Game Corner: Lego DC Super-Villains (Xbox One)

GameCorner
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Released: October 2018
Developer: Traveller’s Tales
Also Available For: PlayStation 4, Nintendo Switch, and PC

The Background:
You’ve heard of Lego, right? Those little Danish plastic blocks that you can slot together to build all kinds of shit and make you wish you were dead when you step on them? Well, some time ago (around 2014), they started producing playsets based on DC Comics characters. After the release of Lego Star Wars: The Video Game (Traveller’s Tales, 2005) laid the groundwork for what would become numerous licensed Lego videogames, Traveller’s Tales released Lego Batman: The Videogame (ibid, 2008), the first in a series of Lego-themed videogames based on DC Comics characters. Lego DC Super-Villains came hot on the heels of The Lego Batman Movie (McKay, 2017) and was a spin-off of its immediate predecessor, Lego Batman 3: Beyond Gotham (Traveller’s Tales, 2014). While the gameplay and narrative may have expanded beyond simple pantomiming in enclosed environments to fully-voiced open worlds, the core blueprint of building increasingly ridiculous Lego constructs in a DC-themed world remained unchanged.

The Plot:
When the evil Justice Syndicate arrive from Earth-3, pose as superheroes, and promptly dispose of the Justice League, the super-villains of the DC Universe must join forces with a mysterious new villain in order to expose the Syndicate as frauds and reclaim their place as the world’s number one villains.

Gameplay:
If you’ve ever played a Lego videogame before, you’ve played them all; gameplay is ridiculously simple and yet fun, with the games designed to be accessible to younger players and emphasising pick-up-and-play, co-operative gameplay, and simple, easy to master mechanics. The first thing you’ll do is design your own Lego supervillain from a range of available heads, costumes, and powers, which you’ll unlock more of as you play through the game’s story mode and find hidden Gold and Red Bricks. Once you have your Rookie, you’ll adventure with some of DC’s most notorious super-villains (including Harley Quinn, Lex Luthor, and Black Adam) across some of DC’s most recognisable locations (from Slaughter Swamp, to Metropolis, to the fire-pits of Apokolips).

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Learn new abilities as you play through the story mode.

Gameplay couldn’t be simpler; you can attack enemies with combos, ranged weapons, energy blasts, and crowd-clearing ground pounds, or fly and flip across the skies of the game’s various open worlds, amongst many other attributes. The Rookie’s abilities can be customised as you play and his ability to absorb and learn new powers is a crucial part of the game’s amusing story mode.

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There are many secrets to find in the game’s many locations.

Considering the Lego videogame formula hasn’t changed since their first Lego Star Wars videogame, there’s a lot to see and do here; every time you complete a chapter of the story mode, you unlock it for use in Free Play mode. As each environment has many hidden secrets that can only be uncovered by using characters and abilities not initially available in the story mode, this encourages a great deal of exploration and replayability if you want to find everything and earn all of the Achievements. Combat and gameplay are simple enough, and the game’s puzzles aren’t generally much to worry about; Lego DC Super-Villains’ challenge comes in the multitude of secrets hidden in the game’s multiple overworlds and individual chapters and in the vast amount of side missions on offer. You’ll be tasked with photographing goons, destroying certain objects, or collecting certain items, all to either obtain another hidden brick or unlock an extra playable character in the game’s already stacked roster.

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You’ll need to build all manner of Lego toys to progress.

A crucial aspect of any Lego videogame is smashing everything in your path, collecting Lego studs, and building, building, building. Holding down B near a cluster of Lego pieces will see your character piece together all manner of Lego constructs, from weapons, to computer terminals, vehicles, and even the Flash’s Cosmic Treadmill, all of which will spew out yet more Lego studs, open up new areas, or allow you to progress further.

LegoDCVillainsCharacters
Everyone is represented, from the iconic to the obscure.

Collecting studs is vital to your progression; although you have a heart-based life system, you can return to the game as many times as you like after dying as long as you have enough studs. However, as they’re scattered across every inch of the Lego DC world, you’ll never be running short of these, and enemies will often drop hearts upon their defeat. Studs can also be used to purchase new characters and vehicles, both of which are essential to earning some of the game’s Achievements.

Graphics and Sound:
A key aspect of all of Lego’s multimedia ventures is just how well they recreate the feeling of playing with actual Lego toys; everything in their movies, animated shorts, and videogames has some basis in reality and is either based on, or available as, an existing Lego playset.

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You’ll visit some of DC’s most iconic locations.

To that end, all of the characters look and act exactly as a Lego toy would; they’re made of shiny, stiff plastic and it always feels as though you’ve just dropped a bucket of your Lego out on the floor and started playing with them. Iconic DC locales are lovingly crafted out of the iconic bricks to the point where you’re smashing your way through a dark and stormy Gotham City that evokes exactly the same sense of gloomy dread as anything produced by Rocksteady.

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You’ll recognise a lot of the voices in Lego DC Super-Villains.

While early Lego videogames based on movie properties utilised the soundtrack and vocal performances of their source materials, Lego DC Super-Villains favours a largely original score and goes all-in with the quality of its voice actors. You’ve got the likes of Kevin Conroy, Clancy Brown, and Michael Ironside reprising their roles from various DC cartoons and animated movies alongside John Barrowman, Zachary Levi, and Brandon Routh voicing their respective characters from DC’s live-action television shows and movies.

Enemies and Bosses:
As you journey to expose the Justice Syndicate, you’ll naturally face opposition from local law enforcement and rival goons before squaring off with members of the Justice Syndicate and the Justice League.

LegoDCVillainsBosses
You’ll eventually take on Darkseid in an epic encounter!

As a result, you’ll inevitably end up in battle against the likes of Ultraman, Mazahs, Owlman, Johnny Quick, and Superwoman but you’ll also fight against Solivar, Doomsday, and the titanic New God Darkseid. Each boss battle has a unique twist, forcing you to use different abilities to break through their defences and chip away at their health.

LegoDCVillainsBosses2
Bosses are grandiose, but simple, affairs.

In many instances, bosses will use the environment to their advantage (such as Sea-King, who attacks with a giant octopus) or send waves of goons against you. Luckily, however, you can utilise different abilities to uncover building bricks around these environments to construct weapons and other Lego that will turn the tide in your favour.

Power-Ups and Bonuses:
As you play Lego DC Super-Villains, you’ll find Gold and Red Bricks, hidden Batman-branded Minikits, and various graffiti points. Each of these, and the collecting of studs, will unlock and allow you to purchase a treasure trove of in-game modifiers which will double your stud bonus, detect secrets, enable one-hit kills, and even flash up the Batman (1966 to 1968) “Pow!” sound effects.

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Some characters drastically change form to reach new areas.

Additionally, every Lego character has their own unique weapon and playstyle; some, like Clayface, can increase or decrease in size to smash through obstacles or fit through vents; others, like Livewire, can charge electrical conduits with their electricity powers. The likes of the Joker and Scarecrow can collect special items to brew up fear gas or laughing gas, respectively, while also commanding goons found in each level to form bridges or activate switches. Similarly, there are some characters, like Tigress, who can dig up hidden treasures or use their acrobatic abilities to jump across rooftops. While it would be wrong to say that no two characters play the same, as there are many who share recognisable traits, playing as Superman is a markedly different experience to playing as Chang Tzu. Add on to that the Rookie’s ability to learn and combine these different abilities and you have a lot of different options available to you to progress through the game’s story and side quests.

Additional Features:
Once you clear the game’s substantial story mode, which will see you take command of various different DC villains across multiple locations, you unlock five bonus levels that are narrated by Lobo and located around Apokolips. These extra missions allow you to play as the various members of the Justice League as they battle their way to freedom out of Darkseid’s hellish homeworld. There’s also a fair amount of downloadable content on offer that adds characters and levels based on DC films like Shazam! (Sandberg, 2019) and Aquaman (Wan, 2018) and DC’s live-action shows, like Arrow (2012 to 2020) and The Flash (2014 to present), among others.

LegoDCVillainsSummary

The Summary:
I’ve always enjoyed the simple pleasure of the Lego videogames; they’re not exactly taxing to play through and are easy to slip right back into after years away as the fundamental basics have remained unchanged since 2005. Not only are they harmless fun to play, they’re also pretty funny; Traveller’s Tales have put a lot of work into the game’s story and dialogue and much of the game’s humour comes from genuinely funny jokes, gags, one-liners, Easter eggs, and sight-gags. Saying that, though, Lego DC Super-Villains is best played with a friend so you can easily smash your way through the story mode and side quests and uncover every hidden trinket on offer. As a solo experience, it’s serviceable enough but these are games built to be enjoyed with a friend or, more ideally, a younger sibling or a child (preferably yours…) as the challenge on offer is tailor made for a younger audience. There’s a lot to like, here, though, especially if you’re a fan of DC Comics or their animated endeavours.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think about Lego DC Super-Villains? Are you a fan of the Lego videogames or do you find the formula to be wearing a bit thin by now? Feel free to leave a comment and give me your thoughts and feedback.

Game Corner: Resident Evil – Code: Veronica X HD (Xbox 360)

GameCorner
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Released: February 2019
Originally Released: February 2000
Developer: Capcom Production Studio 4
Also Available For: Dreamcast, PlayStation 2, GameCube, PlayStation 3, and Xbox One

The Background:
After redefining the survival/horror genre with Resident Evil (Capcom, 1996), Capcom were under pressure to release ports of their popular franchise onto consoles other than Sony’s PlayStation. Unable to get a port of Resident Evil 2 (ibid, 1998) for SEGA’s ill-fated Dreamcast off the ground, and with Sony claiming first-dibs on Resident Evil’s next numbered sequel, producer Shinji Mikami opted to develop two concurrent Resident Evil sequels. While Resident Evil 3: Nemesis (ibid, 1999) continued the story of Jill Valentine and was, largely, simply a side-story to Resident Evil 2, Resident Evil – Code: Veronica reunited Claire Redfield with her brother, Chris, and utilised the superior processing power of the Dreamcast to diverge what was quickly become a stale narrative formula into a more global story.

The Plot:
Three months after escaping the destruction of Raccoon City, Claire Redfield is captured and imprisoned on Rockfort Island while attempting to reunite with her brother, Chris. After an outbreak of the Tyrant-Virus (T-Virus), Claire soon finds herself teaming up with a fellow inmate, Steve Burnside, and once again battling through hoards of zombies and the malevolent Umbrella Corporation’s Bio-Organic Weapons (BOWs) in a desperate attempt to survive.

Gameplay:
Code: Veronica features exactly the same survival/horror gameplay as its predecessors; players once again utilise “tank controls” to navigate Claire, Steve, and Chris through a number of environments but, like in Nemesis, players can now pull back on the analogue stick while pressing A to perform a quick 180-degree turn, which makes dodging BOWs and attacks far easier.

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Item management is key to your survival.

As is the tried-and-true Resident Evil formula, players must pick up files and notes to flesh out the game’s story and earn hints as well as collect and combine weapons, ammunition, key items, and healing times (herbs and first-aid sprays) in order to progress. It is crucial to your survival to be constantly aware of your environment and your resources as running out of ammo or herbs can be the difference between life and death. Players can store their items in Item Boxes, which are generally located in safe areas where players can restock and save their progress using an Ink Ribbon and a typewriter. You’ll need to make frequent use of these rooms in order to tackle the game’s puzzles, which can be as simple as moving crates and as complex as risking your life to crush a glass sphere under a massive weighted block.

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You’ll get to play as this asshole a couple of times…

Unlike the first two Resident Evil’s, but almost exactly as in Nemesis, Code: Veronica sees players jump between different playable characters as they progress through the story. You begin as Claire trying to escape the zombie outbreak on Rockfort Island but also take control of the irritating Steve at one point, before switching to Chris about halfway through the game. Like in previous games, each have different skills that help them progress (Claire has a lock pick, for example) and players can choose to help out their sibling by clearing areas of enemies or leaving weapons or items behind for them to acquire.

Graphics and Sound:
Unlike its predecessors, Code: Veronica ditches the classic pre-rendered backgrounds for three-dimensional environments that are rendered in real-time; this means that, while there are still some examples of fixed-camera angles, Code: Veronica features the most dynamic and cinematic camera the series had ever seen at that point. This works fantastically with the game’s incorporation of new, foreign locations for its story; while many of the game’s environments will be familiar to Resident Evil veterans (mansions, underground facilities, sewers and the like), you’ll also travel to the frozen wastelands of Antarctica and visit some gothic-inspired locales, though the “HD” makeover isn’t anywhere near as extensive as it has been in recent Resident Evil renovations.

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Claire is suddenly a bullet-time bad-ass…

Thanks to the power of the Dreamcast, Code: Veronica not only features a much higher level of detail in character models, faces, and zombie details but also steps up the game’s use of CG cutscenes, which specifically portray Claire in a far more capable and tougher light than she appeared in Resident Evil 2. Just as Leon S. Kennedy jumped from a relatively competent rookie street cop in Resident Evil 2 to a martial arts superspy in Resident Evil 4 (Capcom Production Studio 4, 2005) with little in-game explanation, Claire is suddenly dodging bullets (from a helicopter, no less!) and performing grandiose, bullet-time actions. The game also features a foreboding soundtrack that echoes those of its predecessors; a lot of the time, areas are devoid of music, meaning all you can hear is the shuffle of rotting feet, the moaning of zombies, or the ominous growling of some unspeakable mutation. Subtle, soothing tunes let you know when you’re in a safe area and the dramatic score kicks in as monsters attack and dies down once they’re defeated, which is all standard fair for these early Resident Evil titles.

