Showing posts with label Sonic the Hedgehog. Show all posts
Showing posts with label Sonic the Hedgehog. Show all posts

Tuesday, July 12, 2016

Top Ten: Best Sonic the Hedgehog Games (Revisited)


Previously on the SDP, I updated my list of the worst Sonic the Hedgehog games. Despite declaring my love for the Sonic franchise, I did the list anyway because a good fan should not only celebrate the good parts of their fandom, but accept the bad that comes with it. But I wouldn't have been a fan in the first place if it didn't include something providing actual entertainment value, and I'm proud to say that there are enough good Sonic titles to fill yet another top-eleven list. Why top eleven? Because when you’re as big a fan as I am, you’ve got to go one step beyond. So, let’s not waste any time -- Sonic would’ve wanted it that way -- and count down the top eleven best Sonic the Hedgehog games!


11) Sonic the Hedgehog 4: Episode II
Platforms: PlayStation 3 and Xbox 360.
Developer: Sonic Team / Dimps
Release: 2012

Look, how many times do I have to tell you people? I. Liked. Sonic. 4. I don't care what you think about the physics. After all the feature cruft that previous games were stuffed with, I appreciate the back-to-basics approach that Sonic Team and Dimps took with these downloadable-only titles. Sonic 4 goes back to square one, featuring only the abilities from the first and second games. (And the Homing Attack, but that doesn't count. I actually like using it.)  Even so, of the two episodes, I'm putting the second one on this list. In addition to the Chaos Emeralds, each act packs three Red Rings for you to find, and the inclusion of Tails means the addition of two-player support, both local and online. And regardless of whether you thought the physics changes brought on by Episode II made it better, it's comforting to know that Sega at least listens to the opinions of its fans. Capcom, when will you ever be this cool?


10) Sonic the Hedgehog
Platform: Sega Genesis
Developer: Sonic Team
Release: 1991

Of course I’ve got to represent the one that started it all. The first Sonic the Hedgehog game on the Sega Genesis was a unique and well-executed platformer that still holds up to this day. Creativity is omnipresent in the level designs, with trappings like loops and springs which, by my knowledge, would've been impossible to program on anything that came before the Genesis. Still, I'd be lying if I said this isn’t an acquired taste for modern gamers, what with familiar trappings like Spin Dash from Sonic 2 not having been included yet. And say what you want about the role speed should play in the newer games, but some of the levels here, such as the Marble and Labyrinth Zones, don’t feel like they belong in a Sonic game. But may that still not detract from the fact that it laid down the groundwork for even better things to come.


9) Sonic Triple Trouble
Platform: Sega Game Gear
Developer: Aspect
Release: 1994

I'll admit, I didn't have a Sega Genesis growing up, but I did have a Game Gear, and it was the handheld Sonic games for that platform which gave me the bulk of my experience with it. And while my personal favourite was 1993's Sonic Chaos, I'll give credit to its follow-up, Sonic Triple Trouble, for being better technically. The graphics are the most detailed I’ve seen on any 8-bit console, and the gameplay of both Sonic and Tails has been fleshed out, with many abilities and power-ups for both. This portable Sonic game can still stand up to its bigger brothers on the Genesis. Previously reviewed here.


8) Sonic CD
Platform: Sega CD
Developer: Sonic Team
Release: 1993

If there's any reason to own a Sega CD, this might be it. Sonic CD finds ways to wow us in ways the Genesis could only dream of, like the set of visually-stunning levels. But with Sonic's new time-travel abilities, past and future versions of each act are also available for you to explore! Even without those alternate level versions, this is a well-built action game, the likes of which were hard to come by on the Sega CD. So why isn't it higher on this list? The execution of the time-travel system leaves a bit to be desired, as the shifting of platforms and such between time periods creates some awkward level layouts, and the method of time-travel itself is inconvenient. Plus, in order to get the good ending, you have to hunt down the Badnik generators in each of the Past levels. Or, you could just do the Special Stages and collect the Chaos Emeralds -- I mean, Time Stones. As such, perhaps its relative obscurity may have magnified its standing in fans' eyes, but don't get me wrong, it's an incredibly solid adventure. With its recent ports on Steam, PSN, XBox Live, and iOS, you have even fewer reasons to pass it by. And one less reason to waste your money on a Sega CD.


7) Sonic & Knuckles
Platform: Sega Genesis
Developer: Sonic Team / Sega Technical Institute
Release: 1994

The character Knuckles the Echidna was introduced in Sonic the Hedgehog 3, which I will get to eventually, but later that year he was also given his own game: Sonic & Knuckles, where you can play as, well, Sonic or Knuckles. Sonic plays just as you’d expect, whereas Knuckles has his own unique abilities, namely gliding, wall-climbing, and breaking walls to discover areas unreachable by Sonic. Knuckles is pretty cool to play as, and if you want more of him, the Sonic & Knuckles cartridge can open up and lock-on to Sonic 2 or 3, so you can play as him in those games. Now, this game is a little bit short on its own, and some of the levels can drag on a bit too long -- especially Sandopolis Act 2 -- but it’s worth it to give Knuckles a try.


6) Sonic Rush
Platform: Nintendo DS
Developer: Sonic Team / Dimps
Release: 2005

While Sonic had little luck on the console front during the 2000s, the handheld scene was much kinder to the blue blur. Hot on the heels of the Sonic Advance trilogy, Sonic Team and Dimps teamed up once again to bring us Sonic Rush for the DS. The playable characters this time around are Sonic and newcomer Blaze the Cat, the bad@$$ defender of an alternate universe. As both have their own sets of levels for each of the Zones, there are essentially two games in one here. Sonic and Blaze play the same as each other, and in fact both have bestowed upon them a new boost ability. Fast, damaging to enemies, and limited by a refillable meter, this is a natural addition to the series' formula on par with the Spin Dash from Sonic 2.


