Movie Night: Sonic the Hedgehog (2020)

SonicMovieLogo

Released: February 2020
Director: Jeff Fowler
Distributor: Paramount Pictures
Budget: $81 to 95 million
Stars: James Marsden, Ben Schwartz, Tika Sumpter, and Jim Carrey

The Plot:
Small town cop Tom Wachowski’s (Marsden) life is turned upside down when Sonic (Schwartz), a superfast hedgehog with an insatiable curiosity and the means to travel between worlds, is targeted by the megalomaniacal Doctor IvoRobotnik (Carry).

The Background:
Back in the nineties, in the middle of the escalating Console War between Nintendo and SEGA, the videogame industry was changed forever when Yuji Naka and Naoto Ohshima dreamed up the idea of the superfast hedgehog that would become their mascot and most profitable franchise for years to come. Sonic has seen his fair share of adaptations; he’s been a hot air balloon, on t-shirts, featured in comic books, and has, most prominently, had more than a handful of ventures into animation. Every time Sonic is adapted from one form of media to another (and, it seems, almost every time a new Sonic videogame is released) something is altered, however subtly, about his appearance, backstory, or mannerisms, making for one of the most iconic and, yet, convoluted videogame mascots ever made. Aside from the gorgeous original video animation (OVA), Sonic the Hedgehog: The Movie (Ikegami, 1996), Sonic has had to settle for cameos in movies until now. After a disastrous first trailer and initial design that saw Sonic look like some weird mutant human/monster hybrid thing, Jeff Fowler and Paramount delayed Sonic the Hedgehog to redesign the titular hedgehog for his first big screen, live-action debut.

The Review:
Raised in secret on a far away world, Sonic is forced to flee his home through the use of dimensional Golden Rings; arriving in Green Hills, Montana, where he spends the next ten years living in isolation out of the fear that his super speed will draw attention to him and force him to flee once again.

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Sonic accidentally draws attention to himself…

Sonic spends most of his time observing Tom Wachowski and his wife, Maddie (Sumpter), and longing to be a part of society and make a real friend. When his speed powers unintentionally cause a massive blackout in Green Hills, the US military bring in Doctor Robotnik to investigate the disturbance.

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Nothing like a good, old-fashioned road trip with a twist!

Spooked by the incident, Sonic reluctantly decides to leave his home but accidentally drops his bag of Golden Rings through a dimensional portal, where they land in San Francisco. Unable to find his way there, Sonic and Tom team up on a road trip to retrieve the Rings, all the while being pursued by Robotnik and his deadly robotic drones. Going into Sonic the Hedgehog, I wasn’t expecting anything more complicated than a by-the-numbers family-friendly kid’s movie; I was unimpressed that Paramount opted for a live-action/CGI hybrid film rather than a full-on CGI movie in the style of a Disney/Pixar production (or the amazing CGI cutscenes of modern Sonic videogames) and, upon seeing Sonic’s ruinous first design, I was ready to write the entire movie off, which was rather distressing for me given that I have been a life-long Sonic fan. Instead, Sonic the Hedgehog is a really fun (and funny) little romp; Sonic’s characterisation has been tweaked slightly and, rather than the “hedgehog with attitude” or the cocky, confidant superhero of the videogames, he is a lonely, curious, hyperactive little creature who longs to belong in a world and is struggling to control his great speed and with his desire to use his powers for a greater purpose.

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Sonic’s human cast does a far better job than I expected.

His interactions with Tom are charming and whimsical. Marsden is no stranger to films or roles such as this and, yet, he is the perfect actor to portray an everyman character who longs for a greater challenge beyond his mundane, everyday life. To my great surprise and delight, the two quickly form an odd couple friendship that grows throughout the film and there isn’t one of those clichéd moments where they argue and fall out and have to rebuild their friendship.

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Jim Carrey steals every scene he’s in, it’s fantastic!