Enemies and Bosses:
Code: Veronica features a lot of the standard enemies you’ve come to expect from a Resident Evil title; you’ll mainly encounter rotting, bloody zombies who shuffle about, claw along the floor, or burst through windows in their droves. There’s possibly the most variety in the zombies’ appearance here, though, as there’s reanimated corpses from a cemetery, naked zombies in a sauna, zombies with little worker hats, vomiting zombies, frozen zombies, and even zombies with glowing eyes like Albert Wesker. Speaking of which, Code: Veronica inexplicably returned Wesker to the series after he was skewered into ribbons of bloody flesh in the first Resident Evil; while you don’t get to fight Wesker here, he is heavily involved in the game’s plot, which revolves around Alfred and Alexia Ashford developing a new T-Virus strain.

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I’m seeing a few similarities here…

The T-Veronica Virus offers a variety of additional BOWs for players to contend with; some will be familiar, like the deadly Hunters and giant spiders, and others are new, like the Tremors (Underwood, 1990) inspired Gulp Worm and Code: Veronica’s most persistent new enemy, the Bandersnatch, which can grab you from afar with its stretchy, clawed arms and will leap and haul tiself around the environment to get at you.

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Good luck hitting this fucking thing!

You’ll also battle some messed up, multi-formed bosses that owe more than a small debt to John Carpenter’s The Thing (Carpenter, 1982); there’s a particularly gruelling close-quarters fight with a Tyrant in a plane, the blind, spider-limbed Nosferatu (who can swipe you right off a helipad and must be awkwardly shot at with a sniper rifle during a blizzard), Steve’s transformation into a hulking, axe-wielding frog-like creature that can only be ran from, and Alexia’s mutation from an insectile creature that flings flaming blood at you, bulges out into a grotesque, bug-spewing monstrosity, and finally ends up as a dragonfly-like annoyance that will take not only your best weapons (usually the Magnum) but also the unwieldy Linear Launcher to defeat.

Power-Ups and Bonuses:
In true Resident Evil fashion, you can find additional and more powerful weapons as you play and explore your environments; both Chris and Claire can obtain an assault rifle, dual-wield submachine guns, the go-to fan favourite shotgun, and a grenade launcher with four different types of ammo while also being able to upgrade their base pistol to a burst fire mode or improve its power, respectively.

Additional Features:
Players can unlock a couple of bonuses through gameplay. Completing the game unlocks “Battle Mode”, a time attack survival mode where you must battle hordes of enemies with infinite ammo and lets you pick between third- and first-person perspectives. You can unlock not only Steve but also Wesker for use in this mode and, as you might expect, finishing the game with an S-rank unlocks an infinite rocket launcher for your use. There’s also a handful of Achievements you can attain but, as this was originally an Xbox 360 title, they’re mostly tied to gameplay progression rather than Easter eggs or obscure actions on the player’s part.

ResiCodeSummary

The Summary:
Resident Evil – Code: Veronica X is about as classic a Resident Evil title as you can get; it hits all of the beats you would expect from Capcom’s survival/horror franchise while also expanding its scope beyond the confines of Raccoon City for the first time. Narratively, this is also where the series begins to kind of fall of a cliff as the plot suddenly becomes far more dense, layered, and convoluted and shifts towards a focus on Wesker’s evil ambitions and away from a faceless corporation’s machinations. Yet, for as good as it is, Code: Veronica doesn’t really offer anything new; despite the benefits offered by the Dreamcast, the game is firmly entrapped in the gameplay mechanics and restrictions of the series, meaning that it’s more a case of the same-old, same-old rather than offering the fresh take on the series we’d see in Resident Evil 4. However, for those (like me) who were disappointed with the brevity of Resident Evil 3: Nemesis and like jumping back into a traditional survival/horror title, there’s enough here to sustain your interest and engagement, though you’ll most likely soon forget the experience once you jump to one of its successor titles.

My Rating:

Rating: 2 out of 5.

Could Be Better

What are your thoughts on Resident Evil – Code: Veronica X? Did you play the original Dreamcast title or, like me, discover it through one of its many ports? Would you like to see an HD remaster of this title as well or do you think that it’s best left as it is? Sound off in the comments and come back for more Resident Evil content coming soon.

Game Corner: Sonic Generations (Nintendo 3DS / Xbox 360)

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Released: 1 November 2011
Developer: Sonic Team
Also Available For: PlayStation 3, PC, Xbox One, and Xbox Series S/S

The Background:
It’s been said time and again, but Sonic had a tumultuous transition to 3D. While Sonic Adventure (Sonic Team, 1998) is generally regarded as a classic, it had a few issues that took SEGA some time to iron out in Sonic’s subsequent 3D titles. Despite some bizarre claims to the contrary, Sonic the Hedgehog (ibid, 2006) was a diabolical low point for the franchise. Sonic Team were desperate to make up for this with Sonic Unleashed (ibid, 2008), a critical and commercial success that saw the 3D games utilise a brand-new game engine to propel Sonic at breakneck speeds. This was further refined in Sonic Colours (ibid, 2010), another successful entry that but the franchise in a good position for its 20th anniversary. Sonic Generations was specifically developed as a love letter for long-time fans, with Sonic Team focusing exclusively on high-definition consoles and the unique 3D features of the Nintendo 3DS. The developers sought to recreate only the most popular and iconic stages from Sonic’s past and to make the game accessible to players of all ages, bolstering the release with a limited edition version and a touch of downloadable content (DLC). regarded as one of the best of Sonic’s 3D efforts, Sonic Generations was widely praised, despite its short length, for its colourful visuals and fast-paced gameplay; though the 3DS version was largely seen as inferior to the main console releases. regardless, Sonic Generations was a strong seller for SEGA thanks to being backwards compatible with new hardware and even got a whole new lease of life in 2024 with an equally celebrated . Shadow the Hedgehog-themed remaster.

The Background:
It was 2011 and SEGA were eager to celebrate the 20th anniversary of their iconic videogame mascot; after years of disconnect and complex additions to what had begun as a simple, one-button videogame, it’s fair to say that there was some…confusion regarding Sonic’s past, canon, and timeline. SEGA initially opted for a soft reboot, of sorts, with Sonic Adventure (Sonic Team, 1998), which clearly depicted Sonic and his cast of characters redesigned into a slightly older, more anime-inspired aesthetics in a world similar to ours, inhabited by both humans and anthropomorphic characters, and with a tenuous connection to the previous videogames. However, very quickly, this fell apart a bit as Sonic videogames became both incredibly dense and complex or laughably simple, especially in their narratives. After years of fans wanting a return to the traditional, 2D gameplay of the past, Sonic Team opted for a title that would combine not only the tried-and-true 2D gameplay of the past with the fast-paced 3D gameplay of what was, at the time, the present but also bring together two different generations of Sonic for the first time.

The Plot:
While celebrating Sonic’s birthday, Sonic and his friends are scattered through time by Doctor Eggman’s ferocious, mysterious beast, the Time Eater. Teaming up with a past version of himself, Sonic races through from his past to rescue his friends, retrieve the Chaos Emeralds, and put a stop to the Time Eater’s rampage.

Gameplay and Power-Ups:
Sonic Generations takes the fast-paced, “Boost”-centric formula of Sonic Unleashed and Sonic Colours and further refines it, offering both 3D and 2.5D, high-speed action stages as players race through some of the most iconic stages (or “Zones”) in Sonic’s history. While Sonic remains the only playable character, there are now two of him: the “Classic” Sonic (who plays exclusively in 2.5D) and the “Modern” Sonic (who plays in 3D and 2.5D). There are nine Zones to playthrough in Sonic Generations, each with two levels (or “Acts”): Act One is exclusive to Classic Sonic and Act Two is tackled by Modern Sonic. Although you’ll pot a timer in the to-left of the screen, there are no time outs here’ instead, you get a letter grade a points for finishing Acts as fast as possible. You’ll want to stick to the higher paths, where available, and utilise rails, pulleys, and other shortcuts to cut down your time, but you’re basically guaranteed an “S” rank if you finish an Act without losing a life. Unsurprisingly, Golden Rings are your life source, protecting you from most attacks and granting an extra life for every increment of 100 you collect. Golden Rings also fuel Modern Sonic’s “Boost” gauge (which is also filled by performing tricks off ramps and bashing Badniks), allowing him to blast ahead at high-speeds and plough through any enemies and destructible objects in his way. While both Sonics have unique gameplay mechanics, they share some common controls: you jump with A or X, pressing it again in mid-air to attack nearby enemies or hit targets with Sonic’s Homing Attack. While this is exclusive to Modern Sonic, you can unlock the ability (or “Skill”) for Classic Sonic, too, and it becomes mandatory in the 3DS version. B sees you crouching to fit through small gaps, Y activates any Skills you have equipped, and the Right Trigger either blasts Modern Sonic off or quickly performs Classic Sonic’s Spin Dash. When Boosting, you can hold the Left and Right Triggers to drift and use the Left and Right Bumpers to quick step. As Modern Sonic, you can press B in mid-air to perform a stomp, wall jump off specific surfaces, and dash along a line of Rings by pressing Y.

Both Sonics have distinctive playstyles, though gimmicks are recycled and shared between both.

These controls are largely mirrored on the Nintendo 3DS, with players jumping and using the Homing Attack with A or B and Boosting with Y, though there’s no quick Spin Dash for Classic Sonic. Classic Sonic’s taught the Homing Attack early on, though he doesn’t really need it and ends up playing as a slower, clunkier version of his counterpart. While it might seem like Modern Sonic has more tricks at his disposal, each Sonic can be assigned Skills, unlocked by collecting Red Star Rings, completing additional Challenges, and spending points in the Skill Shop. Each Skill has a point value, and you can assign as many as you like to each Sonic until you hit the point cap of 100. A bunch of these are shared between both Sonics, giving each the ability to begin an Act with ten Rings, granting an additional extra life, giving them more movement options when underwater, and eliminating the recovery time after taking a hit. Classic Sonic can equip one of the elemental shields from Sonic the Hedgehog 3(SEGA Technical Institute, 1994), gaining a bounce, flame burst, and double jump and being able to breathe underwater, resist flames, and attract Rings, respectively. He can also equip the “Twin Spin Attack” (or “Insta-Shield”) from Sonic 3, start with a temporary invincibility, extend the Spin Dash, turn enemies into Rings, and even hop on a skateboard. Some of these abilities are available in Zones as well, such as the speed up and invincibility and skateboard, though you’re more likely to smash Ring monitors. Modern Sonic can also be assigned Skills to allow him to blast off at the start of an Act, perform faster Homing Attacks and wall jumps, and increase the length of his Boost gauge. When playing Planet Wisp or Tropical Resort, you’ll utilise the returning Wisps, with Classic Sonic using the Pink Wisp and Red Wisp to race across walls and ceilings and turn gears or burst through the sky and Modern Sonic rocketing up Dr. Eggman’s factory and smashing through barriers or ricocheting about with the Cyan Laser. Acts also contain the usual gimmicks and hazards, such as springs, spikes, flame bursts, ramps, and rails. You can jump through boost rings to blast through the air, fly off ramps to perform tricks and fill your Boost gauge, repeatedly hit bouncy springs to get higher, and even run on those awful Marble Garden Zone platforms to reach higher areas in Sky Sanctuary. When underwater, you’ll need air bubbles to keep from drowning; when leaping to platforms, you must watch for bottomless pits; and you’ll often press switches to activate or move platforms and blocks.

Sonic’s greatest hits and misses are revisited in each Zone and Challenge.

Interestingly, the Nintendo 3DS’s bottom screen is only used to track your progress in an Act, display the boss’s health bar, and to navigate the sparse hub world. Sonic Generations takes place in a simple hub world called “White Space”, a disappointingly barren void where stages from Sonic’s past have been dumped by the Time Eater. These are arranged in three areas corresponding to an era of Sonic’s history and guarded by a Boss Battle. To progress through the game’s brief and simple story, you must complete each Act to partially restore colour and life to the White Space, then acquire a Chaos Emerald from a Rival and Boss Battle. By and large, the game’s Acts aren’t particularly challenging, though there are some unfair bottomless pits and each Sonic seems to have lead in their sneakers, which can make precision platforming slippery and frustratingly difficult. The difficulty comes in the lengthy and haphazard variety of gameplay mechanics seen in the later, modern levels; unsurprisingly, Crisis City stands out as one of the game’s more frustrating stages thanks to the fire traps, lava pits, bottomless pits, and that Goddamn flaming tornado! The Nintendo 3DS version sees you flying through Mushroom Hill using propeller plants, bouncing around Casino Night, and racing from a destructive orca in Emerald Coast, though the additional Challenges are missing from the Xbox 360 version. Here, after clearing each area, you’ll unlock five additional Challenges for each Sonic; you’re required to clear at least one of these for each Zone to gain a Boss Key, battle the boss, and progress to the next area. These Challenges are considerably varied and can be anything from racing against a ghostly doppelgänger to finding Chao, to completing a stage with only one Ring. Sometimes, you’ll also race against, or team up with, one of Sonic’s friends; you’ll use Mile “Tails” Prower to hover over obstacles and gaps, knock musical notes back to Vector the Crocodile, and clear walls of flame with Blaze the Cat, for example. While you may call upon Sonic’s friends with Y in these Challenges, you’ll never control any character other than the two Sonics, which is quite disappointing. These Challenges can be frustrating but clearing them is the only way to completely restore each area and also unlock additional Skills, artwork, music, and character profiles in the Collection Room.