5) Sonic Advance 3
Platform: Game Boy Advance
Developer: Sonic Team / Dimps
Release: 2004

Marking Sonic's debut on a non-Sega platform, the Sonic Advance trilogy was consistently solid, but I'm picking the third game as the best of the bunch. Perhaps to tie-in with Sonic Heroes -- which I almost put on this list, if you can believe it -- Sonic Advance 3 not only lets you play as one of five characters, but you also get to select a partner character who tags along behind your first choice. And don't worry, they're not tethered to you like in Knuckles Chaotix. The team you choose determines the special abilities at your disposal; for example, Sonic will let you do a speed boost, and Tails will toss you up to higher platforms. This addition makes for an optional yet welcome bit of depth that doesn’t interfere with the already solid platforming, but improves upon it.


4) Sonic the Hedgehog 3
Platform: Sega Genesis
Developer: Sonic Team / Sega Technical Institute
Release: 1994

Sonic 3 was so big, it couldn’t even fit in one game! Literally, the production costs got to the point where Sega had to put the other half of their content in  Sonic & Knuckles. But even on its own, Sonic 3 is a meaty chunk of an adventure. First of all, it builds off the already stellar Sonic 2 with new abilities like Tails’s flight powers, and three flavours of elemental shields. The sprite artwork and effects are even more detailed, and the Special Stages, while tricky, are sure to wow. And it also has a save feature, but on its own, you might not see why.Sonic 3 only contains 12 levels, versus 18 for the first game, although they do take longer to complete. But when you plug Sonic 3 into the lock-in bay on Sonic & Knuckles, you get to play both games back-to-back for an epic quest.


3) Sonic Generations
Platforms: PlayStation 3 and XBox 360
Developer: Sonic Team
Release: 2011

After the unqualified disaster was Sonic the Hedgehog's 15th anniversary, I am pleased to report that his 20th birthday was far more fulfilling, thanks to Sonic Generations. This game serves more or less as a greatest-hits version of the franchise, as it features original levels set in zones taken from across the Genesis, Dreamcast, and modern eras. Whilst some fans would potentially balk at the mere inclusion of settings from the likes of Sonic '06, it's not like they copied everything about those games. And quite frankly, their choice of Crisis City makes for an awesome level. Each has one act each for Classic Sonic, a completely 2D affair with all the abilities from Sonic 2, and one for Modern Sonic, alternating between 2D and 3D segments, much as in Sonic Unleashed and Colors. It seems short at first, but each zone also boasts a set of shorter challenges really boosting the replay value for those who stick around for it. Sonic Generations proves you can have both fanservice and a well-made product.



2) Sonic the Hedgehog 2
Platform: Sega Genesis
Developer: Sonic Team / Sega Technical Institute
Release: 1992

This is it - the video game which defined the Sega Genesis for me in the few opportunities I could play one when I was a lad. And judging by its status as one of the best-selling Genesis titles of all time, selling around 6 million units worldwide (second only to the first Sonic, with 15 million copies), I'm not alone. The level layouts are more inventive than in the first game, and are better-suited to Sonic’s abilities, yet they’re not overly long like in Sonic 3 or Sonic & Knuckles. Too bad things start dulling out by the time you hit Metropolis Zone. But barring that sludgy dreck of a world, the settings are memorable and fun, Masato Nakamura's music is even better, and Sonic's new standing Spin Dash makes getting up those pesky slopes a breeze. Plus, didn't you ever think that the pseudo-3D Special Stages, where you collected rings in a twisting half-pipe, were the coolest thing ever? Well, at least until Tails keeps hitting those bombs and losing your rings. Still, six million people can’t be wrong.

Before I wrap up this list, here are some honourable mentions.

Sonic Chaos for Game Gear. Among the Game Gear titles, I gave Triple Trouble the nod for its attention to detail, but its predecessor, Sonic Chaos, exhibits much of the good stuff that its sequel would build upon. You can play as Sonic or Tails, who have their own abilities and differences in difficulties. Sonic Chaos marked the point where the Game Gear Sonics became more than just ports of the Genesis games and evolved into their own thing. Previously reviewed here.

Sonic Heroes for Nintendo GameCube, PlayStation 2, and XBox. Unlike the Adventure games, Heroes sticks to linear 3-D platforming, but with a twist. You control a team of three characters at once, and you can switch between them on the fly, to take advantage of their specific abilities. This approach allows Sonic Team to leverage the vast cast of characters their franchise has built up over the years, without having them interfere with the Sonic gameplay model.

Sonic Mega Collection Plus for PlayStation 2 and XBox. I kept compilations off of this list because, by virtue of including so many games already on the list, they’d win by default. But my favourite of the Sonic compilation games produced thus far has to be this one. Seven Genesis games, plus six from the Game Gear, plus unlockable non-Sonic games, plus a digital issue of the Sonic comic. If you can find a copy, Mega Collection Plus is a perfect entry point to the Sonic franchise.

Sonic Unleashed for PlayStation 3, XBox 360, and Wii. This was the series' first major change in gameplay mechanics since Sonic Adventure, and it made a world of a difference. The 3D sections have much better control and design, the 2D segments keep things fresh, and even the Werehog stages are fun in a "like God of War but" kind of way.

Sonic The Hedgehog 4: Episode I for PlayStation 3, XBox 360, and Wii. Because [verb] you, that’s why. Previously reviewed here. And here.

And now...