Surprising no one, the real star of the show here is Doctor Robotnik; Jim Carrey is back at his scenery-chewing, maniacal best as he perfectly encapsulates the Doctor’s madcap, zany megalomania and slowly degenerates further and further into both madness and a more recognisable version of his videogame counterpart. Do I think he would have been just as good in a fat suit and acting alongside a cast of CGI characters? Sure, but that doesn’t stop his performance being a delight. Sonic the Hedgehog is part comedy, part road trip, part quasi-sci-fi/fantasy action; Sonic himself provides much of the jokes and action, but Carrey is no slouch in either department either thanks to his wacky personality and his incredibly adaptable machines. As with all Sonic adaptations, Sonic the Hedgehog weaves in numerous references to the source material; there’s a loving recreation of the character’s traditional home, South Island, nods to iconic Zone names, and even a few musical cues from the videogames. Arguably, the film could have gone further with these and weaved iconic boss themes into a motif for Robotnik but it definitely feels as though the movie was concentrating on establishing a new version of Sonic and bringing in additional videogame elements in a future sequel.

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Sonic’s redesign looks great.

As it stands, though, Sonic the Hedgehog was a surprisingly good time; all the characters were fun and enjoyable and the film avoided a lot of the clichés that movies of this type often fall back on. It may not be the best videogame adaptation but it’s more than a worthy successor to Pokémon: Detective Pikachu (Letterman, 2019) despite featuring only one fully-realised CGI character largely through its whimsical charm and is surprising amount of restraint as it focuses on telling its own unique Sonic story rather than overloading the film with elements from the videogames.

The Nitty-Gritty:
As with most Sonic adaptations, Sonic the Hedgehog feels the need to include, and place special emphasis on, the Golden Rings that form the life energy of the videogames. Rather than being the source of Sonic’s power, or a power boost for him, here they act as dimensional gateways, which isn’t a million miles away from the function the Big Rings perform in Sonic videogames.

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There’s some charming humour at work here…

Going into the film, I was concerned that they were pushing the Rings as Sonic’s “super power” rather than his super speed but, luckily, that wasn’t actually the case. Instead, Sonic’s speed seems to have some mystery behind it. His childhood guardian, Longclaw (Donna Jay Fulks) seems to be hiding, and protecting, Sonic not just because of the power of the Rings (which seem to be her possession rather than his) but also because of his speed, which (alongside the way his super speed is presented as a quasi-power-up at dramatic times) makes me think we might see a connection between Sonic’s speed and the Chaos Emeralds in a future sequel.

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Robotnik only has time for machines…

Speaking of future sequels, and Longclaw, perhaps the biggest surprise for me was that, in the opening moments, Sonic and Longclaw are attacked by a group of masked echidnas after they spot Sonic using his super speed. This was a fun and unexpected inclusion and raises a lot of questions for future sequels, especially with Robotnik being marooned on a mushroom-filled planet and vowing revenge. Unfortunately, I had the big mid-credits reveal spoiled thanks to Twitter but, suffice it to say, Sonic’s long-time friend Miles “Tails” Prower (Colleen Villard) shows up looking for Sonic, setting up both future films and spin-offs in this world.

SonicMovieSummary


The Summary:
Sonic the Hedgehog was way better than it had any right to be. The overhaul of Sonic’s design alone makes the film worth the price of admission but, alongside that and some clever references to the videogames, the film is a fun, charming little family action/comedy that brings a new dimension to Sonic’s character and lore. Sonic and Jim Carrey are the clear stars of the show but there’s plenty here to enjoy. I feel that, if we do get a sequel, we will see the filmmakers take things a little further and delve a little deeper into Sonic’s more familiar mythology now that they’ve established their version of the character and I am honestly looking forward to seeing this version of Sonic (and, especially, Robotnik) return in the future.

My Rating:

Rating: 3 out of 5.

