Showing posts with label episode I. Show all posts
Showing posts with label episode I. Show all posts

Monday, November 7, 2011

Rank Up! - Sonic the Hedgehog (2D Console Games)

With the release of Sonic Generations last week, the blue blur sped onto PlayStation 3s, Xbox 360s, and PCs around the world. Now is as good of a time as any to perform a Rank Up! segment. This is where we take a series of games and list them from weakest to strongest. Today's subject is Sonic the Hedgehog. We'll be examining his mainline 2D console efforts. What games will we be eying?

Sonic the Hedgehog (GEN)
Sonic the Hedgehog 2 (GEN)
Sonic the Hedgehog 3 (GEN)
Sonic & Knuckles (GEN)
Sonic 3D Blast (GEN, SAT)
Sonic CD (SCD)
Sonic the Hedgehog 4: Episode I (PSN, XBLA, WiiWare)


Sonic the Hedgehog is an interesting case with some incredibly weird fans. Even with a ten year stretch of less-than-stellar games his fans have stuck with him. Regardless, the golden age of Sonic was definitely in the 16-bit era. It was then where the mantra of blast processing and "SEGA does what Nintendon't" were common. This era was when Sonic had the proper balance of speed and platforming, something the designers of later games completely forgot about. Nonetheless, Sonic the Hedgehog remains one of my favorite franchises even with these caveats.

7) Sonic 3D Blast (GEN, SAT)


Utilizing an isometric camera angle, Sonic 3D Blast is unlike any other game on this list. It's not a 2D side-scrolling game. In fact, I had hesitation in even putting this game on the list. Sonic 3D Blast played differently, too. It was all about going through levels, slaying five enemies, and heading to the goal ring. I vastly prefer the SEGA Saturn version as it features a sensational score by Richard Jacques. It made slogging through this otherwise stale game all the more bearable.

6) Sonic the Hedgehog 4: Episode I (PSN, XBLA, WiiWare)



What can you say about Sonic Team's attempt at creating a new mainline Sonic game? Perhaps if the title didn't have the number 4 in it it wouldn't be so frowned upon. As is the game is assembled of levels resembling past zones such as Green Hill, Casino Night, Labyrinth, and Metropolis. Any game where Sonic can moonwalk upside down at a snail's pace is decidedly glitchy. Momentum is a joke in Sonic 4, too. It's like the developer didn't even play the previous Genesis Sonic games to know how the heralded hedgehog is supposed to control. For shame.

5) Sonic the Hedgehog (GEN)



Now we're getting into something good. The original Sonic the Hedgehog was six zones with three acts each, and it was a terrific blend of speed and platforming. You had fast-paced zones like Green Hill and Spring Yard, but you also had more methodical zones such as Marble and Labyrinth. The music is iconic to this day, and the level design is full of multiple pathways to take, secrets to find, and Robotnik badniks to bash and beat down.

4) Sonic the Hedgehog 2 (GEN)



Sonic the Hedgehog 2 introduced a new character into the Sonic franchise, Miles "Tails" Prower. With two controllers, a second player could take the role of Tails and carry Sonic to otherwise unreachable areas. This title has the most zones of any game on this list, though unlike the original Sonic, there are only two acts per zone (save for Metropolis, Sky Chase, and Wing Fortress). The zones presented in this game are numerous and highly varied. One zone you're trying not to drown in pink water while another you're wading through an ocean of oil.

3) Sonic CD (SCD)



Developed for the ill-fated SEGA CD and then later ported to the PC, Sonic CD is an intriguing title. It is the only game in the series that features time travel. Players could either reach a good future or bad future by going into the past and destroying a mechanical prison housing various animals waiting to be turned into robots. The game sported a Mode 7-like special stage where Sonic leaped into floating carriers. Going into the water meant Sonic's precious time in the special stage would be cut shorter and shorter the longer he stood in it. The soundtrack differs depending on your region. I personally prefer the U.S. soundtrack. What about you?