1) Sonic Colors
Platform: Nintendo Wii
Developer: Sonic Team
Release: 2010

As if I haven't made it clear by now, Sonic has gone about most of the 2000s as if in some sort of drugged-up stupor, the likes of which would shame Lindsay Lohan. But late in the decade, I like to think he got some rehab from an unlikely source -- his old rival, Nintendo's Mario. It took a little while after they showed up together in games like Mario & Sonic at the Olympic Games and Super Smash Bros. Brawl, but the Jumpman's influence finally showed through in 2010's Sonic Colors. First and foremost is the game's new key mechanic. Rather a gimmick that creates an entirely separate gameplay experience, like what Adventure and Unleashed thrust upon us, this game's use of power-ups called Wisps is well-integrated into one gameplay format. These colour-coded aliens can be used to transform Sonic into a laser beam, a drill, a sticky buzz-saw, a rocket, and more. While there are occasions where the use of Wisps is mandatory to continue, most of the time they're just tools to reach bonus collectibles with, so at least they're not shoving this new concept in our faces.

In lieu of relying on HD visuals, something the Wii is incapable of, Colors's worlds amaze through all the colourful and original sights they packed in -- this is set in a space-bourne amusement park, after all. You thought you've seen enough underwater and Asian-themed levels to last you a lifetime? Well, imagine both themes smashed into one. By Sonic standards, Sonic Colors is a massive game, with seven zones and six acts in each. Apart from trying to achieve high grades, diligent players can collect the five Red Rings in each zone and unlock Special Stages. Yeah, you could say the physics engine is still a little too tight, if you happened to not like Sonic 4: Episode I so much. But when counting all its good parts, I would compare Sonic Colors to the likes of Super Mario World on the SNES, which -- for the record -- is one of the best video games I've ever played. That I can once again make that kind of comparison proves once and for all that Sonic the Hedgehog is back and better than ever. Mind you, I made that statement before Sonic Boom came out, but still: Sonic Team, thank you for teaching me how to love again.

That’s it for my countdowns, so I’d like to end by saying: Happy anniversary, Sonic the Hedgehog! If you can keep giving is good games for another 25 years, I’ll be a happy camper. And if we get more bad games instead, hey, at least I’ll have enough material for another countdown!


This is IchigoRyu.

You are the resistance.

Monday, July 4, 2016

Top Ten: Worst Sonic the Hedgehog Games (Revisited)


With the recent anniversary of Sonic the Hedgehog, whose first game was delivered unto us in June of 1991, I've decided to finally relaunch my video series by adapting my list of the franchise's top ten worst games, previously written and posted in 2012. But in re-writing the script for that episode, I made so many changes and additions that I decided to post a new article for the new edition of my list, whilst keeping the older version intact for posterity. In fact, I even managed to add an extra slot to this list, making it a top-eleven. Why top eleven? Because when you're as big a fan as I am, you’ve got to go one step beyond. So, let's not waste any time! Sonic would've wanted it this way. Here are the new top eleven worst Sonic the Hedgehog games!

11) Sonic 3D Blast
Platforms: Sega Genesis, Sega Saturn
Developer: Traveller's Tales
Release: 1996

Looking back, it's amazing how little it takes to impress you as a kid. Playing this game in toy stores was a wow-inducing experience for me, since this was the first Sonic the Hedgehog game presented in 3D! ...Sort of. Really, it was just 3D models pre-rendered as 2D sprites a la Donkey Kong Country, which is a look that hasn’t aged all that well if I say so myself. But the gameplay’s still good, right? ...Not exactly. This isn’t one of those games where you can just rush to the level exit. No, you have to find and kill five enemy robots in each section, free the Flickies within, and bring them to the goal. But the controls are still good, right? Eh, no. Sonic in this game has a floaty feel to his movements which throws all attempts at precision out the window. But at least the soundtrack’s still good, right? ...Actually, yes. In fact, this happens to be among my favourite Sonic soundtracks, because I’m weird like that.

...Aww yeah. I wish I could stick around jamming to this, but I really should go on.

10) Sonic and the Black Knight
Platform: Nintendo Wii
Developer: Sonic Team
Release: 2009

Before Sonic Team got their act together (pun?) with the one-two punch of Sonic 4: Episode I and Sonic Colors, they were still in the business of tacking lame ideas onto their products. As evidence to that statement, enter Sonic and the Black Knight, the second entry in the Sonic Storybook spin-off series.  (I love alliteration.)  The Storybook series was a duology of Wii titles, the other being Sonic and the Secret Rings, which transplanted the Sonic universe into different pieces of world mythology. In the case of Black Knight, that would be the mythos of King Arthur and Camelot. Secret Rings was kind of okay, but Black Knight... not so much. See, Sonic uses a sword -- a talking sword -- no less. I wouldn't mind so much, but the combat is stop-and-go, with every swing of your sword killing Sonic’s momentum, and detection of your Wii Remote waggles to swing the darn thing are iffy at best. And some of the missions are completely dumb, too. There are some moments where you have to give rings to townspeople... by way of quick-time events. Why can’t I just give them the danged rings? What were they thinking? Now, I honestly think the concept of this universe was an interesting one with lots of potential, but it's the sluggish controls and short campaign that do this game in -- not its other crazy ideas.

9) Sonic Adventure 2
Platform: Sega Dreamcast
Developer: Sonic Team
Release: 2001

Oh, I’m not gonna make any friends for this one. But that’s not why I’m here. This entry has some polarizing opinions, from people who either strongly love it, or strongly hate it. And I... don’t like Sonic Adventure 2. For a time, every new Sonic game seemed to take one step forward, and two steps back. Take Sonic Adventure for example.  It featured six gameplay types, some of which had nothing to do with our concept of a Sonic game and/or just weren't very fun.  Adventure 2, meanwhile, pares them down to three types, and you don’t have to waste time in a hub world to get from level to level. But that just means you have to get through those different modes in order to get to the next chapter. And somehow they’re implemented even worse! Also, the voice-acting is lame, cutscene animation is wonky, and the story is... kind of dumb, too. There are some good bits, namely the Sonic and Shadow levels, but seriously, don’t let them blind you to the rest of the game’s problems.


