize how fucking brilliant and perfectly designed they are.
I find it amusing that these days we consider it a flaw when you have to play through a level several times memorizing the layout before it becomes enjoyable, yet you seem to think that is actually a good thing about Sonic CD's level design.
If they're not fun to "casually play through", then quite frankly they're not "fucking brilliant and perfectly designed".
I disagree. Games that offer few replay value and are simply designed to play through once or twice and then be forgotten rarely interest me. That's one of the reasons I don't like Sonic 3 & Knuckles, Super Mario Galaxy, Zelda Twilight Princess or Half-Life 2, but would gladly play Sonic CD, Super Mario World or Sunshine, Zelda Wind Waker or Team Fortress 2 at any given time.
I can have fun with a game the first time, but I only grow to really like it if it gives me a reason to go back to it later. Be that via rewarding multiple playthroughs (Riviera for example), time or score attacking (SCD, Sonic R, Senko no Ronde), lots of side quests and other things to do after you're done with the main game (Zelda WW and MM), fun online multiplayer modes (TF2, Senko no Ronde), or just being generally simple fun that's always there for a quick round (Outrun 2/SP, Super Mario World). That may be just my stance though, and other people probably give a single but enjoyable playthrough more credit that I do.
And mind you, it's a difference whether a game forces you to play through each stage multiple times just so you memorize where the next invisible bottomless pits and cheap enemy hits are, or if it's just a not as pleasing experience to play through once but in exchange offers near endless replay value and motivation.