2) Sonic & Knuckles (GEN)



I didn't feel it would be fair to count games combined such as Sonic 3 & Knuckles; I split them up instead. Sonic & Knuckles was the first time players could control Knuckles the Echidna, the protector of Angel Island's Master Emerald. He could float through the air, use his knuckles to smash through to otherwise inaccessible sections of levels, and scale walls. Depending on the character players chose, the game either ended at Death Egg or Doomsday as Sonic or with a battle with Metal Sonic on Sky Sanctuary as Knuckles. There's only one stinker in the bunch of zones in this game and that would be the Sandopolis Zone.

1) Sonic the Hedgehog 3 (GEN)


This is it-- the ultimate 2D Sonic console game, Sonic the Hedgehog 3. Sporting a new locale in Angel Island, a new antagonist in the confused echidna, Knuckles, and new power-ups such as the lightning shield, bubble shield, and fire shield, Sonic 3 is a fun ride while it lasts. The zones are well-designed, the bosses are memorable, and the 3D special stages are entertaining to say the least. Who could forget not knowing how to proceed in Carnival Night Act 2 on that blasted red barrel of doom? Many lives were lost due to time expiring figuring out just how to proceed. It's said that even the late Michael Jackson had a hand in the music in this outstanding Sonic game. From Angel Island to Hydrocity to Ice Cap, there really isn't a bad zone in the bunch.

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Rank Up! may be over for now, but it's your chance to shine. What would your order of 2D mainline console Sonic games be? Let everyone know in the comments section. Stay tuned for a 3D Sonic the Hedgehog Rank Up!

Wednesday, October 12, 2011

Sonic the Hedgehog 4: Episode I (PSN, XBLA, WiiWare) Review

We're counting down the days to the Classic Sonic meets Modern Sonic face-off in Sonic Generations with some reviews of recent hog titles. Did you know that yesterday was the one year anniversary of Sonic the Hedgehog 4: Episode I (at least on WiiWare. Today is the anniversary of the PSN edition, and tomorrow is the XBLA version's birthday)? It just so happens that this game is the subject of today's review. Could Dimps defy all odds and make a good Sonic side-scroller? Check out my review for the answer.

An Honorable Attempt to Cash In On Nostalgia


SEGA went all in when they announced they were making a sequel to Sonic the Hedgehog 3. Many assumed that Sonic & Knuckles served as Sonic the Hedgehog 4, but they were apparently mistaken. Going for an episodic approach, Sonic Team turned to developer Dimps to concoct a 2D side-scrolling adventure featuring everyone's favorite blue hedgehog. Now Dimps have had experience designing games featuring the azure blue blur such as the Sonic Advance trilogy and the pair of Sonic Rush games on the Nintendo DS. Now they truly get their chance to shine with Sonic the Hedgehog 4: Episode I. With being a main entry in the franchise, you know that fans expect nothing but the utmost quality and shine. Does Dimps deliver?

There's no exposition to speak of in Sonic the Hedgehog 4, and that's quite alright. We're going retro here where games spoke for themselves and didn't need no stinking story to get in the way of the fun. The goal is to take down the evil Eggman who is once again plotting to take over the world, imprisoning animals in machine pods, and just making life miserable for the inhabitants of Sonic's world. Sonic, being the always fighting for good type that he is, springs into action and closely follows the nefarious doctor through five zones of fast and frenetic gameplay.

Originality isn't Dimps' strong suit. Every of the five zones in Sonic the Hedgehog 4: Episode I is an archetype of a zone from either the original 1991 classic or Sonic the Hedgehog 2. Splash Hill Zone is Green Hill Zone, Casino Palace Zone is Casino Night Zone, Lost Labyrinth Zone is the Labyrinth Zone, and Mad Gear Zone is the Metropolis Zone. The zones even feature similar enemies and gimmicks throughout each of the zones' three acts. Each zone is divided up between four acts. Three of which are your standard "race through to win and carefully traverse through the levels" while the latter act is a boss battle. Again, these boss battles are ripped straight from their O.G. source. Splash Hill's boss uses the familiar ball and chain to try to slam into Sonic. However, those expecting the exact same game plan from Dr. Eggman will quickly be tripped up as when the diabolical doctor is low on health, he initiates desperation moves. For instance, the first fight with Sonic he'll spin 360 degrees and smash his ball and chain directly into the ground in an attempt to crush the chili dog eating hedgehog.

