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Then, after the fight's done, despite there clearly being time to explain to Knuckles that there is no reason to fight Emerl, Knucles launches himself back at Emerl and you have to fight him with 10 stocks. For example, in one instance, Knuckles gets mad at Emerl for no reason, so you have to fight Knuckles with 5 stocks. I already said that most battles are 5 or 10 stocks, but I neglected to mention that most battles happen *twice* for no reason. But even so, the padding is fairly ridiculous. Sonic Battle as it stands makes for an absolutely horrendous multiplayer game, so it's probably good that they did this. The reason why the story mode is so padded out is probably because multiplayer isn't really practical on the GBA. Spam the rock special with Knuckles until you win. Sonic Battle, when you think about it, basically has the same meta as Super Smash Flash. In fact, when the game is played at it's.um."highest level", if you can call it that, charging the meter isn't a very good strategy because you put yourself open and spamming specials is much more effective anyway. An OHKO here or there really isn't that big of a deal when you think about it. Often while fighting multiple characters at once. In order to artificially lengthen the game, most fights in Sonic Battle's story mode are either 5 stock or 10 stock battles. Now, you're probably thinking, "What the hell, an OHKO standard special in a fighter? What possible excuse could there be for that?" Well, when you start asking these questions, it becomes abundantly clear that Sonic Battle is a game where the developers were desperately trying to stop you from trying just how boring the game is at it's core, while still trying to provide a lengthy single-player experience. If your meter is full, your next special will be an OHKO. There is in fact a meter system in Sonic Battle, but what it does is more similar to the DBZ Budokai ki gauge. Special attacks are much more powerful and more versatile than they are in SSB-in fact, if these attacks were in Street Fighter, they would probably be supers to justify just how much sheer power most of them have. For everyone except Emerl and maybe Cream this doesn't really mean much, since special attacks are a much easier and much more effective way of winning fights. Like Super Smash Brothers, most attacks are done with one button, and pressing the d-pad towards a direction will produce a different attack. Stocks drop very quickly, most enemies go down in a single complete combo. I myself probably fight a lot like the characters in this game-punch the air a lot until you connect a hit, and then just give in to your inner demon and flail your limbs around until you hear a bone crack. Sonic Battle is a game where fights do not have any finesse whatsoever.
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Like Sonic The Fighters, it's pretty clear that Sonic Team did not have the slightest bit of appreciation for fighting games when they approached Sonic Battle. So when you see Sonic Team of all developers making a free-roaming fighter on the GBA, you know things are about to get very messy. It severely limits the variety of games on the platform, and you are hard-pressed to find any games at all that had developers ballsy enough to try to run 3D gameplay on it. The d-pad is an unresponsive, hard-to-grip control scheme, the lighting is bad, it can only handle 32-bit graphics, and the sound chip has produced some of the worst sounding soundtracks you could ever imagine. I don't mean in terms of games, I mean in terms of everything else. I did have to think a bit on whether I hated Cheetahmen 2 or Before the Echo more. The Red Chao wrote:but which is worse, Crazy Bus or Before the EchoI'm not even going to be ranking Crazy Bus because I don't even consider it a game.
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