8) Shadow the Hedgehog
Platforms: Nintendo GameCube, PlayStation 2, and XBox
Developer: Sonic Team
Release: 2005

A Sonic spinoff that has the use of guns, mild profanities, and vehicles, all based on the broken Sonic Adventure engine. This isn't going to end well. If there were any good concepts to be taken from this clusterfail, it would be the different missions you can undertake to influence your path throughout the story. But they had to ruin that, too: you also build up separate Hero and Dark scores based on which enemies you take out, and if you clear a mission for one side, your score for the other side gets subtracted from your total. Kinda hard to focus on that when everyone's gunning for you. The game has ten possible endings, but if you want to go for a different one, you’ll have to start a whole new game. Sure, there are only six possible levels in each play-through, but that means you’ll have to do the first stage ten times to get them all. What were they thinking? Supposedly the GameCube version is less awful in how well it runs, but it’s not much help against such a poorly-designed, poorly-conceived mess.

7) Sonic Labyrinth
Platform: Sega Game Gear.
Developer: Minato Giken
Release: 1995

Does everybody have a mental picture of Sonic 3D Blast? Good, now imagine that on the Game Gear... only Sonic can't run or jump. I just broke you, eh? Because of a contrivance -- I mean, because of the game’s story, Sonic went and had his shoes replaced with a pair of shoes that slow him down. Sonic still gets to use his spin dash, but that just means if you want any decent mobility to scoot around the stages, you'll have to deal with an unintuitive mechanic and all the infuriating sound effects that go along with it. Even without those limitations, navigating the game’s labyrinths, shall I say, is still a chore. Not only do parts of each map look the same, but later levels rely so heavily on warp doors and one-way moving platforms that they’ll make your head spin! As bad as you thought 3D Blast was, Labyrinth proves things could always be worse. And case in point, this isn’t the only Game Gear port on this list. Previously reviewed here.

6) Knuckles Chaotix
Platform: Sega 32X
Developer: Sega
Release: 1995

Well, no wonder the 32X bombed! I mean, apart from its poor timing of going on sale when consumers were already holding out for the Saturn, PlayStation, or Nintendo 64. The problem with this expansion console was that it never got a Sonic title! Well, it did, kind of, but it was still a torrent of poor ideas. Knuckles Chaotix stars not Sonic, but Knuckles the Echidna from Sonic 3, joined by the Chaotix, a cast of generally uninteresting supporting characters. Except maybe Espio the ninja chameleon. Because... ninja. But you'll have to deal with them, as during gameplay, both characters you choose are linked by an elastic "ring tether" at all times. Having this thrust upon you, combined with the uncooperative AI of your partner, leads to some unpredictable physics, and at worst case renders precision platforming nigh impossible. And I’m talking about in commonplace tasks, as in... running up a short quarterpipe. As an intended showcase for the 32X's abilities, Knuckles Chaotix is visually all up-in-your-face with fluorescent bright colours and zooming effects, but without fun gameplay backing it up, it falls flat on its face.

5) Sonic R
Platform: Sega Saturn
Developer: Traveller's Tales
Release: 1997

Speaking of failed Sega consoles, the Saturn was another infamous Sega flop which was also under-represented by the Blue Blur. The only original* Sonic game on the Saturn was Sonic R, which was not a traditional platformer but a racing game. Actually, since most of the characters run on foot, Sonic R is more of a cross between a platformer and a racer, so once again, there are some good ideas to be had. But, once again, all hopes of entertainment are dashed by the touchy controls which, I have to say, may be the worst controls I’ve ever had to deal with in any video game ever. I ended up discovering shortcuts completely by accident! Not even the 3D Pad, with its analog stick, makes any big difference in improving those controls. And the soundtrack, with its high-energy house music and inane, bubble-gummy lyrics, is all kinds of cheese. But little did we know, Sonic R served as a warning for the problems that would plague this series for a decade to come.

*NB: The only other Sonic titles for the Saturn were Sonic Jam, a compilation of the original Genesis trilogy, and a port of Sonic 3D Blast. You see what I mean when I called the Saturn a flop?

4) Sonic Boom: Rise of Lyric
Platform: Wii U
Developer: Big Red Button
Release: 2014

Okay, I honestly haven’t played this one, because I don’t own a Wii U. And depending on how Nintendo’s next console turns out, I might not ever. But seriously, do I need to? Sonic Boom's failings have been well-documented all over the Internet! The game is riddled with frame rate drops and collision glitches, the platforming and combat are dull and boast few innovations, and the hub worlds are so barren, they make the ones in Sonic '06 look teeming with life. I will say that I, for one, like the character redesigns. Although if that’s the case, why not just stick to the Sonic Boom cartoon? I might as well… I’m just happy to watch any show whose sense of humour isn't just butts.

Meh, good enough.


3) Sonic the Hedgehog Genesis
Platform: Game Boy Advance
Developer: Sonic Team
Release: 2006

As if it wasn't enough that Sega had to ruin Sonic's 15th anniversary with that other infamous reboot, and believe me, I’ll get to that one in short order, they also dumped upon us Sonic the Hedgehog Genesis, a remake of the original 1991 title for the Game Boy Advance. The low frame-rate does an incredible disservice to the GBA's potential, the chintzy sound quality does an incredible disservice to Masato Nakamura's incredible compositions, and the physics glitches do an incredible disservice to everyone else. I mean, yeah, you can play with the Spin Dash from Sonic 2, but that’s like tying a fancy ribbon on a bag of dog doo.  Of course, we don't have to worry about that anymore because there are much, much better ports of the game available, including the one for iPhone and Android which not only run perfectly, but you can also play with the Spin Dash, plus you can unlock Tails and Knuckles, plus you can save your game, plus it's got acheivements, PLUS IT'S ONLY 99 CENTS -- seriously, go out to your favourite app store, buy that game, and leave the GBA one in the dust!!