Pretty Good

Interplay: Sonic the Hedgehog Spinball

Interplay

Among many things, adaptations can be described as being:

“An acknowledged transposition of a recognizable other work or works […] A creative and an interpretive act of appropriation/salvaging [or] An extended intertextual engagement with the adapted work” (Hutcheon, 2006: 80).

The great thing about adaptation is that it can be literally anything; it’s restricted only by the scope of your imagination and your commitment to researching the links between media. When I studied the writing of Linda Hutcheon (and many others like her) as part of my PhD, I chose to focus on the adaptation of videogames into movies, television shows, cartoons, and comic books.

There were two reasons for this: a) Because it’s a lot easier to talk about media adaptations like these and b) Because there hadn’t really been any real, serious research into videogames as adaptations. During my studies, though, I came across a curious statistic: of all the videogames that make up the entirety of the Sonic the Hedgehog (Sonic Team/Various, 1991 to present) franchise, there is one that stands out as having had the most adaptations and it’s probably not one you were expecting…

Today, we’re talking about Sonic the Hedgehog Spinball (Polygames/SEGA Technical Institute, 1993), a spin-off of the main Sonic the Hedgehog franchise. Spinball was the first Sonic title to truly embrace the pinball-like gameplay mechanics of the series popularised by the Spring Yard and Casino Night Zones.

Rather than being a fast-paced action/platformer, Sonic Spinball sees Sonic’s running speed scaled back and his bouncing speed boosted up as he trades running through loops for being flicked about inside a giant, pinball-like fortress created by Doctor Ivo Robotnik (now more commonly referred to as Doctor Eggman). Robotnik’s Veg-O-Fortress is made up of four stages, each one containing numerous Chaos Emeralds (unlike most Sonic games, Spinball’s multiple Emeralds are all blue). Using the flippers and a variety of gameplay gimmicks, Sonic must retrieve the Emeralds and battle the mad Doctor himself in a number of massive and increasingly difficult boss battles. In the Bonus Stages, Sonic operates an actual pinball and attempts to free his friends from Robotnik’s capsules. Other than that, the game offered little despite having some funky tunes and a charming aesthetic; the controls were clunky (Sonic feels unnaturally heavy and awkward), the stages were large and vibrant but it was often difficult to tell where you needed to go or what you had to do, and there’s very little incentive to play again except to beat your high score. Yet, Sonic the Hedgehog Spinball has been adapted into other media and forms more times than any other Sonic title; right off the bat, the game was ported to the Master System and Game Gear, for one thing, but, more than that, the game formed the basis of plots for Sonic’s cartoons, comic books, and other ancillary media.

Just controlling Sonic in this spin-off title can be a chore.

At the time, Sonic was in the middle of his first (and, arguably, most prominent) surge in popularity; bundling Sonic the Hedgehog (Sonic Team, 1991) with the Mega Drive saw the console sell over fifteen million units during its American debut (Pétronille and Audureau, 2012: 39) and catapulted SEGA’s speedy mascot to the stratosphere. SEGA immediately followed this up with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) and, just like that, Sonic was everywhere. Not content with a gigantic Sonic balloon in the Macy’s Day parade, SEGA capitalised on Sonic’s popularity; Sonic appeared on every piece of merchandise imaginable and that, of course, included cartoons. Nintendo had seen significant success in this area in the past and, seeking to usurp their rival once more, SEGA turned to DiC Entertainment. The concept was spearheaded by producer Robby London, who recognised Sonic’s charisma and appeal but struggled with the “elusive and impenetrable” story of the videogames (Jones, et al, quoting London, 2011: 29). This isn’t particularly surprising as, while Sonic typically has an extremely simple premise (hedgehog hero destroys robots to save woodland friends), differences between the Japanese and American versions saw dramatically different versions of Sonic presented across the world.

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Spinball included a lot of influences from SatAM.

