Showing posts with label sonic the hedgehog 4. Show all posts
Showing posts with label sonic the hedgehog 4. Show all posts

Tuesday, August 6, 2019

The Most Disappointing Video Game Sequels - Part Six

Sometimes you're waiting years for a video game sequel only for it to finally come out and your excitement and hype end not with a bang but a whimper due to the game's lackluster quality. With how long it takes for sequels to be developed nowadays with longer dev times and bigger budgets, this pain can sting even more.

With that said, some things come in twos, and that's the theme of this installment of The Most Disappointing Video Game Sequels. From Xbox first-party efforts to retro revivals, SuperPhillip Central has several themed pairs of disappointing sequels this time around. After checking out this edition's selection of six disappointing sequels, which would you personally add to a future installment?

Part One
Part Two
Part Three
Part Four
Part Five

Crackdown 3 (XB1, PC)


Crackdown 3 was a bit of a miracle that it finally got released. It's sort of a Frankenstein of parts, each created and conceived by different studios and development teams here and there. However, as the saying goes, "Too many cooks spoil the broth." The core gameplay of Crackdown 3 meets the standard of past games in the series. This is a good thing and a bad thing. As a positive, you know what you're going to get with Crackdown 3, and if you enjoyed the gameplay of its Xbox 360 predecessors, then you're more than likely to enjoy what Crackdown 3 has to offer.

However, a negative, and one that overshadowed the positives of Crackdown 3, is that the game was in the making for so long and the end result is so similar to past games. What was deemed fresh and modern back when Crackdown originally released isn't so much in the present, over a decade later. Seeing Crackdown 3 in the state that it released in with little in the way of innovation and little more than a shinier coat of paint made for a disappointing sequel after many years of waiting and many delays as well. Still, one can find a fantastic amount of fun with Crackdown 3, and that's really the most important thing. That said, the game still remains disappointing even with the fun one can have from it.

State of Decay 2 (XB1, PC)


I don't mean to pick on Microsoft Studios with Crackdown 3 and now this next sequel, but it's a pretty common opinion that Xbox's first party catalog on Xbox One has not been the most inspiring. That continues with State of Decay 2--at least its launch. Surviving a zombie apocalypse is no new idea in video games. In fact, zombies as a concept by itself is one used ad nauseum, but the idea of fighting for your virtual life against hordes of undead, flesh-craving creatures is one that permeates through pop culture and survives. Why? It's just plain fun. The original State of Decay made a mark in the Xbox ecosystem with rewarding survival-based gameplay and plenty of zombies for players to battle or escape from. It made for a tense and IN-tense experience that was worthy of a play (or hundred).

That's why coming off the original State of Decay to its sequel was such a shock to the system. While the gameplay itself was compelling enough with its similar survival and combat, scavenging for items, and new addition of co-operative play for a maximum of three players to face the open-world zombie hellscape together, there was an even greater danger in State of Decay 2 than the zombie apocalypse. That was the copious amount of bugs and glitches that infested the game worse than zombies ever could. State of Decay 2 isn't a bad game, but its lack of polish made it a lesser game at launch compared to its predecessor.

Dragon Age II (PS3, 360, PC)


Our next pair of games bestow unto us medieval fantasy worlds, though one comes from a big publisher while the other comes from a much smaller by comparison indie. Regardless, Dragon Age II from EA and BioWare is hardly a bad game, but the reason this title is disappointing is when you're looking at it through the lens of being a sequel to Dragon Age: Origins. After all, games aren't released in a bubble, and when you are the sequel to a game that spawned so many brilliant ideas, you're going to draw obvious comparisons.

Dragon Age II brought with it a more simplified, streamlined combat system, which for some players made for a less satisfying gaming experience. The fact that you cannot customize your character in any detailed way also stung. Then, you have the game world of Dragon Age II, which eschewed the open world that its predecessor had, delivering a much more claustrophobic world by comparison. It's definitely up for debate on whether Dragon Age II is a lesser game than Origins, but it's hard to argue against the idea that this sequel didn't disappoint a fair amount of players due to the features that are absent compared to the first.

