The Spindash hit a checkpoint in Act 57, but then fell into a spike pit
Wow, this was quite the episode. I’ll warn you right now, this thing hits three hours, and this is only the first part! Expect Part 2 within the next week or so.
For those of you only here to listen to the seductive stylings of Ray or Shigs, go ahead and skip forward to the 35 minute mark, and it goes up to roughly the 1 hour, 37 minute mark.
Since this episode was recorded, I’ve put substantially more time into Theatrythm and fully completed Rhythm Thief. Ironically, the hesitance with Theatrhythm you’ll hear in this episode has long since melted away. It’s a great game that, yes, still does suffer from some strange note paths, but the structure of the game, specifically the collecting and completing of Dark Notes, more than make up for the occasional confusion. Rhythm Thief, on the other hand, didn’t have as clean an interest curve. It’s not bad, but it’s inconsistent and it drags in the middle. If I had to choose one to recommend, I have to go with Theatrythm just for the structure, the polish, and the mechanics of play, but if the whole of Rhythm Thief was on par with the game’s last hour, then it could have won the comparison by a reasonable margin.
Post recording, Shigs reminded me that we neglected to talk about the big Archie Sonic-Mega Man crossover coming up. I don’t have a lot to say on the matter; if it were one of the standard 48-page specials that Archie did back in the day, then I wouldn’t have expected anything more from this beyond novelty, yet since we’re looking at 12 issues crossing all three series (Sonic, Universe and Mega Man), I have a bit more faith since it practically gives the writers a year’s worth of space to write the story, just released at an accelerated pace.