Regardless, after bringing in Jaleel White to voice the character, DiC produced a pilot episode that was largely comprised of slapstick comedy and was deemed to be unsuitable for ABC’s Saturday morning slot. Undeterred, DiC made the extraordinary decision to instead produce two Sonic cartoons: one for weekdays and one for Saturday morning. This is how we ended up with Adventures of Sonic the Hedgehog (1993) and Sonic the Hedgehog (1993 to 1995, more commonly referred to as “SatAM”) airing simultaneously; one emphasised slapstick comedy and the other was decidedly much darker and serious in tone. For a time, these two cartoons were often closely associated with each other; this was mainly due to the Archie Comics series in the US initially mixing characters and concepts from both shows together rather than picking one as its basis (eventually, however, they settled on SatAM) but this can also be seen in Sonic Spinball. Sonic not only encounters Cluck, Doctor Robotnik’s (Jim Cummings) mechanical pet that briefly appeared in both SatAM and Archie’s comics, in the Toxic Caves, but must also free Princess Sally (Kath Soucie), Bunnie Rabbot (Christine Cavanaugh), Rotor (Mark Ballou), and Antoine Depardieu (Rob Paulsen) during the game’s Bonus Stages.

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I still have no idea how the hell Robotnik did this!

This would be the first and only time SatAM’s characters would appear in a Sonic videogame; given that, unlike Dr. Robotnik’s Mean Bean Machine (Compile/SEGA Technical Institute, 1994), Spinball appeared to be a straight forward spin-off of the main Sonic series, their inclusion only served to further muddy the waters as to the coherency of SEGA’s flagship franchise. To further confuse matters, it was the Adventures depiction of Robotnik (Long John Baldry), rather than SatAM’s, who appeared on the cover art for Spinball’s Game Gear port. Indeed, while Archie eventually restructured its Sonic comics into a continuation of SatAM, it was Adventures’ Robotnik who seeped into other Sonic media and became the default depiction of the dastardly Doctor in storybooks and comics for many years. This was most prominently seen (at least in the UK) in Sonic the Comic (1993 to 2002, referred to as “StC”) where, in issue twenty-two, Doctor Robotnik inexplicably transformed from the rotund antagonist seen in the videogames into “that weed from the rubbish cartoon series” (Fielding, 1995: 32; Kitching, et al, 1994: 1 to 7). While SatAM is often lauded as a significant influence to many for its darker, more adult themes, Adventures is often overlooked for its fidelity to the wacky nature of the videogames due to its childish humour. Of the two, only Adventures incorporated the game’s iconic theme song and more accurately depicted certain gameplay mechanics, such as Special Stages, Golden Rings, and Chaos Emeralds. Yet, don’t let that fool you: Adventures is a full-on acid trip most of the time and, despite pulling some inspiration for the source material, only ever adapted the plot of one videogame: Sonic the Hedgehog Spinball.

Robotnik’s plans often involve an impractical, giant pinball machine.

‘Attack on Pinball Fortress’ (Butterworth, 1993) saw Sonic, Miles “Tails” Prower (Christopher Welch) join forces with Sergeant Doberman (Phil Hayes) and one of Adventures’ more amusing reoccurring characters, Wes Weasely (Michael Donovan), when Robotnik threatens Mobius with a gigantic Stupidity Ray housed within his Pinball Fortress. When the group infiltrates the Pinball Fortress, they are knocked about by giant flippers and into other gigantic recreations of cliché pinball machines before they encounter Boss Scorpion, a massive robotic scorpion that Robotnik uses to try and thwart the heroes. Obviously, this fails and it isn’t long before the robot is devoured by lava and Robotnik’s plot is thwarted. As an adaptation of Sonic Spinball, ‘Attack on Pinball Fortress’ is very bare-bones; it’s almost as if the writer, Bob Forward, was given a few pieces of concept art and nothing more as the episode has next to nothing to do with the videogame beyond the vague concept of a pinball-themed fortress and a giant scorpion. Yet, as basic an adaptation as ‘Attack on Pinball Fortress’ is, it’s got nothing on ‘Game Guy’ (Myrick, 1994), an episode of SatAM that sees Sonic trapped within a pinball-themed game right at the conclusion of the episode, which mostly concerns Sonic and Sally being at odds over the appearance of another Freedom Fighter, Ari (Dorian Harewood). Ari betrays Sonic but, when Robotnik nearly uses his giant pinball table to suck Sonic into the Void, he sacrifices his freedom to not only save Sonic but lead the Freedom Fighters towards other allies. Literally the only thing in ‘Game Guy’ that comes from Sonic Spinball is the giant pinball-themed trap that Robotnik nearly bests Sonic with, but then this was par for the course for SatAM, which was concerned more with environmental messages than adapting plots from the videogames.

