OL wrote: That apparently goes both ways. You're going off on tangents that have nothing to do with anything anyone is saying.
And I'm starting to think you don't actually know what "semantics" means.
And yeah, I looked at Null Space. It's a corridor level with a couple of platforms off to the side. It refutes absolutely nothing that I've said; if anything, it supports everything I've said, because there's nothing complex or dynamic about it.
And again, you're putting words in my mouth. I haven't said anything about what I love about the classic games. That hasn't been an issue in a single one of my posts.
When you keep trying to railroad this conversation back towards voice acting, while missing the point completely of what it means when Sonic speaks in a story, that's an appeal to semantics. It’s frankly ignorant to attack Sonic Adventure and other modern games because Sonic speaks, when Sonic has always had a voice in other media. The technical sophistication of the Dreamcast finally allowed that level of storytelling, complete with many speaking roles, without compromise on any aspect of quality. In this respect you can consider Sonic Adventure something more akin to an interactive cartoon, as a forerunner to how later Sonic games would increasingly adopt more RPG elements.
It's the same thing with how you baselessly attack Sonic Forces, even having seen the video on Null Space you still use the same tired rhetoric about 'corridors', without making any attempt to understand how Sonic Forces works as a game. Take another look Null Space, you have a dynamic 3D level design, allowing skilled players to jump between routes and discover secrets like that Red Ring if they're paying attention to the layout and understand how to get the most out of the gameplay mechanics. If you sincerely believe the usual rhetoric about the classic games then you must acknowledge the success of Null Space in Sonic Forces.