The zones offer up a fine feeling of familiarity.

Each act in the game introduces a new gameplay gimmick that is usually one-off and never again seen after that act is completed. Act 2 of Splash Hill features vines that Sonic can gain momentum on and swing off of while Act 3 not only is displayed in sunset but it's full of ziplines for Sonic to ride. Casino Palace is full of card platforms that switch from being able to stand on to dropping the player into a bottomless pit below as well as a roller coaster made up of poker cards. Lost Labyrinth has an act that is completely pitch black. Sonic carries a torch throughout the act, lighting the way through the level and setting off fuses to blow away walls obstructing his path. Meanwhile, Mad Gear shows off with a crusher wall that relentlessly pursues the fastest thing alive who must jet through the act 'less he wishes to be smashed like a pancake. The zone also has gears which the blue hedgehog can ride on while avoiding the thrown pincers of those obnoxious praying mantis and starfish enemies Sonic 2 veterans dread from the Metropolis Zone.

Me Sonic. You Jane.

In the realm of Sonic the Hedgehog, rings are his livelihood. As long as Sonic has at least one ring when he gets hit, he'll stay alive. If he takes damage while not having a single golden ring in his possession, the player loses a life and must start back at the beginning of the act or at the last passed checkpoint. Gathering one-hundred of these rings will net Sonic an extra life. Having at least fifty rings at the end of an act (save for the boss act, of course) will enable the hedgehog to enter the Special Stage. These are designed just like Sonic 1's bonus stages except the player actually controls the rotation of the stage as they navigate through a maze of multicolored orbs, all the while avoiding the dreaded goal signs which will immediately end his run for the Chaos Emerald. Collecting all of the Chaos Emeralds, of which there are seven, transforms Sonic into Super Sonic. This omnipotent being can fly through acts, completely invincible save for bottomless pits. Completionists will definitely want to grab them all to say they truly finished off Episode I.

Despite having the past 2D Sonic games to reference on, Dimps did not exactly nail the execution of playing as the speed demon hog. If you're not constantly holding forward, your momentum will die off faster than the lifespan of a fly. This is frustrating when trying to play the game and not having enough oomph to run up a hill or go through a loop-de-loop. Another problem I noticed is that Sonic can somehow slowly walk upside down on curved ceilings. Did the entire developer team at Dimps flunk out on their high school physics class or what? Regardless, a new addition to the game from the 3D Sonic titles is the homing attack. Unlike some purists out there, I welcome this added gameplay perk with open arms. It makes bashing badniks all the more easy, and using it to air dash makes speeding through levels a breeze. In some cases utilizing the air dash is a necessity as without it, players can find themselves falling into pits because they didn't move swiftly enough across falling platforms.

Don't get those quills waterlogged, Sonic!

Compared to what we've seen from fan hacks and fan projects, Sonic the Hedgehog 4's visuals aren't truly as ambitious as they could have been. Don't get me wrong, the game still looks rather swell, and the backgrounds are gorgeous, but there was potential to knock this one out of the park. Dimps failed at doing this. The sound by longtime Sonic Team composer Jun Senoue attempts to go retro, but it comes off as feverishly forced. The music attempts to hark back to the glory Genesis days, but it sounds off. The melodies are nice, but it's the instrumentation that made me go back and wonder what Senoue was smoking when he chose the type of MIDI he did over the capable soundcard of the actual Genesis. Nonetheless and all-in-all, these are minor complaints presentation-wise, and they shouldn't put you off in trying this title out.

Rollin', rollin', rollin', rollin'.

Perhaps if Sonic the Hedgehog 4 dropped the number four from its title I would be more lenient towards the mistakes made by the development team. As is, however, these problems make Sonic the Hedgehog 4 a bad example of a game that tries to capture the legacy of the original Genesis (or Mega Drive for all my non-North American pals) games and falls woefully short. The game is still fun, but the physics are off, the sound and music aren't up to snuff completely, and the zones are just poor imitations of zones from past Sonic ventures. Wait till you can find this title on sale before plopping down your hard-earned cash for this downloadable game. Sonic 4 deserved better. Much better.

[SuperPhillip Says: 6.75/10]