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Archie Comics sure loved their puns…

Things begin to look up, however, in ‘The Spin Doctor!’ (Gallagher, et al, 1994), the official Sonic Spinball adaptation featured in issue six of Archie’s Sonic the Hedgehog. Here, Sonic and the Freedom Fighters lead a random assault on Robotnik’s factory, only to be informed (via a hand-written note) that he has moved his base to Mount Mobius. Racing there without hesitation, Sonic finds the Veg-O-Fortress and is immediately attacked by (you guessed it) giant pinball flippers and bounced across lava. Racing up the pinball tracks and into the fortress, Sonic battles both Scorpius and Rexxon in the Toxic Caves, defeating them with ease. Sonic then ends up in the Lava Powerhouse, where Hip and Hop help lead him to a bunch of captive Mobians but giant plants force Sonic into a final Showdown…which consists entirely of Robotnik launching him out of the fortress using a giant spring. ‘The Spin Doctor!’ is little more than a glorified advertisement for Sonic Spinball; there’s just enough of the game’s premise, first stage, and other recognisable elements to inspire young kids to buy and play the game but not much else that directly links to it. Archie had a habit of doing adaptations of this kind; typically, they would produce a story that ended with the instruction to readers to play the videogame to find out the rest, despite the games and the comics being wildly inconsistent and at odds with each other. Other times, like this, they would attempt a very loose adaptation but be more concerned with servicing their own, unique narrative over anything.

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There’s not much to link this to the game….

Elements of this story were relegated to extremely minor roles or cameos; Scorpius, Hip, and Hop (two characters that serve only to launch Sonic into the Lava Powerhouse in the videogame) were amongst them but, while Mount Mobius did show up (and erupt) in the ‘Heart of the Hedgehog’ two-parter (Fingeroth, et al, 2000), the Veg-O-Fortress never appeared again. Finally, there’s ‘Spinball Wizard’ Millar, et al, 1996) from StC. In this story, Tails, disheartened at his lack of fan mail, attempts to drum up some support by cleaning up the Casino Night Zone and ends up being captured in Robotnik’s Spinball Murder Machine which is, wouldn’t you know it, a giant pinball table. Rushing to the rescue, Sonic is bounced around by flippers and seemingly defeated until Tails manages to free himself and use Robotnik’s “Hedgehog-crushing super pinball” (literally just a giant pinball…) to destroy the generator that powers the machine. And…that’s it. I mean, I gave Archie some flack over their adaptation but ‘Spinball Wizard’ is only very, very loosely drawing from Sonic Spinball; you could even argue it’s simply adapting elements of Casino Night Zone into its plot but I’m including it simply for the name of Robotnik’s machine. To be fair, StC was often fast and loose with its adaptations as well; they also favoured their own unique narrative over being slavish recreations of their source material. But we’re not quite done yet because a rollercoaster at Alton Towers was once rebranded as Sonic Spinball between 2010 and 2015. As you might have guessed, the rollercoaster has a pinball theme and, as part of its Sonic rebrand, featured red and blue tracks, songs from the videogames, and even commentary from Roger Craig Smith, Sonic’s current voice actor. So, just what was it about Sonic the Hedgehog Spinball that meant it formed the basis of so many adaptations? It was, even at the time, only ever an average title and far from the rich narrative resource as Sonic the Hedgehog CD (Sonic Team, 1993) or Sonic the Hedgehog 3 (Sonic Team/SEGA Technical Institute, 1993) yet these two latter videogames were only given the most basic of lip service and SatAM and didn’t factor into Adventures at all.

