Repost from what I said @shmups, re: the 360 demo
Interesting. I really like this game
Frame rate issues aside (and I'm only 'asiding' them because they're something that usually is improved upon drastically between demo builds and launches),
I am loving it.
Replayed the level a few times; found different routes and interesting ways to connect them to one another; had fun experimenting to find the fastest combo of routes.
I enjoyed the way the level was split into, well, levels.
If I had to, I'd posit one of the troubles the design team ran into was rendering the absurdist/abstract level design of Sonic games into a 3D environment...especially because of their height and color palettes.
I'm guessing that's why Green Hill added an 'underground'. Aesthetically, it's graphical juxtaposition (in terms of color use and shape) is a break for the eyes in what would otherwise be an un-navigable green blur.
I also loved the feeling of acceleration Sonic (finally) regained.
You still lose control over Sonic quite a bit...
Springs, for instance, propel you on a specific movement path that only releases you into the physics of the world at the last second.
Also, during transitions between the 2D and 2.5D "Chase Cam" moments, Sonic sometimes forcefully snaps into the "Chase Cam" canned-animation path, regardless of his momentum/direction prior.
These kind of glitches really break the immersion for me and only draw my attention to the more "limited" aspects of modern Sonic design.
...Oh, also, by moving the Spin Dash to a single button, and not requiring you to be A) immobile B) pressing down on the controller, it feels like they set themselves up for glitch exploits by advanced players. I already, through accident alone, have almost mastered the ability to spin-dash during movement.
I wouldn't necessarily mind that addition to Sonic's repertoire, if I wasn't so sure it was a glitch.