Trine 3: The Artifacts of Power (PS4, XB1, NSW, PC)


I recently reviewed Trine 3: The Artifacts of Power's Nintendo Switch version, which recently launched on that system. Needless to say--by virtue that Trine 3 shows up on a "most disappointing video game sequel" article--I wasn't too thrilled with it. I do give credit to Frozenbyte for not resting on its laurels with the Trine series. After two successful installments with gorgeous 2.5D visuals and satisfying gameplay, the development team tried their hand at taking the series into 3D.

Between the bugs and glitches presented in the game to the depth-perception issues that plague many parts of its 3D world, Trine 3 was an experiment gone awry. The disparity in budget between a 2.5D game and a 3D one made it so that the adventure ended on an abrupt cliffhanger right when the story was getting interesting. It was hard for players not to feel like the wind was taken out of their sails, and some longtime fans of the series grew toxic enough that Frozenbyte felt the need to release an apologetic response. This is a double disappointment for this sequel--not just for the game itself, but the toxic and offensive way some fans lashed out at the developer as well.

Sonic the Hedgehog 4 - Episodes I and II (Multi)


Sonic the Hedgehog is a well known character and series for any "most disappointing video game sequel" list, so it's no surprise that the Blue Blur in the modern era sees an appearance on this article. Rather than delve into the myriad 3D games that one could choose, I'm picking the so-called return to Sonic's roots with Sonic the Hedgehog 4's duo of episodes. They're drastically different in visuals and presentation, but they're similar in how much they disappoint.

From a level design standpoint, the episodes range from decent to terrible. At worst, they're a reminder of the Dimps-style level design from the design school where cheap deaths and bottomless pits aplenty are passed off as challenge and boost pads hide the fact that Sonic 4's physics are totally out of wack. Level gimmicks neglect to impress or innovate. From a control standpoint, Sonic Team and Dimps completely failed to nail the feel of the games they were riding the coattails of, as Sonic lacks momentum in his speed and physics issues like coming in and out of loops are a constant feature.

Sonic the Hedgehog 4 felt like a cynical attempt to cash-in on the nostalgia of fans, and was by no means worthy of the number 4 in its title. Today, it has been easily outmatched by the true heir and successor to the Genesis / Mega Drive games, and that is of course Sonic Mania.

Double Dragon IV (PS4, NSW, PC)


We end this edition of The Most Disappointing Video Game Sequels with the fourth numbered game in the Double Dragon series. It very much feels like a lost relic of the 1980s, only with the caveat and major problem that it was actually released in 2017. Sticking with its old school sensibilities in both appearance and how it played was a bold move by developer Arc System Works, but it also made for a game that felt like a product of a long lost time--one that was better lost than found.

We've moved on to better gaming experiences since the days of stiff brawlers and beat-em-ups, and Double Dragon IV stays stuck in the past. Sure, the game won't eat up your dollars from renting it at Blockbuster again and again like its NES brethren were designed to do, but it will eat up something far more important: your patience and your time. Quite frankly, this sequel to Double Dragon is hardly worth playing. It's a fossil in its archaic gameplay and design. If you want a competent and much more desirable sequel to the Double Dragon series, look no further than Super Double Dragon on the SNES.

Wednesday, May 30, 2012

Sonic the Hedgehog 4: Episode II (PSN, XBLA) Guest Review

Sonic the Hedgehog 4: Episode II came to digital platforms such as PlayStation Network and Xbox Live Arcade. Today we have a guest review from my older brother for the title for your enjoyment. Is the $15.00 too steep or just right for this downloadable game?