Spinball surprisingly cropped up in many adaptations.

Perhaps it was the simplicity of the concept: Sonic bounces around like a pinball in comics and cartoons anyway, so maybe it’s easier to literally stick him into a giant pinball machine than have him race a robotic version of himself or go head-to-head with Knuckles the Echidna? Other anime and cartoons managed to include these two elements, however, and quite successfully in some cases, so it does remain a source of wonder (if not outright confusion) that Sonic Spinball, of all Sonic games available at the time, should be returned to and adapted so often. A large part of the explanation probably can be traced back to Sonic’s growing popularity at the time; Sonic Team USA had invested a considerable amount of time, effort, and money into rebranding Sonic for his US debut and crafting an entirely unique backstory that was completely different to the one found in Japan (and quite separate from the one in the UK, as well). Sonic Team, SEGA, and DiC seemed to see Sonic Spinball as a natural bridge between the videogames and the cartoons; they were certainly enthusiastic about the tie-in enough to insert their cartoon characters into the videogame and onto the art work (Hazeldine, 2014: 35). Perhaps there was no need to mine other Sonic titles; Sonic’s popularity didn’t begin to wane until the end of 1996 and, by then, both cartoons had finished producing new episodes, Archie’s comics and StC were content with forging their own narratives, and Sonic was firmly established as a successful and popular videogame icon in the cultural consciousness. Sonic X (2003 to 2006) would later produce surprisingly faithful adaptations of both Sonic Adventure (Sonic Team, 1998) and Sonic Adventure 2 (Sonic Team USA, 2001), while also loosely adapting Sonic Battle (Sonic Team, 2004) and appropriating many elements from Sonic Heroes (Sonic Team USA, 2003) and Shadow the Hedgehog (SEGA Studio USA, 2005). These all saw adaptations in Archie’s comics and StC (except for the latter four, at least officially, as StC had ceased publication by that point) but no other Sonic the Hedgehog videogame can boast as many adaptations as Sonic the Hedgehog Spinball, a largely average and arguably insignificant spin-off that nevertheless defined the golden age of Sonic across all forms of media.

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Sonic Spinball even made it to the real world!

What do you think about Sonic Spinball and its adaptations? Can you think of any other videogames that received undue attention in other media? Leave a comment below and join me next time for more interplay.

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.

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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.

Mini Game Corner: Shenmue (Xbox One)

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So, thanks to Xbox Game Pass, I finally got the chance to play the cult favourite role-playing videogame Shenmue (SEGA AM2/Ys Net, 1999/2019), which has been lauded as one of the Dreamcast’s most prolific titles and has a dedicated fanbase who have been called for HD remakes and a third entry for years. Once I saw that the game was available, I figured I’d give it a download and see if it was worth all the hype and fuss I’d heard about it. The closest I’d come to playing the game was playing as the series protagonist, Ryo Hazuki, in Sonic & Sega All-Stars Racing (Sumo Digital, 2010) so I was pretty interested to see if the title was worthy of its reputation.

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The game looks lovely but the characters sound dreadful…

Now, I’m massively swamped with videogames and movies to work through at the moment, so I glossed over the introduction and opening cutscenes but I gather (from what I’ve heard and the game itself that Ryo’s none-too-happy because some mysterious guys killed his father right in front of him so he sets out to bring them to justice. Probably as a result of the Xbox One version being more of a HD port than a straight-up remake, the game has a few issues with the quality of its voice acting; I normally don’t really moan about this as I enjoy stilted, daft voice acting but everyone in Shenmue sounds muffled and distorted, as though the voices didn’t get a nice HD filter like the charming blocky graphics.