Presentation:
Graphically, Sonic Generations is still one of the brightest, most vibrant Sonic 3D titles ever made. Classic Sonic, especially, looks and animates really well and every stage is packed full of life, colour, and little details that will be recognisable to any Sonic fan. Both Sonics have idle poses and celebrate or lament their letter grade after each Act, though, strangely, Classic Sonic is completely mute. This means that Modern Sonic gets all he puns and one-liners and voice clips, while Classic Sonic simply pantomimes his feelings and relies on Classic Tails to talk for him. Sonic’s friends appear as non-playable characters (NPCs) in White Space, offering encouragement and hints after being restored to guide you towards Red Star Rings. White Space is very annoying for such a simple hub world, with the game forcing you to take boost pads, loops, and springs to reach Challenges (though you can cycle through Acts, at least). I’m glad the game isn’t bogged down by a huge open world, but White Space feels very cheap and half-assed at times, despite some fun Easter Eggs. Sonic Generations takes the original 2D and 3D environments and gives them an eye-catching visual makeover, though the screen’s a bit too zoomed in at times for Classic Sonic and it’s easy to just blast off into the void as Modern Sonic. Perhaps the pinnacle of Sonic Generations’ graphical achievement, though, is in the fantastically updated battle against Perfect Chaos, who has been turned from a choppy, flappy-mouthed monstrosity into a genuinely terrifying, bio-organic creature. However, when playing the Xbox 360, I did notice some blurriness to the images, some frame rate issues, and the game crashed on me three or four times, which was odd. It’s obviously graphically superior to the 3DS version, which offers the same headache as all 3DS titles and is extremely basic at times. You cans ee this in Mushroom Hill, which looks strangely bland, the cutscenes (which are simple 3D models with dialogue boxes), and the reduced Zone count.

A generational adventure that lovingly recreates Sonic’s classic stages.

Each of the game’s Zones are beautifully rendered and expanded upon with gameplay gimmicks from other games and even little extra things, like a celebration taking place in Rooftop Run and getting to visit Hidden Palace in Sky Sanctuary. While there are some obvious choices (Green Hill and Chemical Plant have since been overused to death), there are some odd inclusions, like Speed Highway from Sonic Adventure (I would have picked maybe Ice Cap or Red Mountain), and some disappointments, like Seaside Hill from Sonic Heroes (Sonic Team USA, 2003). I’m honestly surprised that Sonic Team didn’t include Casino Park instead, though I would’ve liked to see them mix it up with Egg Fleet or Frog Forest. There’s some real depth to the environments, with Chemical Plant’s factory exploding in the background, the Death Egg rising in Sky Sanctuary, and desolation as far as the eye can see in Crisis City. Things can be a bit cluttered at times and it’s not always clear which winding path you can take and which is part of the background, but I loved how faithfully Sonic Generations recreated each area and the little twists they toss in. Classic Sonic’s Seaside Hill is largely underwater, for example; the infamous truck wrecks the environment and rockets after you across walls in City Escape; and Dr. Eggman airship hounding you in Rooftop Run. The Nintendo 3DS version oddly adapts Zones from Sonic’s main console games rather than his handheld ventures, with the exception of Water Palace (and, I guess, Tropical resort), which was an odd choice and results in some janky, bland stages that are actually inferior to their Nintendo DS predecessors since the action’s limited to one screen. The Xbox 360 version features some really well done CG cutscenes; it’s just a shame that the game’s story is so criminally short that we don’t see more of these. When you free Sonic’s friends, they’ll make a comment while Sonic just stands there like a tool rather than properly interact with them. As for sound, Sonic Generations has you covered! Every area features a unique, remixed version of its original track and each Act has a different version to differentiate the two. On the Xbox 360, you can also unlock additional music tracks, including some great remixes by the likes of Cash Cash and Crush 40, and play these on any Stage, allowing for a lot of variety in the music you hear as you play.

Enemies and Bosses:
Given that it features stages from three eras of Sonic’s history, Sonic Generations also includes many recognisable Badniks and enemies from each time period being represented. You’ll smash apart the likes of Moto Bugs, Buzz Bombers, Crabmeats, Spinys, and Egg Robos from the classic games, with Egg Robos sporting missile barrages and giant Badniks even chasing you at certain points. Moving into the modern era, you’ll bop Eggpawns, Cop Speeders, robots from the Guardian Unit of Nations (G.U.N.), and flaming Iblis creatures. While most slow and easy to attack, they can still surprise you with bolts of energy or other attacks, such as the construction Egg Pawns on Planet Wisp tossing their pickaxes. Enemies are largely there to be bothersome, with the cannons surrounding Rooftop Run’s clock tower being particularly aggravating and the Egg Pawns in the barrel store being notably cheeky. Enemies also act as “bridges” between platforms, rails, and other areas, allowing you to Homing Attack or bop them to reach higher paths, cross lava, or avoid spike pits. The Nintendo 3DS version features a handful of unique enemies due to its different Zone selections, such as those mushroom-tossing moles, axe-wielding Egg Pawns, and even a massive Egg pawn that wrecks the ruins of Water Palace. Spikes are annoyingly commonplace, often waiting right where you land, as are crushing hazards, moving blocks, flame bursts, and missiles from the walls and ceilings. You’re chased by a gigantic truck in City Escape, one that now sports giant buzzsaws, have debris flung at you by a flaming tornado in Crisis City (which also whisks away the environment and the end goal for Classic Sonic!), and must watch for crumbling platforms when bouncy from clouds in Sky Sanctuary. Spiked obstacles also appear on rails, mines litter the ground, and you must quick step left and right to avoid being blasted by Dr. Eggman’s drones and airship. While warning signs alert you to bottomless pits, it’s very easy to plummet down them when moving so fast, or to clip through the environment, and Sonic can be quite slippery, which doesn’t help when trying to make trickier jumps.

Iconic bosses get a massive upgrade, adding extra gimmicks and attacks to their arsenals.

Six classic bosses return and are remixed in each version of Sonic Generations. On the Xbox 360, Classic Sonic first fights the Death Egg Robot on a narrow platform, dodging its extending, drill-like arms and running under it when it jumps to ram its butt. The fight the switches to a recreation of the Death Egg Zone and the mech exclusively attacks from the background, forcing you to lure it to attack bombs with its arms so you can run up and ram its head. The fight with Perfect Chaos is now a whole stage as you dodge its tentacles and jump on crumbling platforms to reach it, hitting springs and pulleys and blasting across the water on boost pads to race up its body. Perfect Chaos spawns twisters, fires energy beams, and unleashes its massive mouth laser, before erupting water geysers. This forces you to precariously hop to platforms, battling the awkward camera to land the final blow. The Egg Dragoon sees you blasting through a circular tunnel avoiding its freeze bolts and missiles and hopping to rails to ram the cockpit. When on a 2.5D plane, you must hang back and jump over shots then quickly wall jump up its arms, avoiding a downward shot, before diving after the falling mech, avoiding its drill arms to target its body. On the Nintendo 3DS, you battle one of my favourite bosses, the Big Arms, now avoiding its arm slams and palm slaps, then, oddly, battle the Biolizard. This is an annoying fight as you must awkwardly run from its gaping mouth or thrashing tail, grinding up to its core, avoiding high and low shots and bouncing off orbs to smack its core. Finally, you battle the Egg Emperor in an autorunner, desperately avoiding its energy waves, dodging its charge, and taking out the cannons to smack his big, stupid face.

Best Sonic’s rivals to power-up and battle the aggravating Time Eater with two Super Sonics!

You’ll also compete against some of Sonic’s rivals in both versions, with the Xbox 360 fights yielding Chaos Emeralds. You’ll once again race across Stardust Speedway against Metal Sonic, hopping over its torpedo dash and avoiding its lasers and the debris it tosses at you to give it a smack. You’ll across the walkways of the Space Colony ARK against Shadow the Hedgehog, chasing down purple energy orbs to power-up and blast meteorites at him in a battle that’s ridiculously easy if you can speed after him fast enough. Finally, you return to Crisis City to battle Silver the Hedgehog, avoiding his telekinetic waves and targeting the debris he flings at you to wallop him, before scrambling over a huge wave of junk and racing towards the camera to finish him off. This rival fights are significantly downplayed on the Nintendo 3DS as you don’t fight Silver and both are reduced to races, with you hopping over obstacles and slowing Metal Sonic or Shadow with some lucky shots and desperately trying to avoid Shadow’s boost and Chaos Spear. Unfortunately, Sonic Generations and its bosses arefurther let down by the final battle with the Time Eater. Despite an impressive, ominous score, the unique design of both the creature and the bizarre vortex you battle it in. Despite the joy of seeing Classic and Modern Sonic turn Super Sonic to battle two versions of Dr. Eggman, this fight is a confusing mess. You hold down RT to charge head-first through a time/space distortion, dodging pieces of the Zones and the Time Eater’s arms and lasers, to ram its core. You can press Y to switch to the outside of the vortex and press X to fire the other Sonic to destroy incoming projectiles, all while Sonic’s friends constantly shout “advice”. You can barely see Golden Rings until they’ve flown past you, you have no idea if you’re holding or mashing buttons, and defeating this monstrosity is much easier on the Nintendo 3DS. You battle it on a 2.5D plane, with no attacks at your disposal and simply dodging its lasers and arm swipe until its core is exposed, then race towards it on a 3D plane. This can be tricky as it’s not easy to dodge its hand claps and it’s easy to run out of Rings, but at least you’re not bombarded by repetitive voice clips, and you can land hits a lot easier.

Additional Features:
There are forty-nine Achievements to earn in Sonic Generations, with one popping every time you clear both Acts in each area and defeat a rival and boss. Every Act as at least one Achievement tied to it (normally something involving going a specific route and collecting a specific Red Star Ring before completing the stage), you’ll get Achievements for performing tricks, acquiring Skills, and unlocking all collectibles. Every Act has five Red Star Rings to find, with each one unlocking artwork, music, and other extras; you’ll also get an Achievement if you find them all. As you complete Acts, Challenges, and collect Red Star Rings, you’ll unlock additional music tracks, cutscenes, artwork, and little character trophies that can all be viewed in a little gallery/museum at the far left of White Space. If you explore the Green Hill hub, you’ll find a SEGA Mega Drive and, for 7777 points, you can purchase a Mega Drive controller to play a port of the original Sonic the Hedgehog(Sonic Team, 1991)! You can also challenge the rivals and bosses on “Hard” mode (though there’s no Achievement for this), upload your fastest times to an online leaderboard, and play a pinball table themed on Casino Night Zone if you snagged the DLC. On the Xbox 360, you acquire the seven Chaos Emeralds by playing the main story, unlocking Super Sonic for the finale and as a 100-point Skill for both Sonics, but play Special Stages on the Nintendo 3DS. These are modelled after Sonic Heroes’ pipes, with you collecting orbs to power-up your boost and avoiding spiked mines in super easy challenges. You can also download additional missions using the handheld’s “StreetPass” feature, play an online versus mode (that appears to be a head-to-head race), customise a profile card, and play a time attack mode, though the Nintendo 3DS lacks the Skills and Red Star Rings of its counterpart.  

The Summary:
When I first played Sonic Generations on the PlayStation 3, I remember it being a fantastic experience; it was fun, fast paced, and chock full of nostalgia and little bits of fan service. Aside from the final boss, I had a blast breezing through everything the game had to offer and lamented the lack of follow-up downloadable content from Sonic Team, hence my excitement for the later remaster. I was therefore super exited to revisit Sonic Generations on the Xbox 360 and snag the Nintendo 3DS version, only to be put off by how zoomed in the camera was for the 2.5D sections. Nevertheless, I ploughed ahead, happy to be revisiting this slice of nostalgia and, very quickly, found myself quite frustrated by a lot of little things. The sheer uselessness of the regular jump both Sonics have, their tendency to spontaneously slip off platforms, the frustrating nature of a lot of the Challenges and, of course, the massive letdown of the final boss. All these years later and I’m still disappointed that the story wasn’t a bit more grandiose given that this was a celebration of Sonic’s 20th anniversary. White Space feels so empty and lifeless, the lack of other playable characters and extra stages was disappointing, and the barebones nature of the title makes it feels cheap and rushed at times. The Nintendo 3DS version is even more barebones, lacking so many features, characters, and even having a reduced Zone count, with the only consolation being simplistic Special Stags. Not adapting Zones from Sonic’s handheld past was a huge mistake, the Zones we do get are largely empty, and both Sonics play too similar for the game to compete with Sonic’s Nintendo DS library. Yet, by and large, Sonic Generations is still an enjoyable experience. I fear this playthrough may have been soured by me rushed through it as quickly as possible rather than taking my time and losing myself to the nostalgia. If you can do that, there’s a lot to like here from a visual and aural perspective, as well as the game being a fun, if all too brief, break-neck action romp through some of Sonic’s most iconic areas.

Nintendo 3DS Rating:

Xbox 360 Rating:

Rating: 2 out of 5.

Rating: 3 out of 5.

Could Be Better

Pretty Good

What did you think of Sonic Generations? Do you think it still holds up or, like me, do think that it was lacking in content and features? What did you think to the Zones featured in the game and the remixed boss battles? Were you disappointed by the lack of other playable characters? Which Challenge was the hardest for you and why was it Vector’s? What was your favourite Classic and/or Modern Sonic videogame? Share your thoughts in the comments, support me on Ko-Fi, and go check out my other Sonic content.

Game Corner: Deadpool (Xbox One)

GameCorner
DeadpoolGameLogo

Note: Those who actually read my blog with any regularity will notice that I am starting a different format with Game Corner with this review.

