>>713766434I wouldn't say everyone glazes it, the reception is much more mixed than that although it has improved over time. Part of it is that the music has become more liked compared to release and more people simply realize you're supposed to control the game like a racing game as if the character is a kart rather than a platformer. Part of it is also probably the pendulum just inevitably swinging backward in reaction to more overblown criticism. The main thing that made people dislike it has always been the controls, but I have literally never seen someone complain about the controls being bad who wasn't just playing poorly. They require getting used to and may be difficult at first, yes, and could use some improvement, but the extent to which people shit on them has long reached meme status. Like 90% of people's problem's with the controls vanish if you just drift properly in conjunction with using the d pad, the peak retardation is when someone complains about turning despite drifting making it a complete non-issue. People will unironically press left or right while standing still and not holding the gas button at all, see that Sonic in a stationary position is turning slowly because they're neither moving forward nor drifting in either direction, and say that the game's turning sucks. 90 and 180 degree turns are actually very easy once you realize the utility of drifting, but for whatever reason a lot of people never made it there because I guess they don't expect the game to play like a racing game due to the on-foot characters.
The other thing people don't like about Sonic R is that it only has five courses but they do have a lot to them. Sega and TT opted for a quality > quantity approach where you can replay the courses a lot if you like the game even if there's only five of them. Even the game's highly uneven balancing plays into this because the player can challenge themselves by racing Super Sonic or using one of the weaker characters.