2) Sonic Spinball
Platform: Game Gear
Developer: Polygames / Sega interActive
Release: 1994

Have you ever played a pinball video game and stressed out about trying to hit specific targets, even though you're using a control mechanism based partly on luck? Either that or I need to practise harder... This was the case for Sonic Spinball, a Sonic spin-off made in 1993 for the Genesis. And while it fell victim to this inherent design pitfall, it was otherwise playable. The same cannot be said about its Game Gear port, which suffers from muddled, unresponsive controls, and a broken physics engine. Sometimes Sonic will stick along walls when it seems he should just bounce off them, and sometimes he phases right through objects. And that's just the pinball segments! On the rare occasions where you must traverse on foot, such as the mandatory bonus stages, these problems are exacerbated to the umpteenth degree. If you absolutely have to satisfy your pinball fix, just stick to the real thing. And I’m not talking about the Genesis port, I mean a real pinball machine. Previously reviewed here.

Before number one, I’d like to shout out a few honourable mentions. ..."Honourable" in the sense that they didn’t suck enough to make the list proper. So let’s have at it.

Sonic the Hedgehog 2 for Game Gear. It’s not within striking distance of its big brother on the Genesis, but it’s alright… except for the bosses, which are all kinds of unfair. Especially the first one. Oh, and if you don’t find all the Chaos Emeralds, you can’t even play the last zone. Because [verb] you, that’s why. Previously reviewed here.

Sonic Blast for Game Gear. You get to play as Sonic or Knuckles in this one, which is cool, but ugly art style, poor sense of speed, and overly precise hit detection make this the worst Sonic platformer on the Game Gear. Previously reviewed here.

Sonic Adventure for Dreamcast. This game introduced so many problems that plagued the franchise for years to come -- new characters with play styles that have nothing to do with the idea of Sonic, annoying voice-acting, awkward animation, and a control engine ill-suited to 3D platforming -- but for this game, they were just minor enough that I gave it a pass.  (Plus, I ran out of room on this list.)

Sonic Free Riders for XBox 360. This is another one I haven’t played because I don’t own an XBox 360, let alone a Kinect. But because of the technology of the Kinect, I’m willing to give this one the benefit of the doubt. Although, if my experience with the PlayStation 2’s EyeToy is anything to go by, I’m not expecting much.

Sonic Boom: Shattered Crystal for Nintendo 3DS. Like its companion game on the Wii U, the 3DS Sonic Boom doesn't have a great sense of speed, plus all the backtracking and collecting you have to do to unlock new levels makes this even worse. But unlike Rise of Lyric, it’s still kind of, what’s the word I’m looking for... oh yeah, competent.

And now... You might already know what’s coming up, and let me tell you, I didn't want to put this at number one. You see, going after easy targets isn't my style. I would have loved to surprise you with something like Spinball on the Game Gear, or that Sonic GBA remake. But no, this one offended my sensibilities like nothing else on this list could. Let’s address the elephant in the room and find out why.


1) SONIC THE HEDGEHOG
Platforms: XBox 360, PlayStation 3
Developer: Sonic Team
Release: 2006

Enough has been said about this title already, is it not so? But no, I have decided that this attempted reboot deserves its place as the best of the worst Sonic has to offer. It’s not the innumerable glitches and uncooperative camera. It’s not the unendearing character models and animations, like Dr. Eggman with full human proportions. Scream and run. It’s not the unforgivably inefficient loading times. It’s the way all those problems come together that prove Sonic Team have learned nothing from the mistakes made since Sonic Adventure. And all those underlying problems, combined with Sonic Team’s insistence on slapping new unwanted mechanics on top, is very North Korean of Sonic Team. And knowing what I do about North Korea, that is a very, very strong insult. Previously reviewed here.

So after witnessing the worst Sonic has to offer, I feel I should restore the balance. To that effect, join me next time when I count down the top eleven best Sonic the Hedgehog games. But until then, this is Kevin, and you are the resistance.

Wednesday, June 26, 2013

Game Review: SONIC THE HEDGEHOG

>>> NOW LOADING


SONIC THE HEDGEHOG
Publisher: Sega
Developer: Sonic Team
Release:
XBox 360: 14 November 2006
PlayStation 3: 30 January 2007
Genre: 3D Action (Platformer)
Players: 1-2

Okay, by now, if you're a repeat visitor of this blog (in which case WHY HAVE YOU NOT SUBSCRIBED YET), you may have noticed my running gag of mentioning the sad fate of the would-be video game Mega Man Legends 3. Subsequently, if you haven't yet Liked the Facebook group GetMeOffTheMoon, the movement to revive development of Legends 3, you have no soul. Now, I can't remember any specific links to this, but on said page I have also read about a (considerably smaller) movement to plead of Sega to make a Sonic Adventure 3. What if I told you we already have a Sonic Adventure 3? And what if it was so bad you might disregard it and resume petitioning for a real Sonic Adventure sequel? Such is the sad fate of 2006's SONIC THE HEDGEHOG for XBox 360 and PlayStation 3. (NB: From here on in, I'm writing its title in capital letters to differentiate it from the Sega Genesis title, since PSN does the same.)

>>> NOW LOADING
Running from a killer whale. Deja vu.
There is a plot to be had, in which a certain Princess Elise is kidnapped by Dr. Eggman (whoa, encroaching on Bowser's territory there), who seeks from her something called the Flames of Disaster. Time travel is also involved. But let's put that aside for the moment and examine the first levels of the game. From an urban hub world (which by the way, is easy to get lost in with the little-to-no guidance you're given), you transfer to Wave Ocean, set on a beach, cliffs, and wooden walkways, capped off with a chase from a killer whale. Sound familiar? That's because this concept was copied directly from the first level of Sonic Adventure! And multiple other settings, such as the snow world and the volcano, appear in Sonic's story in a similar order as their Adventure counterparts. This being the case, I would totally not be surprised if Sonic Team revealed this to be an attempt at making an HD remake of Adventure. Unfortunately, they left Adventure's (admittedly vast) room for error unimproved whilst fouling up in nearly every other conceivable aspect.