The Real Acceptable Power of Teamwork


Sonic has been enjoying his 20th birthday in rather fine fashion. Sega’s mascot has been on the comeback trail as both the console version of Sonic Generations and the CD remake were both excellent titles worth giving a spin. Dimps has been a part of this celebration as well, having released their own version of Generations on the 3DS. While that game didn’t exactly set the world on fire, it was a fine effort that I recommended. Now that they’ve taken care of that, Dimps is going back to the consoles once again to expand upon an idea that they started nearly a year and a half ago. That idea was Sonic 4, a game that tried to capitalize on the “good ol’ days” of the Blue Blur to rather mixed results. Even with its flaws, Episode I did wind up selling quite a bit, and that has allowed Sonic 4 to see a second episode made with a higher budget. Does Dimps put its money where its meal ticket is, or does this second episode get lost in the Sonic shuffle?

A familiar sight for Sonic fans-- the Tornado!
It’s been a few months since Sonic slammed the door shut on Eggman’s latest plot to take over the world by crashing into and tearing down the E.G.G. Station. Even with this setback, Eggman is back and thanks to Little Planet’s return from Sonic CD fame, he’s brought along a familiar foe to face off against Sonic once more. Yes, Metal Sonic is back, and he’s ready to see Sonic fall once and for all. With this tag team of terror conspiring against the Blue Blur, it’s only fair that Sonic gets a helping hand of his own in the form of his old pal, Tails. The race to save Little Planet and the world from Eggman and Metal Sonic is on!

The first thing to note is that the physics engine has been built up from the ground for this game, and I find that to be a step in the right direction. No longer will you see Sonic drop like a rock or come to a complete stop if you weren’t holding forward as would be the case in Episode I. The momentum is closer to the Genesis days, but that’s not to say there still aren’t some flaws. The levels have and make use of plenty of boost pads to get you top speed fast, and Sonic still doesn’t gain speed when he starts rolling down hills. It seems that the cap for his speed whether running or rolling is about at the same. In fact, if you want to get to top speed as fast as possible, just simply homing attack the ground twice. It does confuse me that Dimps did have it right back in the Sonic Advance days on the physics, but at least it’s nowhere near the deal breaker it was in Episode I.

There are five zones within this game.
As stated, Tails is also back, and you can either have a friend join you, either locally or online, or let the AI take control of him. Either way, Tails more than just a cosmetic addition as the game makes great use of him through the Tag Action system. As you progress through the first zone of the game, you will come across signs that indicate how to utilize these powers. The first one you’ll learn is the flight command, known in this game as the Copter Combo. Simply jump in the air as Sonic and press the square button to call your buddy right to you to give you a lift. This can be used to reach higher ledges, but your flying friend will tire out after the seventh time you press the jump button while flying up. It’s different from the Genesis days, but once you realize that this move can give you more horizontal flight time in some levels if you don’t just mash the flight button, you’ll learn to appreciate this.

Sometimes all you need in life 
is a helping hand.
You also learn a similar move in the water, except that in this case, Tails will never tire out as he’s carrying Sonic along through the depths. This can be very useful as it gives you a lot more speed than just merely letting Sonic run around in the water. Speaking of speed, the third and final Tag Action, the Rolling Combo, is a ground-based move that gives you the greatest sense of it in the entire game. Sonic and Tails will join forces to combine into a wheel that will tear through breakable walls or a giant enemy in one go that would take Sonic three shots with his homing attack to bust down. It’s a very effective move when you know the layouts to levels as you can jump off of inclines or fly off of curved ramps to cover more ground or reach areas that you might not have been able to fly up to without the proper momentum. There’s that word again. Nice to see you using it, Dimps.

Break out the butter because
Sonic and Tails are on a roll.
It’s also nice to see a bit more originality thrown into this title. Yes, the game’s zones will remind you of levels from the old days as Sylvania Castle screams Aquatic Ruin and Sky Fortress is just Sky Chase and Wing Fortress combined, but it’s what they do within the levels themselves that makes me enjoy this title more than I thought I would have. The level gimmicks generally don’t come across as tacked on like the torchlight “puzzles” in Episode I. For instance, I enjoyed the sandstorm act that wanted you to learn to use the wind to your advantage by the time you reached the end where the game wanted you to fly over a bottomless pit in similar fashion. Another act in the desert level has a few rooms where sand will fill up inside a factory. These areas get more challenging as you go along, but again, they build up to that moment. The lone exception is the final act in White Park in which the game goes from challenging to cheap. At the very end of it, you will come up across an enemy that can block your way to the end. You get one shot at clearing this part, and if you screw up, you’re going to be hearing that drowning music because you will be stuck with no way out. That’s just asinine.