Released: November 2015
Originally Released: June 2013
Developer: High Moon Studios
Also Available For: Xbox 360, PlayStation 3, PlayStation 4, and PC

The Background:
First announced at the 2012 San Diego Comic Con, Deadpool was published by Activision who, at the time, held the rights for all videogames based on Marvel Comics properties. It was developed by High Moon Studios, who were primarily known for their work on a number of Transformers videogames released between 2010 and 2012; they would also go on to work on a couple of Call of Duty titles in 2016 and 2019 despite the fact that, after completing work on Deadpool, around forty of High Moon’s employees were unceremoniously fired by Activision. The game is, obviously, based on the Marvel Comics character of the same name; created in 1991 by Fabian Nicieza and Rob Liefeld, the “Merc With a Mouth” has gone on to become one of Marvel’s most popular and enduring anti-heroes whose use of violence, fourth-wall breaks, and crude humour has made him a consistent fan favourite. Deadpool received mixed reviews upon release and was soon removed from all circulation after Activision lost the Marvel license; once the Ryan Reynolds-starring movie came out in 2016, however, the videogame was re-released for Xbox One and PlayStation 4…before again being dropped due to licensing issues, meaning that the only way to play it now is to pick up a second hand copy.

The Plot:
Bored in his crummy apartment, Deadpool calls up High Moon Studios and threatens them to produce a videogame based on his specifications and soon finds himself embroiled in a battle against Mister Sinister.

Gameplay:
Deadpool is a third-person, hack-and-slash action shooter with some elements of stealth and platforming. Ostensibly taking its cues from the God of War (SIE Santa Monica Studio/Various, 2005 to present) and Devil May Cry (Capcom/Ninja Theory, 2001 to present) franchises, players must use a variety of melee weapons (swords, sais, and mallets, all double-wielded) to hack apart enemies while also employing firearms (pistols, machines guns, and shotguns…also all duel-wielded) and grenades to blow apart anyone who gets in their way. Deadpool is also equipped with a teleporter to travel short distances or dodge and counter enemy attacks and is tasked with performing some rudimentary platforming across gaps and floating platforms. Deadpool’s teleporter can be upgraded to assist with this and he can also wall jump, clamber up certain ledges, and teleport back to safety if he falls down a bottomless pit.

DeadpoolGameCombat
Cut through enemies to earn experience points.

There are, occasionally, sections of the game where Deadpool must perform a stealth kill; creeping up behind unsuspecting enemies, Deadpool can use any one of his weapons to execute his target in brutal fashion. Attacking enemies builds up Deadpool’s momentum and, by pressing two buttons together and either holding or mashing a button, Deadpool will unleash a super move to dispatch his foes. Attacking also employs a combo system; racking up a chain of combos awards Deadpool greater bonuses in the form of Deadpool Points (or “DP”), which can be spent upgraded Deadpool’s weaponry and basic stats (such as health and ammo). Deadpool is gifted with a generous healing factor; he can take a lot of punishment, and accrue damage to his costume and person but, if you duck away from the chaos for a few seconds, his health will automatically regenerate. If his health is depleted, you can restart from the last checkpoint, but you can also recover health by eating tacos.

DeadpoolGameVariety
The game always finds weird ways to keeps things entertaining.

There are a few more ludicrous moments in the game as well, such as when Deadpool’s head is twisted on backwards and he must chase his dog to recover his missing arm all while battling reversed controls. There are also moments where you blast enemies with laser cannons, take control of Rogue after she absorbs too much of Deadpool’s powers and personality, and classic 2D gameplay interludes that help to keep the game fun and interesting.

Graphics and Sound:
The jump to Xbox One hasn’t really done much to improve Deadpool’s aesthetics; the strongest element of Deadpool’s graphical presentation is in the character designs and the over-the-top, gore-filled anarchy of the game’s combat but environments leave a lot to be desired.

DeadpoolGameLevels
Deadpool‘s environments can be disappointingly bland.

While Deadpool’s apartment is full of character and some fun little things to interact with, you’ll quickly find yourself hacking your way through such exciting locations as…an office building, a sewer, and a prison. Deadpool does visit Genosha, which is an iconic Marvel location, and there’s a fun sequence where Deadpool embarks on a spirit quest, but none of the game’s environments are that lively or interesting to look at.

DeadpoolGameCharacters
Deadpool‘s character designs are top notch.

The game’s characters, however, look great; even the enemies and non-playable characters (NPCs) are all rendered in a gloriously over-the-top fashion that evokes Liefeld’s, shall we saw “trademark”, artistic style. Characters are all impossible muscles, jiggling boobs, or massive tanks and they animate with a charm and character matched only by the game’s on-point script. Sound design is where Deadpool really excels; while gunshots and sword slashes aren’t anything to write home about, the game is almost constantly narrated by Deadpool and his three competing personalities, voiced by the always-amazing Nolan North. Deadpool will quip, break the fourth wall, and comment on everything from the game’s design, his relationship with other characters (especially Mister Sinister, Wolverine, Rogue, and Cable), and, thanks to the work of former Deadpool writer Daniel Way, he is perhaps the most accurate recreation of the infamous anti-hero outside of the movies.

Enemies and Bosses:
Deadpool cuts his way through a whole mess of nameless, faceless goons in his quest to take out Mister Sinister; there’s the standard, everyday grunts who offer little in the way of resistance but then you’ll also have to contend with enemies who will buff their cohorts with shields or attack bonuses. However, things quickly ramp up once Deadpool starts battling Sinister’s clones. Cloned from some of Marvel’s most famous X-Men, Deadpool battles knock-off versions of Lady Deathstrike and Gambit while also having to content with the likes of Arclight, Blockbuster, and Vertigo. Each of these offers a different challenge that forces you to use different methods of attack: the Gambit clones, for example, rush at Deadpool and explode (all while constantly, hilarious, babbling “Mon amie!” over and over), meaning it’s better to take them out from a distance; the Deathstrikes and other sword-wielding enemies require you to mix up Deadpool’s light and heavy attacks to break their shielding, and the bigger enemies can only be put down by using Deadpool’s speed and more powerful attacks.

DeadpoolGameBosses
Deadpool‘s bosses can be tricky, if predictable.

Bosses are a slightly different breed; Vertigo will mess up your display and Blockbuster must be dodged, countered, and stunned before your attacks will do any damage. There’s no battles against massive Sentinels, unfortunately, and, quite often, a lot of Deadpool’s boss battles either boil down to a hit-and-run while taking out hordes of regular enemies, punishing endurance battles against waves of opponents, or a simple quick-time event.

DeadpoolGameSinister
Sinister doesn’t pose much of a threat.

Even the final battle against Mister Sinister isn’t all that thrilling; he simply attacks alongside copies (or clones) of himself and, as long as you keep your distance enough to keep your health regenerating and pick up the ammo strewn around the arena, it isn’t all that difficult. The endurance gauntlet that precedes it that sees wave upon wave of enemies relentlessly whittle your health down and then forces you to battle Arclight, Vertigo, and Blockbuster all at the same time is actually a lot harder than this final battle.

Power-Ups and Bonuses:
Deadpool comes equipped, by default, with his trademark double pistols and double swords; as you earn DP, you can purchase additional weaponry that can then be upgraded even further. This will allow your weapons to deal more damage, reward more DP, or make your enemies bleed so they die even faster. Some of the bigger enemies also drop massive laser cannons or grenade launchers that deal maximum damage but, as far as power-ups go, that’s about it. Deadpool will only get stronger and more powerful if you work to accumulate DP and spend it on upgrading his skills; once you have, though, you can unleash more of his special attacks and increase your odds in battle with more options. There are also occasions where Deadpool teams up with Cable, who will blast at enemies and help clear them out but, in terms of actual, acquirable power-ups that aid your gameplay, that’s about it.

Additional Features:
Deadpool is a single-player only experience; you’ve got the main story campaign, with three difficulty modes, a Challenge mode, and some character biographies and that’s about it. In the Challenges, you’ll be…challenged…with battling waves of enemies and graded on your performance; this, and replaying previous levels, is a great way to grind DP to upgrade your weapons and skills but it doesn’t really translate into actual, in-game rewards. There are no costumes, skins, or bonuses to unlock or earn here; it’s simply play, play some more, and work towards getting those Achievements. Speaking of which, there are obviously some Achievements to get in Deadpool; some are stupidly easy as the game literally just awards you two right off the bat but others are tied into more specific things, like interacting with NPCs, clearing sections in certain ways, repeatedly slapping Wolverine in the face, or surviving the sewer slide without injury. Some of the trickier ones will require a bit more of your time and patience but, if you just want to rack up a bunch of easy Achievements like I do, Deadpool has you covered.

DeadpoolGameSummary

The Summary:
There’s a lot to like in Deadpool; the action is fun and fast, the characters and writing are crude and amusing, and the gore and violence is a blast to take part in. However, the game does suffer from a jerky camera (you can lock it on to a target but I found that more difficult that it should be), some frustrating platforming sections, some bland environments, and some really annoying enemies. Perhaps the worst thing about Deadpool was the glitchy frame rate; I don’t know if it’s just my version and maybe my disc was a bit smudged or scratched but I constantly found the game would pause and stutter even when there were no enemies onscreen. This meant a lot of missed jumps, broken combos, and just a generally annoying experience, like I was fighting against the game most of the time. Overall, though, I think there’s enough here for fans of hack-and-slash, third-person action shooters and definitely enough for Deadpool fans. If you’ve never really had any exposure to Deadpool before than this game is a great introduction; once you learn to be patient with the game and enjoy its eccentricities, it’s a real blast to play through.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think about Deadpool? Did you play it when it first came out or were you like me and hunted down a copy later on? Did you have any issues with the game bugging out on you? Leave a comment below and let me know what you though, and your feedback on my new format for Game Corner.

Game Corner: Zool: Ninja of the “Nth” Dimension (Mega Drive)

GameCorner
ZoolLogo

That’s right; we’re back in the nineties with another bright, colourful action/platformer. This time we’re looking at one of many attempts by the Amiga to copy SEGA’s success with Sonic the Hedgehog (Sonic Team, 1991), Zool: Ninja of the “Nth” Dimension (Gremlin Graphics, 1992), which was ported to the Mega Drive by Electronic Arts. Given that it released about a year after Sonic, and about a month before Sonic the Hedgehog 2 (Sonic Team, 1992), Zool was one of the first videogames to ape Sonic’s success and even beat the franchise to the punch in some ways. Hell, just look at his eyes; they’re almost exactly the same style as Sonic’s!

ZoolStory
Zool used cutscenes and comics to tell its story.

One of the main things that sets Zool apart from Sonic is its use of text-and-picture cutscenes in the game’s opening and ending to tell its story; this story was also elaborated on through a charming little comic included in the game’s manual. It would be some years before Sonic videogames even used in-game sprite animations to convey their story, much less text-and-picture cutscenes.

ZoolChupa
I’d rather have a packet of Love Hearts…

As we saw in Cool Spot (Virgin Games, 1993), Zool also includes some rather unsubtle product placement; the entire first World is littered with Chupa Chups, quite possibly the most generic lollipop sweet there is. Quite how Zool contributed to the sale and advertisement of Chupa Chups is beyond me but perhaps it was this advertising revenue that allowed the videogame to be ported not only to the Mega Drive but also to MS-DOS (where it would later be surpassed by the far superior Jazz Jackrabbit (Epic MegaGames, 1994)), Game Boy, Game Gear, Master System, SNES, and even the Atari ST.

ZoolWorlds
Zool‘s Levels are certainly vibrant.

But let’s start from the top; upon beginning the game, players are immediately tossed into an absolute blast of bright, vibrant colours and catchy, rock/electronic music. Zool, a little gremlin ninja thing from the “Nth dimension”, must jump, blast, and spin his way across seven equally animated and colourful Worlds (each with four Levels), defeating the minions of Krool in an effort to return to his home dimension.

ZoolAttacks
Blast, spin, and slide your way to victory.

Despite wielding energy sticks on the game’s box art, Zool’s primary form of attack is to blast enemies with energy projectiles; however, unlike other sidescrolling shooters, Zool can only fire projectiles in the direction he is facing. Zool can also perform a spinning top attack when jumping to attack airborne enemies or break certain level obstacles or, thankfully, simply jump on enemies to defeat them. Zool can also scale walls by either climbing or jumping up them, slide under spikes and through narrow gaps, and fire projectiles whilst ducking.

ZoolMaze
Zool darts around maze-like Levels at break-neck speed!

Arguably, Zool plays a lot faster that Sonic, however the game lacks some of the polish of SEGA’s iconic platformer; controlling Zool is like skating on ice on the Moon as Zool darts across Levels and soars through the air seemingly in defiance of gravity. While this doesn’t stop the game from being extremely fun to play or make navigating Levels that difficult, it can make some of the game’s attempts at precision platforming trickier.

ZoolGoal
You have to collect items and find a coin to clear Levels.

What does get in the way of navigation is the game’s primary gameplay mechanic; in order to clear a Level, Zool must collect a certain number of items. These change as Zool visits new Worlds (being anything from various fruits to CDs and bath toys) and the number you must collect depends on the difficulty you set the game to. Once Zool has collected enough items, he must follow an extremely vague arrow in the game’s HUD to reach a coin and be spirited away to the next Level or World.

ZoolHidden
Blast walls to reach hidden routes.