Like the Sonic Adventure duology, the single-player mode is broken up into three stories, each starring a different hedgehog. Sonic gets one, Shadow another, and the third stars the newcomer Silver. The majority of levels are no-frills 3D platforming, your objective being to reach the end of each level, somehow surviving every obstacle to come your way. The levels feature your standard array of loops, spikes, dash pads, and checkpoints, as seen in Sonic Adventure. It's too bad the control scheme and movement physics are still poorly-suited for a 3-D platformer. Like for example, and for the record this problem has been around since Sonic Adventure, if you turn whilst running, your player character will not lose momentum. As the Sonic franchise had yet to overcome its crippling addiction of adding new characters for each new outing, every so often you'll tag with characters like Tails, Knuckles, Rouge and Blaze, to clear passages as them and help out the main character. They all have unique mechanics, i.e. Tails can fly and throw fake-ring bombs, but these tend to backfire. For example, in the case of Tails, the flight controls are even more twitchy than those on foot, making landing on a precise spot a tense chore, and whilst you can aim projectiles, there's no cursor for doing so, adding an unwelcome and unnecessary bit of guesswork to the matter. At least the Knuckles treasure hunts of Adventure/2 are a thing of the past.

>>> NOW LOADING

This format extends to all three campaigns, Sonic, Shadow and Silver, but with their own separate twists. In some parts of Sonic's levels, you are "treated" to high-speed chase sequences, and I mean "treated" with the thickest sarcasm I can muster. In these auto-running passages, Sonic must dodge all obstacles, from enemies to lowly rocks and trees, lest he take damage and lose either rings or a life. This wouldn't be so bad, except the controls are so touchy that even keeping a straight course requires nerves of steel. In a more sensible control scheme, pressing Left or Right on the joystick would make Sonic strafe in that direction whilst still facing the same way, but as it's implented here, turning left or right means literally turning your course left or right. If you're on a walkway trying to collect some precious rings or a 1-up, but touching the guardrails on either side will hurt you, you can see why this would be a problem. The Sonic Unleashed engine shows how this mechanic could be done right, so at least we can't say Sonic Team doesn't learn from their mistakes.
Silver the Hedgehog can control objects with telekinesis -- and break the physics engine doing so.
Meanwhile, Shadow can hop into armed vehicles when available (Dangit Sega, we're trying to forget Shadow The Hedgehog!). Silver, being gifted with psychic powers, can maniplate objects with telekinesis, and throw them back at enemies and other targets. You think I'd find that awesome, but my experiences controlling Silver have left me coloured unimpressed. See, SONIC THE HEDGEHOG incorporates the Havok physics engine, made famous by Half-Life 2, a game I really liked. But SONIC THE HEDGEHOG turns that asset into a liability, because collision detection is constantly on the fritz, and coupled with the stiff and unruly camera and the hyped-up control sensitivity, makes for unnecessarily challenging movement. Whilst collision issues have been around since Adventure, what's new here is that there are all manner of physics glitches brought upon by the Havok engine, as implemented in this game. One example has Sonic doing trip-attacks atop a crate, causing the box and Sonic to inexplicably rise up in the air. See the video below for this and other examples.

>>> NOW LOADING

And now to discuss what is perhaps the game's most infamous iss--

>>> NOW LOADING

--ue. You guessed it: the loading times. It's not that each bout of loading is incredibly long -- most individual loads take but twenty seconds apiece on the PS3 version -- but that they are frequent and horribly inefficient. For example, take the case of an early boss fight against Silver, which takes place in a section of one of the overworld towns. The current state of investigations seems to indicate that when loading this fight, the entire town is sent over from the disc, despite the fight taking place in a relatively enclosed space the size of one city block. Or take the numerous side-missions, triggered by speaking with people across the overworld. Whilst only a handful are required to complete the story, they'll get on your nerves, and here's why:
  1. Talk to the person.
  2. 20 seconds of loading.
  3. Read a line or two of non-voiced text, vaguely describing your objective.
  4. 20 seconds of loading.
  5. Play the mission.
  6. 20 seconds of loading.
  7. Read a line of non-voiced text, confirming your success or failure. If you won the mission, your results and rewards are also displayed.
  8. 20 seconds of loading.
  9. Return to the town. If you failed the mission, repeat from step 1.
Are you wondering why there's so much loading before steps 3 and 7, if nothing much is happening? Again, it is highly likely that the game is reloading the entire town during these steps, even though you're only waiting to read a line or two of text -- without even voice acting! What they should've done is display these minuscule monologues on the loading screens, thus knocking out any excuses for reloading the world for a scene that only lasts for mere seconds. But what do I know about big-budget game development? I'm sure Sonic Team knows something I don't about how to go about these things, given the time and effort they spent on the project -- oh wait, they crammed to put it out for Christmas and the PlayStation 3 launch. Let this be a lesson that cram schedules will get you nowhere. It backfired for the Atari E.T., and it backfired here.

>>> NOW That's enough, this loading joke has gone on long enough.

SONIC THE HEDGEHOG is one of the most offensive video games I have yet played. True, there are games out there that are quantifiably worse, not to mention intentionally offensive, but SONIC THE HEDGEHOG specifically offends my sensibilties as a gamer. And it's not like there aren't good touches here and there, like the purchasable and upgradable Custom Actions. And it's not like I don't want this to exist, I want it to be better. I mean, just a few little tweaks here and there could've been applied to make the final product passable, perhaps even good. First of all, trim all that fat off of the loading times. Make a control scheme that doesn't feel like you're sliding on ice. Give us a better indication of what to do next in the overworlds, or axe them completely. Not to mention, throw in a metric butt-load of extra testing time. ...Shoot, that's a lot of stuff to fix. On second thought, just scrap the whole thing and give us Sonic Colors.