The bosses are a little more hit or miss. In the game’s first four zones, you’ll either face off against Eggman or Metal Sonic at the end of it. Now, the Metal Sonic fights are very fast and frenetic. You’ll have times where you can only dodge before getting another opportunity to hit the metal minion, but that’s all right because these moments only last for a few seconds. The Eggman fights, however, are some of the worst I can remember in a 2D Sonic title. It feels like you are constantly playing the waiting game. From lengthy intro animations to similar lengthy mid-fight ones, you spend more time just standing around than just attacking. They’re just not fun. Thankfully, they get things right for the final battle, but man, those two boss fights I mentioned are ones I really don’t want to be playing again any time soon.

One of the non-Eggman boss fights.
What I did enjoy playing along the way were the special stages. These use the Sonic 2 half-pipe formula that we’re all so accustomed to by now, but they also throw in a new twist instead of just being the same old style we’re used to. In these areas, Sonic and Tails can once again team up by collecting a tether to collect large groups of rings all at once as well as obstacles like these electrical cubes that won’t make you lose rings but will shock and slow you down considerably. There are also parts in these stages where you can launch yourself up on a spring to reach another pipe with more rings to snag as well as challenge parts where if you can collect all of the rings in one go, you’ll earn a ring bonus. It’s pretty neat, although I found these parts to be much more manageable when I had a partner to play with instead of just the AI. Those last two special stages are also some of the trickier ones I’ve played in some time. Glad there’s a retry option because there was a lot of error in those trials, that was for sure.

Sonic 4: Episode II emulates Sonic 2 in many ways.
Honestly, Sonic 4: Episode II just feels like a better made product than its predecessor from the moment you first boot it up. The look, the music, the actual quality of the game in motion... almost everything was better than I thought it was going to be. Yes, there are a few moments where the game and sound drags itself down, but it isn’t long after that where it picks back up again. I’m certainly not going to call this greatest Sonic game ever or even say whether or not this should be called Sonic 4 in the first place. Instead, what I’m going to tell you is that I came into this game with plenty of reservations yet stayed around long enough to both complete Episode II and have fun in doing it.

Overall: 7.0/10

Note: One thing the review does not cover is that this game has a lock-on feature for those that bought Episode I. If you have the two games on the same machine, you will unlock Episode Metal. This lets you play through four tougher acts from Episode I as Metal Sonic. It’s a nice bonus, but it really doesn’t fit into this review. 

Thursday, February 23, 2012

Sonic the Hedgehog 4: Episode 2 (PS3, 360) First Trailer

GameSpot has the exclusive first trailer of the Spring 2012 release Sonic the Hedgehog 4: Episode 2. However, I'm not about to link to that garbage site. Instead, how about you take a look at this YouTube mirror of the trailer? Certainly looks like something Dimps would put out...



Tuesday, February 14, 2012

Sonic the Hedgehog 4: Episode 2 (PS3, 360) First Screens

Sonic the Hedgehog 4: Episode 1 wasn't very good. However, Sega and Sonic Team have created an entirely new graphical and physics engine to ensure that part two doesn't suffer the same kinks and mistakes as part one. The addition of Tails and rumored co-op online play all lead me to believe that even if this game doesn't gel with me it will still be better than Episode 1 (though that task isn't necessarily difficult to achieve). For the time being, see these first screens from Sonic the Hedgehog 4: Episode 2.

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]

Thursday, February 4, 2010

Sonic the Hedgehog 4 (PSN, XBLA, Wiiware) Announced


This news may be old to most of you internet-savvy folks, but I just woke up to it! The biggest surprise for me was seeing that it was on Wiiware, too. That's great for you Wii-only owners out there and all fans of Sonic the Hedgehog. Other news is that the game will be episodic. What follows is yet another teaser trailer and the first screenshot of the game!