Zool must do all of this while battling against not only respawning enemies and level obstacles such as spikes and disappearing platforms but also while traversing the game’s maze-like Levels. Some Levels are considerably more labyrinthine than others, to be fair, and sometimes the game cheekily hides your route behind a wall that must be blasted open…though, as there’s no visual distinction between walls, it’s easy to miss these routes entirely.

ZoolBosses
Truly the stuff of nightmares!

Zool’s enemies are as wacky and outrageous as the game’s Worlds; Zool must contend with the likes of anthropomorphic jelly, killer violins, floating screws, projectile-spitting liquorice treats, and evil fruit (the implication being that sweets are good and veggies are bad…which I can get behind). To clear each World, Zool must also battle equally weird and wild bosses, such as a giant cactus and a screaming pink head with a spring-loaded boxing glove for a tongue!

ZoolPowerUp
Double Zool’s shot with power-ups!

Luckily, Zool has plenty of things to assist him in his mission; Zool has an energy bar and can take three hits before losing a life, can blast various checkpoints to respawn at a number of different points throughout a Level, and can collect numerous power-ups that increase his jump height, give him a shadow to double his firepower, increase his time, destroy all onscreen enemies, or make him invincible.

ZoolSecret
Some hidden mini games add some spice.

There are a few hidden secrets to be found in Zool as well; when I played the Master System version, I distinctly remember accidentally finding a warp point that simply took me straight to the game’s ending. There’s also some mini games and arcade games that can be played by doing certain actions in some Levels to add a little intrigue and variety to the proceedings.

ZoolControls
Platforming can get tricky.

Zool isn’t especially difficult, even on its hardest difficulty setting; 1 Ups are scattered across Levels (sometimes extremely liberally) to increase your chances, enemies often drop health, and the bosses have very simple attack patterns. However, there are some frustrating elements; the time limit, for one, and having to collect enough items to access the exit point, for another. While there are no bottomless pits, there are some frustrating platforming sections that require Zool to jump to very small, disappearing platforms and, if you fall, it can be a chore to get back up, especially as the enemies will respawn.

ZoolEnding
Turns out it was all for nothing and the REAL battle is still going on!

Perhaps the biggest letdown of Zool, though, is the ending; after defeating the final boss, Zool successful escapes back to the Nth dimension where he is greeted by Zooz, his female companion. Although she congratulates Zool, she reveals that Krool has invaded another handful of worlds, essentially making the ending a giant tease for its sequel, Zool 2 (The Warp Factory, 1993). This might be fine but, unfortunately, Zool 2 never received a port to the Mega Drive, all but forcing players to invest in an Amiga or other such console to play the sequel. I did own Zool 2 back when I had an Amiga and remember it being a pretty fine little game in its own right; this time, players can select between Zool and Zooz, with each character playing slightly differently (Zooz had a whip…) and being able to take alternative routes through Levels. It’s a shame that Zool 2 didn’t get the same cross-platform release but I guess that does go some way to making Zool the unofficial mascot of the Amiga. Unfortunately, despite these two titles, the myriad number of ports Zool received, and even a couple of young adult novels, Zool has pretty much faded into obscurity. Quickly surpassed by Sonic 2 and other similar action/platformers, Zool never quite managed to outshine Sonic like the Amiga probably hoped he would. Zool’s time in the sun was very brief and it’s a shame, really, as, despite the game’s slippery controls, the character has a unique design and his games were extremely bright, energetic fun with some nice levels of animation. When it comes to a re-release, port, or HD remaster, I’d like to say “never say never” as even the similarly-themed, arguable more obscure Superfrog (Team17, 1993) got a nifty HD version in 2016 but it does seem like Zool’s brief flirtation with fame has long since passed.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you remember Zool? If so, which version did you play? If you haven’t, I urge you to track down a copy and give it a whirl but, either way, let me know your thoughts in the comments below.

Game Corner: Sonic Mania 2 Wish List

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SonicMania2SonicMania

Sonic Mania (PagodaWest Games/Headcannon, 2017) was a hit, there’s no doubt about it; within a year, the game sold over one million copies. A physical edition, Sonic Mania Plus, was later released in 2018 featuring all the updates and downloadable content (DLC), and some nifty extras like a reversible sleeve that featured classic nineties-inspired artwork. In addition, Sonic Mania Adventures (2018) had a nice little five episode run online alongside a few bonus episodes along the way to keep the game alive in the minds of fans and the general public. However, since Sonic Mania released, we’ve heard very little about a sequel; in 2018, Takashi Iizuka stated that a sequel was not likely to happen as “it feels like we did everything we could for the Sonic Mania project”. With 2020 being touted as the “Year of Sonic” and some major announcements planned to take place in the run up to Sonic’s 30th anniversary, I think it’s only fair to hope that Sonic Mania 2 is on the cards for a 2021 release.

With that in mind, or just for a laugh, today I’m going to talk about a few key features I’d like to see in a potential Sonic Mania sequel…

SonicMania2GreenHill
Less Classic Zones

Don’t get me wrong, I love a good HD reimaging of Sonic’s classic Zones as much as the next person but, if SEGA have proven anything about their understanding of Sonic it’s recent years, it’s that they rely way too much on the same familiar Zones. Sonic Mania, admittedly, mixed it up a bit with the likes of Flying Battery Zone and Oil Ocean Zone but we still saw yet another rendition of both Green Hill and Chemical Plant Zone, which both featured heavily in Sonic Forces (Sonic Team, 2017) and that released in the same year! Regardless, I would still like to see some classic Zones make a comeback but SEGA really need to start taking some chances; why not use Emerald Hill Zone, or combine it with Hill Top or Aquatic Ruin Zone, for the traditional grassy-fun opening level? Why not use Scrap Brain Zone instead of Chemical Plant, or bring back Ice Cap and Marble Garden Zone? One of the things I did like about Sonic Mania, which also cropped up in Sonic Generations (ibid, 2011), was the use of gameplay gimmicks being incorporated into other Sonic Zones and I feel like this would be a great way to go in Sonic Mania 2. If you’re going to do Scrap Brain Zone, for example, throw in some of the steam-based mechanics from Metropolis Zone; if you’re bringing back Spring Yard Zone, toss in some of the pinball mechanics from Toxic Caves; if you’re making new Zones (and you absolutely should), splice in the dreaded barrel from Casino Night or the light-based mechanics from Sandopolis Zone. There are so many great levels and gimmicks from the last thirty-five years of Sonic’s life and returning again and again to Green Hill and Chemical Plant would be very disappointing, even if those Zones were mixed up with new mechanics. Go new, or outside the box, to show some real narrative and aesthetic growth.

SonicMania2DLC
Don’t Drop DLC Characters

Okay, I know I’m in the minority with this one but I like Sonic’s extended cast of characters; they’re fun and colourful and each one has a unique gimmick that has been either poorly utilised, undervalued, or simply slapped onto Sonic either through his base moveset or through the use of Wisps. Why include Tails as a playable character when Sonic can “Hover!!Sonic Mania did a great thing by finally (finally) bringing back Mighty the Armadillo and Ray the Flying Squirrel; not only did they come back but they were far more than Sonic reskins and their individual abilities and personalities really came through thanks to their unique gameplay mechanics and Sonic Mania’s gorgeous sprite animation. For Sonic Mania 2, they absolutely should include both of these characters right off the bat. It really irks me when DLC characters are still DLC in a sequel. Maybe have them unlocked along the way after defeating bosses, like in Sonic Advance 2 (Dimps/Sonic Team, 2002). In fact, I would look to the Sonic Advance series (ibid, 2001 to 2004) for a lot of inspiration for a Sonic Mania sequel in two very specific ways. First of all, Amy Rose should definitely be a playable character. She apparently missed out on being included in the first game because “she’s the only one without a kind of gameplay-oriented “power”” but she did show up in Sonic Mania Adventures and, honestly, it is a crime that she wasn’t included in Sonic Mania not just because six playable characters makes a lot more sense than five but also because she’s just as much a part of Sonic’s history as Metal Sonic and he was included.

SonicMania2Teams
Team moves have promise that Sonic Mania 2 could expand upon.

Amy should feature in much the same way she played in Sonic Advance but tweaked slightly; have her hop by default and twirl around in a Spin Attack with her Piko-PIko Hammer when you press the button again, similar to Sonic’s Insta-Shield. Holding down and X would see her rev up on the spot, like in Sonic Advance but, when the button is released, she should blast away swinging her hammer to attack enemies. I’d like to see Amy be a bit more floaty, kind of like Princess Peach in Super Mario Bros. 2 (Nintendo EAD, 1988), to basically make her an “easy mode” character for younger players and to compensate for her moving slower and jumping lower. Secondly, Sonic Mania 2 should really capitalise on its expanded roster to build upon the team-based gameplay seen in Knuckles’ Chaotix (SEGA, 1995), Sonic Advance 3 (specifically), and Sonic the Hedgehog 4: Episode II (Dimps/Sonic Team, 2012). This means that not only would we finally be able to play as Sonic and Knuckles, or Knuckles and Tails, but we’d also be able to team up any two characters for co-operative play and to utilise some unique co-op mechanics. For example, playing co-op with Tails would be pretty much the same for every character (Tails can carry his partner while flying or swimming) but teaming with Knuckles would see characters jump onto his back to glide across gaps and use his immense strength to bash through walls. Teaming with Sonic could involve the use of a faster speed dash or a general increase in speed and jumping power, which would be great for Knuckles and Amy. Mighty, meanwhile, could jump ahead of his partner to shield them with his shell and use his slam to break through areas of the ground, while Ray could use his bushy tail to swat his partner up in the air and help them swing across vines and ledges. Given that multiple different character variations were included as part of Sonic Mania Plus’s “Encore Mode”, I would definitely include this co-op gameplay right from the off, if only to add some variety to the gameplay and to, hopefully, refine and perfect this mechanic, which has always had a lot of potential but never quite been that great in execution.

SonicMania2NewCharacters
Add MORE Playable Characters

So I think I’ve made a convincing argument that Amy, at the very least, needs to be a playable character in Sonic Mania 2 but why stop there? The one thing SEGA should not take away from Sonic Mania is that players only want to play as Sonic; the developers definitely should totally use the sequel as a means to bring in some more classic Sonic characters like Metal Sonic (most likely only available until after completing the main story mode), Espio the Chameleon, and Vector the Crocodile as DLC. Espio and Vector looked so wacky and had some unique twists to their gameplay in Knuckles’ Chaotix that I would love to see turn up again, like Epsio’s Spinning Top Attack and Vector’s weird cartwheel-spin-thing. Let’s take this further, though, and have Espio incorporate the wall-jumps from Knuckles’ Chaotix and, by holding X alone, turn invisible/translucent for a brief period while Vector could gobble up enemies and spit them out as a projectile like Yoshi, perhaps. Teaming with Vector would see him launch the player in an arc, while Espio would toss them upwards, in a variation of the “Hold!” team-ups from Knuckles’ Chaotix.

SonicMania2Charmy
Charmy’s tiny size makes him perfect as a Cheese-like projectile.

You could make a case for also including Charmy Bee but I always found is tiny (miniscule, even) size in Knuckles’ Chaotix a bit of an issue; I would either redesign him to be about the size of Tails or relegate him to a power-up that can be obtained by breaking a Monitor. He could then buzz around the player and automatically attack nearby enemies, similar to Cheese in the Sonic Advance games, until the player takes a hit. As for Metal Sonic, I would have him be a faster, slippery variation of Sonic but with a couple of changes; pressing A to jump and then A again could see him blast off a magnetic pulse that attracts nearby Golden Rings and destroys any Badniks onscreen (it would be useless against bosses, however). Pressing down and A would see him charge up his booster and blast forward in a variation of the modern Boost mechanic, smashing through enemies as he goes, and teaming with Metal could see him form a brief barrier that protects the player and deflects projectiles. As a bonus, I would also like to see SEGA delve into the obscure and resurrect the Feel, the rabbit character that was the original concept for Sonic. Feel would basically play exactly like Ristar only he’d use his stretchy ears to grab and attack enemies rather than his hands; he could also use his ears as a kind of charged pounce when teaming with him.

SonicMania2Heavies
Bigger, Better Boss Battles

One thing I liked about Sonic Mania was the variety in the boss battles; similar to those seen in Sonic the Hedgehog CD (SEGA, 1993), boss battles were generally big, varied, and with specific tricks being required to beat them. I mean, we even had a mini game borrowed from Dr. Robotnik’s Mean Bean Machine (Compile/SEGA, 1993), which I really did not expect! In Sonic Mania 2, I’d like to see more of the same but with a greater focus on Doctor Eggman; the Hard-Boiled Heavies were fun but it didn’t really feel like we battled against Eggman enough in the first game. Given that the Heavies seem to have been a one-and-done deal, I don’t expect to see them return in the sequel; instead, I’m hoping we’ll see Eggman hop into some massive, mental mechas. Without one exception, however; I’d like to see Sonic Mania 2 take some more inspiration from Sonic the Hedgehog: Triple Trouble (Aspect, 1994) and feature Bean, Bark, and Nack/Fang as sub-bosses who hound the player constantly throughout the game. It was great to see them appear in the first game but, this time, I’d like to see them get a bigger spotlight for a change (if not as sub-bosses then, at the very least, as rivals to contend with in Special Stages for the Chaos Emeralds).