Positives:
+ The upgrade system.
+ A few cool environments.
+ A decent soundtrack, par for the Sonic course.

Negatives:
- Awful 3D controls.
- Broken physics.
- Horribly inefficient loading.
- Inane story moments.
- Basically an even-worse retread of Sonic Adventure.

Control: 1 Chaos Emerald out of 5
Design: 2 Chaos Emeralds out of 5
Graphics: 2 Chaos Emeralds out of 5
Audio: 4 Chaos Emeralds out of 5
Value: 2 Chaos Emeralds out of 5
The Call: 25% (F)

NB: I should note that my experiences playing SONIC THE HEDGEHOG were based on the PlayStation 3 version, which followed the original release on XBox 360 by a couple of months. Despite the extra time, the PS3 port is somehow worse. Loading times are several seconds longer on the PS3 than the 360, and despite the eventual support for Trophies on PS3 games, the counterpart Achievements from the 360 version were never patched into the other one (and I know for a fact this has been done). This is cause for concern on the matter of the collectable Silver Medallions. These unlock nothing within the game itself, but find them all in the XBox 360 port, and you win an Achievement for it. But without a corresponding Trophy, the Silver Medallions are worthless.

Sunday, December 16, 2012

Top 10: Best Sonic the Hedgehog Games

Previously on the SDP, I listed my votes for the ten worst Sonic the Hedgehog games.  But I wouldn't have been a fan of the franchise in the first place if it didn't include something providing actual entertainment value, and I'm proud to say that there are enough good Sonic titles to fill yet another top-ten list.


10) Sonic the Hedgehog 4: Episodes 1 & 2
Platforms: PlayStation 3, Xbox 360, etc.
Developer: Sonic Team / Dimps
Release: 2010-2012

Look, how many times do I have to tell you people?  I.  Liked.  Sonic.  4.  I don't care what you think about the physics; after all the feature cruft that previous games were stuffed with, you've got to appreciate the back-to-basics approach that Sonic Team and Dimps took with these downloadable-only titles.  Whilst the story picks up from Sonic & Knuckles, assuming there is a story at all, in gameplay terms, Sonic 4 goes back to square one, featuring only the abilities from the first (for Episode 1) and second (for Episode 2) games.  To be honest, Episode 2 is bearing most of the responsibility for its place on this list.  In addition to the Chaos Emeralds, each act packs three Red Rings for you to find (see Sonic Colors), and the inclusion of Tails means the addition of two-player support, both local and online.  And regardless of whether you thought the physics changes brought on by Episode 2 made it better, it's comforting to know that Sega at least listens to the popular opinion of fans.  In other news, Capcom will never be that cool.  Previously reviewed here.

9) Sonic the Hedgehog
Platform: Sega Genesis, etc.
Developer: Sonic Team
Release: 1991

You've got to love the one that started it all.  The first Sonic the Hedgehog game on the Sega Genesis was a unique and well-executed platformer that still holds up to this day.  Creativity is omnipresent in the level designs, with trappings like loops and springs which, by my estimation, would've been impossible to program on anything that came before the Genesis.  I'd be lying if I said it's not an acquired taste for modern gamers, what with the Spin Dash not being present until Sonic 2.  Plus say what you want about the role speed should play in the newer games, but some of the levels here, such as the Marble and Labyrinth Zones, are just not fun.  May that still not detract from the fact that Sonic Team knocked it out of the part their first time at bat.


8) Sonic Triple Trouble
Platform: Sega Game Gear, Nintendo 3DS
Developer: Aspect
Release: 1994

I'll admit, I didn't have a Sega Genesis growing up, but I did have a Game Gear, and it was the handheld Sonic games for that platform which gave me the bulk of my experience with it.  And whilst my personal favourite was 1993's Sonic Chaos, I'll give credit to its follow-up, Sonic Triple Trouble for being better technically.  The graphics are the most detailed of the 8-bit era, and the gameplay of both Sonic and Tails has been fleshed out, with many abilities and power-ups for both.  Previously reviewed here.


7) Sonic CD
Platform: Sega CD, etc.

Developer: Sonic Team
Release: 1993


If there's any reason to own a Sega CD, this might be it.  Sonic CD finds ways to wow us in ways the Genesis could only dream of, like the set of visually-stunning levels.  But wait -- with Sonic's new time-travel abilities, past and future versions of each act are also available for you to explore!  Do you have the diligence to hunt down the Badnik generators in each Past world?  No?  Don't worry, you can still collect the Chaos Emeralds Time Stones as before and still get the good ending.  Oh, I can't forget about the Special Stages, in which Sonic runs through a flat proto-3D world, like in F-Zero.  But more importantly than anything else, it is a well-coded action game, the likes of which were hard to come by on the Sega CD.  So why isn't it higher on this list?  The execution of the time-travel system leaves a bit to be desired, as the shifting of platforms and such between time periods creates some awkward level layouts, and the method of time-travel itself is inconvenient.  As such, perhaps its relative obscurity may have magnified its standing in fans' eyes, but don't get me wrong, it's an incredibly solid adventure.  With its recent ports on PSN, XBox Live, and iOS, you have even fewer reasons not to give it a try.  And one less reason to waste your money on a Sega CD. ^^;


6) Sonic Rush
Platform: Nintendo DS

Developer: Sonic Team / Dimps
Release: 2005

Whilst Sonic had little luck on the console front during much of the 2000s, the handheld scene was much nicer to the blue blur.  Hot on the heels of the Sonic Advance trilogy, Sonic Team and Dimps teamed up once again to bring us Sonic Rush for the DS.  The only playable characters this time around are Sonic and newcomer Blaze the Cat, the bad@$$ defender of an alternate universe.  As both have their own sets of levels for each of the Zones, there are essentially two games in one here.  Don't worry, Sonic and Blaze play the same as each other, and in fact both have bestowed upon them a new boost ability.  Fast, damaging to enemies, and limited by a refillable meter, this is a natural addition to the series' formula on par with the Spin Dash from Sonic 2.


