OlliOlli World goes a step further to get you zooming through levels as soon as possible, in that its pastel aesthetic deliberately paints important objects in easily spotted colors. Although, the option to retry whole levels does exist as well and is equally aided by the speed of the restarts. It also makes it much easier to learn a level’s layout, no matter how difficult it is, as you’re able to retry specific sections over and over rather than an entire level as a gauntlet. This quick restart offers an easy opportunity to correct the mistake you just made and doesn’t let you linger on the failure as you’re put right back into the action. Instead, you instantaneously reset to an earlier point in the level, in the same vein as splatformers like Super Meat Boy or Celeste. Meanwhile, you can absolutely smack into walls or fall off ledges in OlliOlli World too, but the difference is you don’t get back up and keep going. Afterward, you need to build up speed again, and it can feel incredibly sluggish in comparison to how fast you were just moving. Putting obstacles in your way or providing gaps for you to jump over is a fundamental aspect of platformers, but in the Sonic games, running into a ledge just halts all momentum. The simplest fix OlliOlli World offers is for how it handles the times when levels make you stop. OlliOlli World provides the true promise of the Sonic experience as your equal parts goofy-and-cool avatar grinds through levels at high speeds. However, failure never gave way to frustration, and more often than not, I could clear a course on the first go without needing to painstakingly memorize the entire route. It was a couple hours into OlliOlli World that I realized I was blazing through levels in a wicked blur, shockingly similar to in those classic Sonic the Hedgehog games. When Sonic said “gotta go fast,” I felt that. Over time, those games fell victim to nonsensical plotlines, gameplay bugs, and awful new game mechanics, but it was always satisfying when you were allowed to move as fast as possible. It let you see incoming hazards or enemies long before you needed to react to them, all while maintaining that sense of extreme speed. Some of the earlier 3D Sonic titles addressed these problems by shifting the perspective behind Sonic. As a platformer that promises blazing-fast movement, it’s way too comfortable stopping you dead in your tracks on level design or having enemies fly into you from off-screen like bugs on a windshield. And there are an exhaustive amount of moves to perform now.I don’t like the old 2D Sonic the Hedgehog games. Tricks are still performed a la Skate, by flicking the analog stick in the correct direction. Grinding through caves, or across convoluted chains of floating sky-rails-it’s not only more difficult, but it’s more interesting.Ĭementing it all together is the expanded move roster. Most levels now feature multiple paths, stacked grind rails, and all sorts of other advanced goodies that weren’t always possible with the more deadpan tone of the original game. But I must admit the more stylish levels are a welcome change from the original OlliOlli’s onslaught of normality, where I felt like I’d seen all I needed long before the end.ĭitching the pseudo-realism of the original has also opened up OlliOlli 2’s level design. Once you figure out “This (train/ornamental jaguar railing/demonic rollercoaster) is a thing I can grind on,” “This (gun/decorative Aztec head) is a thing I launch off of,” et cetera, it’s back to your old routines. It’s only set dressing-levels still play pretty much the same, regardless of theme. Each set of levels is themed around a different (fake) genre film-“Curse of the Aztec” (old-school adventure film), “Carnival of the Dead” (horror), and the like. OlliOlli 2: Welcome to Olliwood ditches the original game’s cities and boardwalks and junkyards for something more fanciful: film sets.
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