SonicMania2SpecialStages
Mix Up the Special Stages

Speaking of Special Stages, and Triple Trouble, I’d like to see Sonic Mania 2 mix up the format for each Special Stage; the half-pipe, rotating maze, and races against UFOs are great but, sometimes, it feels like SEGA fall back on these classic tropes way too often rather than try something new. No two Special Stages were the same in Sonic’s Game Gear outings and I’d like to see that format return; perhaps one stage is a rotating maze, another is a variation of the half-pipe in a race against Fang, another is the Blue Sphere stage, or Sonic is racing on Rocket Boots. This is also a great opportunity to weave in gameplay mechanics form other Zones and spin-off games, like snowboarding or, perhaps, even a mini game inspired by the Sonic Drift (SEGA/Arc System Works, 1994 to 1995) videogames. Either way, I feel that including Bean, Bark, and Fang as a team of mercenaries either working for Eggman or as wild cards after the Chaos Emeralds means that they should be involved in Special Stages, at the very least, and not sticking to one standard for the Special Stages would add a bit more variety and challenge to acquiring Chaos Emeralds.

SonicMania2Animation
Incorporate Animation

One of the biggest disappointments of Sonic Mania Plus for me was that the Sonic Mania Adventures shorts weren’t included in the bonus features; to be fair, they hadn’t finished making them when the game released but, still, it felt like a missed opportunity to not include them and like the definitive collection of all Sonic Mania materials wasn’t quite as “definitive” as it could have been. Going forward, I’d really like to see the developers use this animation style to tell the game’s story in the same way Sonic CD used anime sequences. As much as I love Sonic Mania’s sprite animations, the opening, ending, act transitions (which should be included after every Zone right off the bat this time), and interludes should all use animated cutscenes. I wouldn’t use any voice acting, though; just rely on music, sound effects, and grunts rather than ruin the mystique.

SonicMania2Content
More Content

I loved Sonic Mania and the extra features included in Plus really added to the experience but it definitely felt like the developers could do even more; “Encore Mode” was great, for example, but there weren’t any Achievements tied to it, which kind of takes away some of the incentive to play the mode. Obviously they’ll want to keep something back for DLC but, for starters, Sonic Mania needs to be, at least, twice as big as its predecessor; that might mean adding more Zones, or more Acts to Zones, and including features like day, night, and seasonal cycles/variants to the Zones. Maybe they game will utilise a similar time/space hopping mechanic to Sonic CD and allow us to travel to different time point sin certain Zones so we could finally play Wood Zone while playing Metropolis Zone. The Time Trials are an obvious inclusion and allowing us to replay the Special Stages and mini games was great but maybe the developers could include a Challenge Mode that has players play Zones in reverse, or forced to collect a certain number of Rings or destroy a number of enemies; perhaps take inspiration from the bonus missions in Sonic Generations where other characters challenge the player to a race or something as simple as a boss rush mode. Either way, this would add a nice extra layer of replayability to the game and open up the options for some more Achievements to be added.

SonicMania2Conclusion

Personally, I feel like if SEGA don’t produce a Sonic Mania sequel then they’re fools; the first game was everything long-time fans have been clamouring and begging for for years and it did really well. To not capitalise on that success is crazy to me; we should have seen similar follow-ups to other iconic SEGA franchises, and a Sonic Mania 2, long before now but, instead, we’re left with Sonic’s mobile titles while we wait for the inevitable next 2.5/3D Sonic game to cause division within the fanbase.

Leave a comment below with your thoughts on Sonic Mania? Would you like to see a sequel? Do you think we’ll even ever get a sequel? And what else do you think SEGA have in store for Sonic 2021?

Game Corner: Alien vs. Predator (Arcade)

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AVPLogo

As always, I am opening this review by asking you to cast your minds back to the 1990s. This time, we’re specifically winding the clock back to 1994, a time when Xenomorphs had been off cinema screens since Alien3 (Fincher, 1992) and we hadn’t seen a Predator onscreen since Predator 2 (Hopkins, 1990). Both franchises were in a state of flux not entirely unlike where they are now; these latter sequels had resulted in divisive audience reactions, to say the least, and 20th Century Fox had made the genius decision to allow Dark Horse Comics to mash their two science-fiction/action/horror franchise together into a series of comic books, action figures, novels, and other media. Basically every type of media that wasn’t onscreen. This was also a time when the arcade was still going strong; sidescrolling 2D beat-‘em-ups were staples in arcades everywhere thanks to titles like Final Fight (Capcom, 1989), The Punisher (Capcom, 1993), The Simpsons (Konami, 1991), and X-Men (ibid, 1992) and violent videogames were suddenly massively popular thanks to the controversy surrounding Mortal Kombat (Midway, 1992). This was also around the time when adult films like Aliens (Cameron, 1986) and RoboCop (Verhoeven, 1987) were being turned into comic books, action figures, cartoons, and videogames. Mash all of these factors together and you get the topic of today’s discussion: Alien vs. Predator (Capcom, 1994).

The story is simple but effective.

Far from the disappointingly neutered down mess we got in AVP: Alien vs. Predator (Anderson, 2004), the arcade game of the same (well…similar) name is a straight-up combination of the balls-to-the-wall action embodied by the Colonial Marines and the Xenomorphs in Aliens and the brutal efficiency of the Predators. Rather than lumbering the story in the present day, Alien vs. Predator takes place in a far more futuristic setting more befitting the Alien franchise (Various, 1979 to present), immediately making it look and feel like an actual entry in the franchise rather than a toned down cash grab. It is in this setting that the game shows a whole horde of Xenomorphs descending onto Earth and ravage the city of San Drad; although the cybernetic soldiers Major Dutch Schaefer (fittingly with the likeness of Arnold Schwarzenegger) and Lieutenant Linn Kurosawa try to fight them off, they are quickly overwhelmed but, surprisingly, saved by a group of Predators. The Predators, seeking to curb the infestation of their prey, ally themselves with the humans and the four set out to eradicate the Xenomorph swarm. If you think the idea of the Predators conversing (in English) with the humans is madness, it might also blow your mind to know that this plot was, apparently, based on an early draft for a potential Alien vs. Predator movie…let that settle in for a second.

AVPGameplay
Just keep killing aliens until the stage ends!

If you’ve played any sidescrolling 2D beat-‘em-up, you’ve played Alien vs. Predator; you select a character and battle from the left of the screen to the right, bashing enemies with simple combos, grapples, and a variety of weapons until you defeat a massive boss and clear the game’s seven stages. Up to four players can play simultaneously and each character has certain strengths and weaknesses over the others; the Predator Warrior is quite well-balanced, for example, while Dutch is a slow powerhouse. As you traverse each stage, you can pick up a variety of items and power ups; some, like gems and jewels, exist only to add to your high score while others, like pizza, soda, and chicken, replenish your health. You can grab pipes to bash in Xenomorph heads, grenades to blast them apart, and even the iconic Smart and Pulse Guns from Aliens to mow their numbers down.

AVPEnemies
You’ll encounter some new Xenomorph forms as you progress.

Each character also has their own weaponry and special attacks; the two Predators start with unique alien bladed weapons to increase their range while the two humans boast better range through their firepower. You can even use the Predator’s plasma cannon; while it is prone to overheating through repeated use, the “Super” power-up allows repeated use to decimate entire screens of enemies. At the cost of some health, you can also perform powerful special attacks, as is the norm for sidescrolling 2D beat-‘em-ups. Each stage is swarming with enemies, to the point where it’s genuinely tough to find your character much less plough through your opponents. Luckily, if you’re playing this on Mame or other arcade emulators, you can continue with as many lives and chances as you like until you clear each stage. To break up the monotony of the button-mashing and fighting, you’ll mount an M577 vehicle and blast away endless hordes of Xenomorphs and be tasked with destroying various objects under a time limit. Taking its cue from Aliens, most of the enemies you’ll encounter are various Xenomorph types, most of which were made famous as action figures and never seen in the movies. You’ll be blasting away at recognisable Xenomorphs such as Warriors (who resemble the Xenomorphs from Aliens), Stalkers (who are more like the Xenomorph seen in Alien), and Chestbursters but also encounter Alien Arachnoids, Smashers, and the Queen’s Royal Guard. Oddly, you’ll also come across zombie-like humans and cut your way through the Weyland-Yutani Corporation’s personal army as they seek to use the Xenomorphs as biological weapons.

AVPBosses
The game’s fidelity to the source material is impressive.

Of course, it wouldn’t be a 2D sidescroller without some big boss battles; you’ll battle the hulking Alien Chrysalis, the deadly Raor Claws, a couple of infected Predators, some Power Loaders, and, of course, the gigantic Xenomorph Queen…twice. Most of these bosses will also spawn a bunch of lesser enemies to distract you can whittle you down, meaning that it’s best to partner up with at least one other player to take on these big guys. While the gameplay and premise of Alien vs. Predator is nothing new or exciting, what sets it apart is its aesthetic fidelity to the look and feel of both franchise but, in particular, Aliens; the sprites and backgrounds are big, colourful, and full of energy, making you feel as though the iconic Predator has been dropped right into the middle of Cameron’s action/horror sci-fi classic, which is exactly what Alien vs. Predator should be.

AVPMulti
Team up with a friend to cut through the alien hordes.

It is extremely satisfying to punch and skewer your way through the seemingly-endless swarms of Xenomorphs and seeing a Predator wield the classic Aliens weaponry, as well as their own iconic weapons, never gets old. It’s repetitive at times, of course (it is a sidescrolling beat-‘em-up, after all) but it’s a fantastic way to waste an hour or so with a friend (or alone). While a similar title was also released for the SNES a year before, this classic arcade title has been lost to the mists of time and complicated rights and legal issues. Thankfully, thanks to the release of the Capcom Home Arcade, you can relive this timeless classic in the (relative) comfort of your own home (as long as you have the cash). Of you can just emulate the game on a Raspberry Pi or similar console and get to slaughtering those Xenomorph scum right away, and I highly recommend that you do.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever play Alien vs. Predator in an arcade? If so, what did you think? If not, why not go give a play? Either way, leave your memories and impressions below and let me know what you think.

Game Corner: Cool Spot (Mega Drive)

GameCorner
CoolSpotLogo

Aah, the nineties. A time when, thanks to the escalating battle between SEGA and Nintendo for console supremacy, everyone and their mother was desperate to have a cute, action/platformer mascot. These mascots had to be cool; they had to be fun; and, most of all, they had to have attitude. Because of this, we got such fantastic Sonic the Hedgehog knock-offs as Aero the Acro-Bat, Soccer Kid, and Awesome Possum and, in some of the most bizarre and obscure examples, food brands represented by guys like Chester the Cheetah and Cool Spot.

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7 Up was so cool they had TWO extreme mascots!

Cool Spot was the mascot for the fizzy drink 7 Up, but this reference largely went over the heads of Brits such as myself as, in the UK, 7 Up was represented by the equally radical Fido Dido so, when I played Cool Spot (Virgin Games, 1993) for the first time on the Amiga, I assumed it was the same kind of product placement as the Penguins in James Pond 2: Codename: Robocod (Vectordean/Millennium Interactive, 1991).

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Personally, I prefer Sprite…

Regardless, the red spot featured in the logo of 7 Up’s trademark drink got his own videogame…because of course! You could tell that Cool Spot was both cool and had attitude because he wore shades and sneakers and was portrayed as a radical, laidback surfer dude. Spot actually featured in a couple of titles prior to this videogame; Spot: The Video Game (Virgin Mastertronic, 1990), which was little more than a puzzle game that resembled Connect 4, and Spot: The Cool Adventure (Visual Concepts, 1992), which was simply a reskinned version of McDonaldland (ibid).

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Cool Spot has quite the in-depth plot…

However, when Spot’s fellow Spots are randomly locked up in cages in Cool Spot, he doesn’t hesitate to leap into action and journey across eleven levels collecting “Cool Points” (small red spots). Once Spot collects enough Cool Points, he must find the cage containing his fellow Spot and blast them free, all within a time limit and while battling a variety of enemies (everything from giant grabs to toy robots).

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Blast your foes with soda bubbles!

While Spot is hindered by a handicap that befalls far too many of his platforming brethren (in that he cannot damage or defeat enemies by jumping on them, which I always feel should be rule one of any action/platformer), he can blast his foes with soda bubbles flicked from his awesome gloves. Using the D-pad, you can even change the direction of these bubbles to blast enemies out of the air, though some will take multiple shots or defend themselves using shells.

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Don’t be so cool that you forget to look where you’re going!

Spot seems far more concerned with looking cool than having much in the way of a versatile moveset; he can walk and leap about the place and that’s about it. If you hold the direction you’re going in, Spot will, eventually, speed up and be able to leap further, holding the jump button seems to help him reach higher places, and he is able to clamber up ledges but there’s no spindashes or power-ups available here beyond some ridiculously sparse health items, time increases, and one-ups.

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Enter a bonus stage to try for an extra life!

You can also try and collect letters in each level to earn a continue and, once you complete a level, your remaining time and total Cool Points are tallied up; if Spot has enough, he’ll be awarded with an extra life. If you collect enough Cool Points in any level, Spot will be able to enter a Bonus Stage where, under a strict time limit, he must bounce around on soda bubbles collecting even more Cool Points and try for another extra life.

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You’ll have to search everywhere for these cages.

And you’re going to need those extra lives, my friend, because Cool Spot is quite a tough game. It starts out relatively easy, with Spot jumping around a sandy beach and blasting enemies without much issue, but levels quickly adopt a maze-like structure, forcing you to search high and low for both Cool Points and the cage that is your goal all while being bashed about by enemies or hit by obstacles like spikes and mousetraps. Spot’s health is indicated by a humerous face sticker at the top of the screen; as Spot takes damage the face reacts and comes more and more unpeeled. When the face falls off, Spot dramatically whirls around and collapses and you’ll have to start the level over, either from the beginning or from your last checkpoint.