5) Sonic Advance 3
Platform: Game Boy Advance

Developer: Sonic Team / Dimps
Release: 2004


Marking Sonic's debut on a non-Sega platform, the Sonic Advance trilogy was consistently solid, but I'm picking the third game as the best of the bunch.  Perhaps to tie-in with Sonic Heroes (which I almost put on this list, if you can believe it), Sonic Advance 3 has you picking not only one of five characters (Sonic, Tails, Knuckles, Amy, and Cream) to play as, but a partner character who tags along behind your first choice.  The team you choose determines the special abilities at your disposal, for an optional yet welcome bit of depth.  And don't worry, they're not tethered to you like in Knuckles Chaotix.

4) Sonic the Hedgehog 2
Platform: Sega Genesis, etc.
Developer: Sonic Team / Sega Technical Institute
Release: 1992

This is it - the video game which defined the Sega Genesis for me in the few opportunities I could play one when I was a lad.  And judging by its status as one of the best-selling Genesis titles of all time (selling around 6 million units worldwide), I'm not alone.  The level layouts are more inventive than the first game, yet not overly long like in Sonic 3 & Knuckles.  Too bad things started dulling out by the time you hit Metropolis Zone.  But barring that sludgy dreck of a world, the settings are memorable and fun (the Chemical Plant and Casino Night zones say hi), Masato Nakamura's music is even better, and Sonic's new standing Spin Dash makes getting up those pesky slopes a breeze.  Plus, didn't you ever think that the pseudo-3D Special Stages, where you collected rings in a twisting half-pipe, were the coolest thing ever?


3) Sonic Colors
Platform: Wii
Developer: Sonic Team
Release: 2010

As if I haven't made it clear by now, Sonic has gone about most of the 2000s on some sort of drugged-up stupor the likes of which would shame Lindsay Lohan.  But late in the decade, he received some rehab from an unlikely source - his old rival, Nintendo's Mario.  It took a little while after they showed up together in games like Mario & Sonic at the Olympic Games and Super Smash Bros. Brawl, but the Jumpman's influence finally showed through in 2010's Sonic Colors.  First and foremost is the game's so-called gimmick.  Rather than something that creates an entirely separate gameplay experience, like what Adventure and Unleashed thrust upon us, this game's use of power-ups called Wisps is well-integrated into one gameplay format.  These colour-coded aliens can be used to transform Sonic into a laser beam, a drill, a sticky buzz-saw, a rocket, and more.  Whilst there are occasions where the use of Wisps is mandatory to continue, most of the time they're just tools to reach bonus collectibles with, so at least they're not shoving this new concept in our faces.

In lieu of relying on HD visuals, something the Wii is incapable of, Colors's worlds amaze through all the colourful and original sights they packed in -- this is set in a space-bourne amusement park, after all.  You thought you've seen enough underwater and Asian-themed levels to last you a lifetime?  Well, imagine them smashed into one.  By all other standards thus far, Sonic Colors is a massive game, with seven zones and six acts in each. Apart from trying to achieve high grades, diligent players can collect the five Red Rings in each zone and unlock Special Stages.  To be honest, Sonic Colors shines brightest in the context of what the franchise has had to deal with leading up to its release; the physics engine is still a little too tight (similar to Sonic 4 Episode I).  But when counting all its good parts, I would compare Sonic Colors to the likes of Super Mario World on the SNES, which for the record is one of the best video games I've ever played.  That I can once again make that kind of comparison proves once and for all that Sonic the Hedgehog is back and better than ever.




2) Sonic the Hedgehog 3 / Sonic & Knuckles
Platform: Sega Genesis, etc.
Developer: Sonic Team / Sega Technical Institute
Release: 1994

I admit, I'm cheating a little by putting Sonic 3 and Sonic & Knuckles together in one entry.  As a matter of fact, if I kept them separate, both of them would have ranked somewhere under Sonic 2 at best.  This may be a personal quibble, but the levels in both are a little long for my liking.  Each individual title has only 12 acts (compare that to 18 levels for the first game), but most of them can take up to five minutes to complete.  But I put them together for two reasons: 1) to make room for more games, and 2) they were conceived as one entity.  When you plug Sonic 3 into Sonic & Knuckles's lock-in bay, you're treated to a massive quest, at least for a 4th-generation platformer.  Depending on the game(s) you plug in, you get to tackle your quest as Sonic, Tails (who finally gets flight as a player-controlled ability), or Knuckles.

1) Sonic Generations
Platforms: PlayStation 3, XBox 360
Developer: Sonic Team
Release: 2011

After the unqualified disaster was Sonic the Hedgehog's 15th anniversary, I am pleased to report that his 20th birthday was far more fulfilling, thanks to Sonic Generations.  This game serves more or less as a greatest-hits version of the franchise, as it features original levels set in zones taken from across the Genesis, Dreamcast, and modern eras.  Whilst some fans would potentially balk at the mere inclusion of settings from the likes of the 2006 SONIC THE HEDGEHOG, it's not like they copied everything about those games.  (And quite frankly, their choice of Crisis City makes for an awesome level.)  Each has one act each for Classic Sonic, a completely 2-1/2D affair with all the abilities from Sonic 2, and one for Modern Sonic, alternating between 2D and 3D segments much as in Sonic Unleashed and Sonic Colors.  It seems short at first, but each zone also boasts a set of shorter challenges really boosting the replay value for those who stick around for it.