How would you make Sonic the Hedgehog great again?

Ending no cliffhanger.

Area shown in ending, paradise, implied subtly there are more areas, need more fuel to go further. Tails with other maps, looking at them checking distance. Need to go behind him through hole in shack window to see he is holding a different map.

May be several different places to start from. Unlocked as game progresses. Closer to the difficulty level you're up to. Mini secrets themselves not selectable by map. The main one and largest in the centre or familiar location on map with a lot of locations around it. Found by completing most of the side tasks on previous levels. Biplane also with rockets on it that tun on when location is selected.

Use a lower resolution. Make game very visually impressive. More freed animals the more life there is to locations. Dolphins jump out of water, offer themselves as stepping stones etc even animals unhelped provide some assistance. Freeing all animals in an area has a mini boss of the same type emerge, more complex and larger. Same sized animal when broken from it. Animals not apologetic either no humor or anthromorphic stuff outside of playable cast of characters.

Use scale, impressive heights and long distance. Should be fun to do what would cost aife with other characters. Different characters able to access different parts of levels for repeatabity. Eg Robot can go deeper underwater. Unexpected size of new found areas. Each character getting at least a few majior areas accessed or unlocked by their abilities. Lots of secrets. Secrets hiding useful temporary abilities like invenrebility and speed shoes. Continue posts within level and secret levels if passing them with a number of rings. Like Sonic 2. Something to jump into opening up. The running tunnel.

Some wide open areas that seem endless actually traversible. Area boundaries by character limitations. Eg water gets too deep or nothing to jump out of the water from. See new characters ability as fun to extend limitations.

High framerate. 60fps no exceptions. Landscape very alive, a lot happening and a way that is usefull. Platforming isn't just static objects and their path might not be constant, influenced by other things. Logs moving through a stream in random positions.

Doing things faster has different results. Harder Boss battle, maybe how to unlock some chars or animals who help platforming and the level to be completed faster.

i doubt it would make sonic great, but it would make some money.
it would have both 2d and 3d gameplay, the 2d parts you play as the sonic crew just like the old games, but the 3d parts would have a character creator and you'd get to play as an ocdoughnutsteel. whats important is the oc should never meet sonic and his crew directly, have it be an agent of g.u.n or some shit, helping folks and indirectly helping sonic

Game story only considers Sonic 3 & Knuckles and previous titles.

Chubby classic Sonic, 90s-looking Amy, etc. Max running speed makes Sonic's legs a möbius strip. Robotnik still Robotnik. Metal Sonic gone rogue, chasing the heroes in tandem with the main story.

Levels are essentially 2D with 3D assets. Camera angle is typically a 2/3rds third person view from behind sonic as he runs towards the middle-right of the screen, the point being to see what you're running towards and reduce reliance on level memorization. Some sections readjust the camera to set up a pinball-style area. Some other areas set up a three-lane highway section with the dedicated lane-switching shoulder buttons.

Tails, Knuckles, and Amy are playable characters. Tails can hover with his tails pointed downwards to "slide" with zero friction and cross gaps for short periods, getting tired the same as flying for too long. Hitting jump during the slide will let Tails airblast himself upwards as a fancy jump to end the slide. Using the spindash button during flight will let Tails grab an enemy and drop them on other enemies.

Knuckles' glide mechanic works more like a hang glider, letting players use speed sections to boost into flight. Punching through enemies will act as a dash for gravity-free horizontal movement. Sufficient speed can be used to glide directly out of a run without needing a jump, but Knuckles' lower speed makes doing so slightly difficult.

Amy can't roll, but can use her hammer to move around. Hammer bashing a ledge will yank her up and over it. Bashing at high speed will let her pole vault diagonally upwards with her height mirroring her speed. Her roll will instead be her standing on her hammer like it's a scooter, both sides of the heavy end designed to act as wheels. Holding down and bash will do a tornado swing that slows her down the longer she does it, but attacks enemies.

No buddies. Very little waiting on platforms.

I can't say what I'd love in the actual Sonic mechanics (though a lot of these guys ITT have great ideas), but I can talk for years about everything I want in a Chao garden.

Can her mom run the kindergarten? Cause that'd be adorable.

Three words: Sonic branded Ritalin.

1- Deep deep focus camera.
As in, no 3D, or if there is 3D, flatten the fuck out of the display so that the foreground looks as 2D as the background.
You get a better view of everything, it's easier to see where platforms line up, and the game feels more open.

2- Expand on the Sonic 3 and knuckles concept of all the acts flowing into one another.
No cutscenes, no sudden camera angles, no switching between characters. Just do those annoying Radio messages if you absolutely have to.

3- No savepoints. If sonic's so fast, beat it in one playthrough, asshole.

...

Sega simply needs to stop being completely out of touch with the fanbase.

I have ideas for what I'd do, but I think they're kind of silly or unworkable.
I'd have two types of stages, Speed and Action. On each Speed or Action stage, you'd have to revisit them for various reasons, such as time attack missions, 'get to the goal' missions, or mission types unique to the characters. Action stages are more '3D platformer', while Speed stages take cues from the modern Sonic games before Boom. Some characters would have more or less of either stage type to keep the different storylines from feeling too similar.
I'd have multiple characters as playable, kind of like in the Adventure games, with each character having different abilities and limitations, like how Sonic has his homing attack which can only be used to hit certain targets, while Tails' (limited for gameplay reasons) flight ability allows him to get to places only a few characters can reach.
I also thought of a costume system that changes gameplay a little, but that sounds silly even in my head.