CoolSpotEnd
Spoilers: The ending isn’t much to shout about.

On the plus side, Spot doesn’t have to contend with any boss battles but, on the downside….Spot doesn’t have to contend with any boss battles. He simply swaggers from one level to the next, with little variety (there’s a beach, a dock, what appears to be inside some dry wall, a bath tub, and a toy shop and that’s about it….oh, and there’s a train level…), freeing his fellow Spots and, once he clears the final level, he celebrates with all his mates and you get given a high score.

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Tricky platforming will test your wits.

Cool Spot is one of those videogames that is fantastic to look at but tricky to play; the backgrounds, graphics, and sprite animations are all gorgeous, vivid, and full of life and character. The music and voice samples are charming and up-beat and Spot has some of the best walking, idle, and celebration animations this side of Sonic and Earthworm Jim. It’s unfortunate, then, that his game calls for some tricky and precise platforming that the controls make very difficult.

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You never really know what waits at the bottom of a jump…

More than once, Spot must make blind leaps, hop from one precarious (often temporary) platform to the next, and hope that he doesn’t plummet back down to a lower level and waste his time having to hop back up or fall into a bottomless pit and die. Honestly, I often found it easier to just die and respawn at a checkpoint higher up rather than having to fight with the game’s stiff-yet-floaty jumping mechanics.

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Honestly, anything Cool Spot did, its competitors did better.

As a rival to Sonic the Hedgehog (Sonic Team, 1991), Cool Spot is lacking in a few areas; the game has the graphics and the look and Spot is a very animated and funky character, but without the fast-paced action and the challenge presented by Sonic’s boss battles and bonus stages, Cool Spot simply can’t compete. And you have to remember that this game came out in 1993 so, while it beat Sonic the Hedgehog 3 (SEGA Technical Institute, 1993) by a year or so, it came out after Sonic the Hedgehog 2 (ibid, 1992). Cool Spot also released across a variety of platforms, meaning it had to compete with Mario’s far superior offerings as well as those of its other third-party competitors, like Earthworm Jim (Shiny Entertainment, 1994).

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Colourful and wacky action/platformers were ten a penny back then.

Even on the Amiga, Spot faced stiff competition from the likes of Zool: Ninja of the Nth Dimension (Gremlin Graphics, 1992) and its sequel, Zool 2 (The Warp Factory, 1993). He even had to compete with the two Jazz Jackrabbit (Epic MegaGames, 1994; 1998) games on the MS-DOS and these four titles all did everything Cool Spot did but better: the run-and-gun-like gameplay, floaty jumps, colourful graphics, funky music and sprite animations, and even the product placement were all better in any one of these four titles. Yet, Cool Spot wasn’t the end for 7 Up’s odd little mascot; Spot Goes to Hollywood (Eurocom/Burst Studios, 1995) saw the surfin’ spot switch to the isometric style that was popular amongst many 2D platformers that didn’t quite know how to adapt to 3D (I’m looking at you, Sonic 3D: Flickies’ Island (Traveller’s Tales/Sonic Team, 1996)). Like Cool Spot, Spot Goes to Hollywood came out on multiple consoles, including the PlayStation and SEGA Saturn, but once again had to settle for being nothing more than an average little platformer in a world full of competitors trying to stand out. In the end, while it’s nothing compared to most of its peers, Cool Spot is a fun little action/platformer. The music and graphics do just enough to make the tricky gameplay endurable and the game is tough, but fair in many ways (at least the enemies don’t respawn once you leave the screen…), meaning that it’s up to the player to make informed decisions about when to jump and how to navigate Spot’s vibrant world.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you remember Cool Spot? If so, what was your first experience? If not, why not go give a play? Either way, sound off below and let me know what you think.

Game Corner: Team Sonic Racing (Xbox One)

GameCorner
TeamSonicRacingLogo

Sonic the Hedgehog has a long history with spin-off titles; I have been putting off an article going into the multiple adaptations of Sonic the Hedgehog: Spinball (SEGA Technical Institute, 1993), which really emphasised the pinball-like gameplay mechanics of Sonic the Hedgehog (Sonic Team, 1991) and its sequel, Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). However, the most frequently revisited sub-genre for SEGA’s speedy mascot has to be racing games; Sonic first took to racing against his friend and rivals in Sonic Drift (SEGA/Arc System Works, 1994), a kart racer exclusive to both SEGA’s handheld Game Gear and the Japan and clearly created as an alternative to Super Mario Kart (Nintendo EAD, 1992). Perhaps the most well-known Sonic racing title, however, was Sonic R (Sonic Team/Traveller’s Tales, 1997), Sonic’s first foray in 3D videogames and something of a cult classic to this day thanks, largely, to its iconic and cheesy soundtrack.

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The All-Stars racers were a lot of fun to mess around with.

Sonic R stands out amongst other Sonic racers because it was the first title of its kind to have all characters (with the exception of Amy Rose and Doctor Eggman) racing on foot. While they briefly revisited this gameplay troupe in the Sonic Rivals videogames (Backbone Entertainment/SEGA Studio USA, 2006 to 2007), SEGA have since abandoned this gameplay feature entirely in favour of attempting to reap some of the success of Nintendo’s Mario Kart series (Nintendo EAD, et al, 1992 to present). Indeed, so influential was the original Mario Kart that virtually every videogame mascot (and those from other media) have featured in go-kart racers but, of them all, the most consistent rival to Nintendo’s portly plumber has, as always, been Sonic the Hedgehog. After a brief stint experimenting with airboards in the Sonic Riders series (Sonic Team/Now Production, 2006 to 2010), SEGA, most likely inspired by the success of Mario Kart Wii (Nintendo EAD, 2008), released Sonic & Sega All-Stars Racing (Sumo Digital, 2010), which saw Sonic and his friends race against other iconic SEGA mascots in what was, for me, quite an enjoyable little title.

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Fans expected Sonic R 2 and who could blame them after this?

The follow-up, Sonic & All-Stars Racing Transformed (ibid, 2012) introduced a unique gameplay mechanic where the karts would transform into planes or boats, which mixed things up a bit, but locking additional characters and content behind stars rather than allowing players to buy them with points made this entry lag a little behind its predecessor, for me. Then, SEGA brought out their finest marketing trolls when it came to advertising their newest racing title, dusting off the old font style to tease the release of Team Sonic Racing (ibid, 2019), which did away with all of the other SEGA characters and additional bonus racers like Danica Patrick and focused solely on fifteen members of Sonic’s expansive cast. Team Sonic Racing also did away with the transforming gimmick so, immediately, seems like quite a step back from its predecessors; however, there are some other options available in the title that help to make it an enjoyable romp.

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Pick your character, pick your team.

First of all, Team Sonic Racing is built entirely around the concept of racing as a (you guessed it) team; the team-focused gameplay and storyline is thrust so much to the forefront that it almost feels like a quasi follow-up to Sonic Heroes (Sonic Team USA, 2003). Anyway, the basic idea is that you get to pick from one of five teams (Team Sonic, Team Rose, Team Vector, Team Dark, and Team Eggman), each of which is made up of a ‘speed’, ‘technique’, and ‘power’ character; each racing class has different advantages that affect the way you race (‘technique’ karts can drive off the course without slowing down, for example). You’ll race as the character and racing class you selected but, as you race, must be mindful of the progress of your teammates; if they’re lagging behind, you can create a slipstream for them to coast along for a boost or send them weapons or items (SEGA once again revisits the concepts of Wisps for this) to help get them to the front. The goal is to finish the race as a team, which will increase your score, awarded points, and standing in GP races.

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Skim along a teammate’s slipstream for a quick boost.

Before going into Team Sonic Racing, this team-based mechanic bothered me; I thought you’d have to swap between racers or would be forced to always race as a team or would be unfairly judged if your teammates ended up too fair behind. Luckily, these fears were largely abated once I started racing; not only is there an option outside of the Team Adventure story mode to race solo like in the All-Star racers, it isn’t massively difficult to boost your teammates up to your level, especially if you send any Wisps you don’t need or accept any item boxes when they’re sent to you.

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Team Ultimates have nothing on the old All-Star moves…

Doing so, and performing successfully drifts and tricks, will fill up your ‘Ultimate’ meter; once full, you can execute ‘Ultimate Power’ at the push of a button to gain a massive speed boost and invincibility. This is very similar to the All-Star moves of the game’s predecessors but with one massive downgrade; all Ultimate moves look and feel the same, with the only real difference being the music the plays as you perform them. No longer does Sonic transform into Super Sonic or anything cool like that. While this was massively disappointing, the game slightly makes up for it with the variety in the weapons available. Previously, the All-Star racing games used quite generic items like missiles and the like; while I’m not fan of the Wisps (they really feel like they’ve outstayed their welcome at this point), their inclusion does help add some visual variety and a unique spin on traditional kart racing weapons.

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Race as a Chao…everyone loves Chao…

Also in Team Sonic Racing’s favour is the ability to customise each kart; you can pick from different paint jobs, stickers, and horns in addition to attaching different Performance Parts that will modify the kart’s handling, acceleration, and top speed, amongst other attributes. Unfortunately, the best of these parts are the ‘Legendary’ Performance Parts, which turn your kart into a sexy all-gold style…meaning any paint jobs and aesthetic changes you made will be over-ridden. Another downside to the title is the lack of characters; Sonic & All-Stars Racing Transformed featured over twenty characters from across the entirety of SEGA’s legacy so stepping that down to just fifteen (one of which is, oddly, four Chaos stuffed into a massive Chao-themed kart rather than, oh, I don’t know, Cream the Rabbit!) is quite the downgrade. In addition, you cannot mix up the teams; you can’t pick Sonic as your speed racer, Rouge the Bat as your technique racer, and Vector the Crocodile as your power racer. If you pick Sonic, you’re stuck with Team Sonic, which seems like a massive missed opportunity that only really makes sense from a narrative perspective.

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Watch some static cutscenes in the story mode…

Speaking of which, one thing Team Sonic Racing has over the majority of Sonic racers is a full-on story mode; Sonic and his friends are drawn into an elaborate racing tournament organised by Dodon Pa, whom many of them suspect being Eggman in disguise. Through a series of races and working together ( not just within their teams but with the other teams in the spirit of friendly competition), they eventually uncover a plot by Eggman to manipulate the racer’s ‘power of teamwork’ into a doomsday weapon. Okay, so it’s not really the most original or well-told or engaging narrative and it’s told largely through obnoxious dialogue in barely-animated story sequences (I’m not going to call them cutscenes because…well, they’re not) but Team Adventure does provide just enough incentive to get you playing and earning points to buy Mod Pods and upgrade your karts.

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Delight in having just enough time to complete these missions!

While Team Adventure does offer a lot of gameplay variety, this is also to its detriment; you won’t just be racing against other characters, you’ll also have to break targets, collect Golden Rings, destroy Eggpawns, compete in GPs, and perform a variety of other in-race tasks to earn stars and keys that will both progress the story, unlock more of each map, allow access to other and better Performance Parts and, of course, earn you some Achievements. The problem is, however, that the error margin in some of these missions is extremely tight; you’re given just enough time to hit the required goal (a Silver medal) and I found myself having to play some missions over and over and over again trying to get reach the minimum requirement. I don’t think I’ve managed to get a single Platinum medal yet (and have no plans to attempt this, least of all for every damn mission!) and only lucked into a handful of Gold medals. Maybe I just suck (and that s most likely the case) but Sumo gave very little leeway when creating these missions; time just runs out way to fast, forcing you to start all over again, and there’s no indication when you’ve completed in-race objectives (like destroying five Eggpawns in a race; there’s no notification to let you know you’ve done this until after the race is over).

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Oh good, Ocean Palace is back…again…

Outside of the story mode, there’s the usual racing affair; you can complete against others either locally or online (I’ve yet to do either) across a variety of game modes. There are also some really nice race tracks on offer here; once again, they’re largely pulled or inspired from Sonic Heroes (I’ll never fully understand why Sumo can’t seem to get past adapting levels from that game into race tracks…) but there’s some catchy tunes accompanying each race (featuring a title song by Crush 40 and tunes inspired by Sonic R), tracks can be mirrored to add a new twist and, while karts don’t transform, there are some alternative paths you can take by performing tricks off of ramps.

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A fun enough game but lacking in content and replayability.

In the end, Team Sonic Racing is a decent racing title and certainly in the same spirit as its predecessors but, with a lacklustre roster, too few gameplay options, and very little incentive to play once you’ve blasted the story mode and unlocked a decent amount of Performance Parts, I struggle to really recommend this over the All-Star racing titles. I enjoyed it as it was simple to play, for the most part, and was a Sonic title but some frustrating mission requirements, the lack of real All-Star moves, and no additional characters to unlock or purchase really brought the whole experience down for me. I’d say it’s fun enough to waste a few hours on but it’s not going to keep you engaged much beyond that, which is a bit of a shame.

My Rating:

Rating: 3 out of 5.

Pretty Good

Game Corner: Sonic Adventure (Xbox 360)

GameCorner
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The year was 1998 and the videogame industry was deep into the newest phase in the Console Wars. Nintendo and SEGA had left behind two-dimensional gameplay and were focusing entirely on polygons and 3D, while Sony provided some surprising competition in the arena with its PlayStation console. In 1996, Super Mario 64 (Nintendo EAD) was released, marking the 3D debut of Nintendo’s portly plumber. With its tight, responsive controls, bright, vivid colours, exciting soundtrack and simple, yet increasingly challenging, gameplay, Super Mario 64 was largely regarded as a successful evolution from 2D to 3D gameplay for Nintendo’s mascot. Meanwhile, Nintendo’s once-high-and-mighty rival, SEGA, was…struggling a bit. Their ill-fated 32X and SEGA Saturn hadn’t exactly set the world on fire and their superspeedy mascot, Sonic the Hedgehog, while still a popular cultural icon, hadn’t been featured in a main series videogame for a long time, finding himself relegated to spin-offs, cancelled titles, cameos, and odd-ball experimental titles.

Super Mario 64 was Mario’s successful foray into 3D.

Determined to reignite Sonic’s success, SEGA set to work crafting a title that would not only compete with Super Mario 64 but also draw gamers away from their competition and firmly towards their powerful new Dreamcast console. In order to facilitate this, Sonic Team decided to craft a title that would mix multiple gameplay styles, completely redesign Sonic and his friends and enemies, and unite Sonic’s formally-competing continuity to softly reboot their once-blockbuster franchise. Given that I wasn’t afforded the luxury of owning every games console back in the day, I opted to jump ship from SEGA to the Nintendo 64 and, as a result, I first played Sonic Adventure when Sonic Adventure DX: Director’s Cut was released for the GameCube in 2003. This means that I didn’t play the game until after playing Sonic Adventure 2: Battle (Sonic Team USA, 2002), an upgraded expansion of Sonic Adventure’s sequel, also on the GameCube. Picking a favourite between the two is difficult as the controls, graphics, voice acting and lip-synching, and gameplay mechanics were vastly improved in Sonic Adventure 2 (ibid, 2001), which also introduced Shadow the Hedgehog to the series, but Sonic Adventure had a lot more gameplay variety, a slightly more interesting story, and had a lot more additional content in its updated ports. Eventually, these GameCube ports were further ported to the PC and these versions then came to PlayStation 3 and Xbox 360. As this latter version was recently on sale on Xbox Arcade, I once again bought Sonic Adventure (though I was too cheap to buy the DX: Director’s Cut add-on) and blasted through it so let’s see if it’s still as good as I remember it.

Sonic’s speed and Homing Attack allowed him to easily traverse and target enemies in his new 3D environment.

Sonic Adventure (Sonic Team, 1998) saw players take on the role of Sonic the Hedgehog in his first fully 3D adventure. Arriving in Station Square after a long absence, Sonic encounters the mysterious aquatic lifeform Chaos causing…well, chaos…and soon uncovers a plot by his old nemesis, Dr. Eggman, to gather the legendary Chaos Emeralds and use them to empower Chaos to destroy Station Square. Teaming up with friends old and new, Sonic races to keep the Chaos Emeralds out of Eggman’s hands and stop his plans before it’s too late. Right away, Sonic Adventure wipes the slate clean for the Sonic series. Not only is Sonic a fully-realised 3D character, he’s now taller, edgier, portrayed by Ryan Drummond as a heroic thrill-seeker, and living alongside humans in a vaguely-Earth-like setting rather than hailing from an alien world populated entirely by anthropomorphic characters. Rather than speeding through 2D environments, Sonic navigates 3D stages with the camera placed behind him but, to make traversing these new stages easier, Sonic Team implemented what has now become one of the most contentious additions to Sonic’s arsenal, the Homing Attack. Nowadays, gamers take the Homing Attack for granted as it has been tweaked to hold our hands through its auto-lock-on and targeting reticule but, back in the day, it was an innovative gameplay mechanic that boosted Sonic towards the nearest enemy, spring, power-up pod, or simply blindly in the direction he is facing. It wasn’t a vastly over-powered move but, like Z-Targeting in The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998), was an essential mechanic to blasting Sonic through his sprawling, engaging zones. As in his previous 2D outings, Sonic also has the iconic Spin Dash, which can boost him along with an almost-game-breaking speed or be held down and charged up for one big boost. He can also acquire a few upgrades that allow him to perform the Light Speed Dash; like the Homing Attack, this is now an iconic staple of Sonic’s 3D arsenal but, here, it’s a bit clunky as Sonic must charge up a Spin Dash and then release the button to speed along a set of Golden Rings. This was vastly improved in Sonic Adventure 2 to the format we are now used to, where the Light Speed Dash is assigned to a single button.

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Running, flying, hunting, stealth, shooting, fishing…Sonic Adventure has it all!

For gamers more used to Sonic’s most recent titles, Sonic Adventure may seem a bit of a shock as it also includes a whole host of additional characters to play as. Miles “Tails” Prower must race, usually against Sonic, to reach a goal first, using his twin tails to fly and attack enemies; Knuckles the Echidna must glide, climb, and dig through stages to find fragments of the Master Emerald; and Amy Rose has to use her Piko-Piko Hammer to evade the invincible ZERO. Sonic Adventure also introduced gunplay to the Sonic series for the first time by allowing players to blast through stages as the tragic robot E-102γ (or simply “Gamma”) and one of the most divisive characters of the entire franchise, Big the Cat, a massive, slow-witted cat who has to fish for his elusive friend, Froggy.

Waste hours of your life raising the perfect Chao but don’t forget to take on Perfect Chaos!

Once players have cleared each character’s story from start to finish, they unlock once final chapter where everone comes together to power Sonic up into Super Sonic so that he can end the threat of Chaos’ ultimate form, Perfect Chaos. This started a trend in the 3D Sonic games where players would unlock one final story where they play as Super Sonic, something that is still often seen in modern Sonic titles, which have only recently begun allowing players to play as Super Sonic outside of the Last Story. In addition to these story modes, Sonic Adventure also features the Chao Garden. As Sonic and his friends destroy enemies, they can rescue a variety of little animals that can be taken to three Chao Gardens found in the game’s three Adventure Fields. In here, players can hatch and raise Chao, tiny little versions of Chaos, and power them up with these small animals, buy them food and accessories in the Black Market, and then race and battle against other Chao in the Chao Games. Chao’s stats (run, fly, swim, power, and stamina) will increase (or decrease) with each animal they interact with and the Chao will take on different characteristics and colours as they level-up, eventually evolving into stronger bipedal forms. The Chao Garden is a nice little distraction and an extra incentive to play but I can’t say that I really miss it from modern Sonic games; it’d work as a mobile app, or something like that, though. Story and narrative are a massive part of Sonic Adventure; previously, there was a massive divide between the Sonic narrative in Japan to that seen in the United States and Europe. While Sonic always lived on Earth in Japan and fought against Dr. Eggman, in the U.S. and Europe, he lived on Mobius and battled Dr. Ivo Robotnik; Knuckles lived alone on Angel Island in Japan but was isolated on the Floating Island elsewhere, and there were a few inconsistencies regarding the amount and appearance of the Chaos Emeralds as well.

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This was the first time many gamers became aware of the “Eggman” name.

With Sonic Adventure, though, Sonic Team sought to consolidate all these inconsistencies into one brand image for their super-fast mascot. “Eggman” is used by Sonic and his friends as an insult to their egg-shaped adversary, who refers to himself numerous times as Dr. Robotnik; Sonic and his anthropomorphic counterparts are right at home alongside humans, and the previous games are used as a vague basis for the character’s back stories (Amy specifically remembers the events of Sonic the Hedgehog CD (SEGA, 1993), for example) but, at its core, Sonic Adventure, with its anime-inspired aesthetic, serves as a soft reboot for the franchise that would act as a clean slate for the series going forwards. Unfortunately, this didn’t last very long. All-too-soon, Sonic’s narrative began to get more and more convoluted and the idea of one unified worldwide version of Sonic was tainted by further drastic changes to Sonic’s aesthetic, the addition of Classic Sonic and the production of Sonic Boom (Various, 2014 to 2018). Long-time fans of the series struggled a bit with Sonic’s dramatic redesign; fans literally argued themselves into a frenzy over the fact that Sonic now has green eyes, for God’s sake, and debates continue to rage to this very day regarding what is the best design for Sonic.

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I actually really like Big and found his gameplay simple fun…

While I actually really enjoy each of the character’s stories and gameplay styles, fans also reacted badly to many of Sonic Adventure’s gameplay mechanics. The speed and excitement of Sonic’s gameplay continued into Sonic Adventure 2 and eventually evolved into the sole gameplay style we see in modern Sonic titles, but Tails’ and Amy’s formulas were abandoned entirely by the sequel, with only the shooting and treasure hunting mechanics lasting to Sonic Adventure 2. But it was Big the Cat who suffered the most, with fans seemingly unified in their hatred of his slow movement and fishing gameplay. I, however, really like Big; his stages are short and simple, his gameplay inoffensive and easy to master, and it’s a breeze to cheese his additional missions. Honestly, if I had to pick a character I disliked out of all of those on offer here, it would be Amy, as she’s a bit awkward to control at times (thanks in no small part to Sonic Adventure’s dodgy, jerky camera) but, having said that, her stages are still pretty short and easy to get through and I would much rather than three great characters and stories and three average ones than one single gameplay style. Sonic Adventure was also hampered a bit by its camera, as mentioned, and control schemes; these would be refined in Sonic Adventure 2 but, here, everything is lacking a little bit of polish. It isn’t the glitch-filled, game-breaking end of the world a lot of Sonic fans will scream at you that it is but it can cause some unnecessary deaths at times. The game’s voice acting and lip-synching are also still a source of derision but, honestly, I really don’t care; all the characters sound great, and very appropriate, and, while the lines aren’t always great and their delivery can be hit and miss, that was just how voice acting was back in those days and, for me, it just adds to the quirky charm of the videogame.

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To say that Tails has regressed in recent years is a bit of an understatement…

Sonic Adventure is also packing quite a bit of content. Alongside the Chao Garden, there’s also the option to replay each character’s stage a couple more times to earn additional Sonic Emblems (which can be found hidden in the Adventure Fields or are awarded after finishing stages and story modes); players can earn further Emblems in the Trial Mode, by finishing sub-games, and by winning Chao events. In the DX: Director’s Cut expansion, there’s also a Mission Mode that tasks players with fulfilling certain objectives for even more Emblems; once you earn all 180, you’ll unlock the ability to play as Metal Sonic in Sonic’s stages. While a simple reskin, this is a fantastic addition to the game and I would honestly love to see Sonic Team do more reskins like this in Sonic titles as it’s so easy to do and just helps add a bit more incentive to play and a little variety. That is what I love the most about Sonic Adventure: the variety; each character experiences events from a different perspective, meaning you might watch the same cutscene two or more times but the dialogue and camera angles will be different depending on who you are playing as. Also, if you get tired of blasting through stages at break-neck speed with Sonic, you can take in the gorgeous visuals at a slower pace with Knuckles or Big or just go in all guns blazing with Gamma. There’s a lot to do, lots of little hidden secrets and Easter Eggs to find, and I always want to play a little more, do a little more, and explore areas with each of the six characters.

Sonic Adventure certainly wasn’t lacking in gameplay variety.

It is honestly very disappointing to me that SEGA slowly began to shift away from Sonic’s extended cast and focus solely on Sonic’s gameplay. In Sonic Adventure, Tails and Amy both learn to be independent characters who aren’t simply one-dimensional bit players in need of rescue. Now, though, you’re lucky to even see Amy in a cutscene in a Sonic game and it seems to take a massive, concentrated effort of willpower for Sonic Team to allow players to play as Tails, to say nothing of poor old Knuckles! Sonic Adventure isn’t entirely to blame for that but the game is a bittersweet experience to play as it’s so much fun and has so much potential but some of its best parts (character variety, the semi-open world, and the level-up system) were omitted entirely in Sonic Adventure 2 and SEGA have never really been able to make a Sonic title that feels as immersive as Sonic Adventure. Sonic the Hedgehog (Sonic Team, 2006) tried to emulate the same feel and expansive nature of Sonic Adventure, but it lacked the gameplay variety and was littered with bugs and issues that made it more of a poor imitation; Sonic Unleashed (ibid, 2008) was perhaps the closest to succeed at emulating Sonic Adventure’s style but, rather than try to expand and refine upon this to reintroduce more of the concepts and mechanics of Sonic Adventure, SEGA and Sonic Team chose to release wildly inconsistent Sonic titles and bog their franchise down with multiple competing iterations of their mascot rather than continue with one unified version of their most popular brand.

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It has its flaws but Sonic Adventure is still great fun to play.

This is a real shame but, for me, does not diminish the impact or enjoyment of Sonic Adventure. Sonic Adventure 2 might be technically better in a lot of ways, but there’s something about racing through Station Square, exploring the Mystic Ruins, taking down the Egg Carrier, exploring the history of Sonic’s world, and battling Chaos’s various forms that I find extremely enjoyable. I like that the redesigns of Sonic, Tails, Knuckles, Amy, and Eggman all look cool and that the playable characters have distinct gameplay styles; I like the aesthetics of the game and its world and the new characters, who are both fun to play as and surprisingly complex; I like that the game is simple but also challenging at times, that the bosses are big and have a lot of variety, that the soundtrack is a mixture of styles (from cool skater rock to nostalgic tunes to mechanical synthesis), and that Eggman is a competent threat and not just some bumbling buffoon. For me, Sonic Adventure was a fantastic way to reintroduce Sonic to a new generation of gamers and a great starting point for a whole new series of Sonic titles; SEGA and Sonic Team may have fumbled the ball at capitalising on some of the game’s great ideas but it doesn’t change the fact that Sonic Adventure is a fun title to invest a few hours on and that it succeeds far more that it fails, no matter what the toxic Sonic fan community might have you believe.

My Rating:

Rating: 5 out of 5.

Fantastic