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Ryo controls like a robot, for the most part.

That’s not a knock on the aesthetics; I love how polished it looks even though the engine has just been given a fresh coat of paint and I have no issues with the look of the game but the controls…that’s a different story. It took me a while to figure out how to get Ryo to do anything other than a stiff, robotic walk but finding the run button didn’t really help much as Ryo suddenly flew about like he was ice skating! Seriously, I don’t normally like to rag on a game’s controls of camera but Shenmue has really stiff, awkward controls that make controlling Ryo and navigating the fairly bustling townscape a hell of a chore. The camera is also a headache, wildly swooping all over the place and making it difficult to point Ryo in the right direction.

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It’s not a big town but I still got a bit lost because everything looks the same!

Ryo has a little notebook, which is respect and admire, which tells him what he has to do and where he needs to go and keeps track of his progress and missions but it’s not actually that helpful at telling you where you need to go. I was tasked with going to someone’s house to find clues but literally every single house I went to was empty and I had no idea where to go or what to do.

I did meet a little girl and pet her kitten, though.

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Unfortunately, the cute kitty didn’t convince me to play much further.

Honestly, it was a very quick play but I can’t say I was massively impressed or encouraged to play on. I could use a guide to get further into the game but, judging by how bad the controls and camera are, I dread engaging in combat or trying to tackle more complicated tasks. In the end, I don’t see myself coming back to Shenmue any time soon unless I manage to clear my backlog but what do you think? Did I give up too early? Are you a big Shenmue fan? Sound off below and try and convince me to push on.

Game Corner: Team Sonic Racing (Xbox One)

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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)

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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

Game Corner: Alien: Isolation (Xbox One)

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In many ways, this review is very redundant; by this point, I’m sure that everyone has heard everything there is to say about Alien: Isolation (Creative Assembly/SEGA, 2014). The title has been heaped with praise and accolades and, since it’s been out for a while now, there’s been plenty of reviews and opinions out there in the world so I guess this would now qualify as a retro review?

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Whatever you do, don’t let that bastard see you!

Anyway, Alien: Isolation does a lot of firsts for the Alien franchise (Various, 1979 to present); like many standard Alien-branded videogames, Alien: Isolation adopts a first-person perspective and, rather than controlling a marine or series protagonist Ellen Ripley (Sigourney Weaver), the player is put in control of Ripley’s daughter, Amanda. Also, not only does Alien: Isolation take place fifteen years after Alien and therefore closely resemble Alien’s low-tech, seventies-sci-fi aesthetic, it also emphasises survival over combat.

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It’s a nice touch to feature Ripley’s daughter.

As I said, the player takes control of Amanda Ripley, who has grown up most of her life wondering what happened to her mother, who went missing fifteen years prior when all contact was lost with the Nostromo. When the Nostromo’s flight recorder is recovered, Amanda heads to Sevastopol, a massive space station in orbit around a gas giant, to investigate and find closure. However, a few catastrophes have befallen Sevastopol; many of the systems are offline or busted, the synthetic Working Joes are malfunctioning and attacking humans on sight, and an all-too-familiar alien organism is loose on the station and picking off the few human survivors. Quickly, Amanda is left alone (isolated, you might say) and with only her wits and a few resources to survive the ordeal and make it to safety.

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Even saving the game is ripped straight from the movie!

Like Ridley Scott’s original classic, Alien: Isolation is all about atmosphere; sampling the movie’s look, feel, and soundtrack, the player is immersed in an unnerving silence or the ominous sense of hidden dread. A lot of the time, nothing especially engaging is really happening; you’re simply investigating, collecting items and gear, and making your way towards various objectives. Soon, though, Amanda encounters armed humans, who are liable to shoot you on sight or if they feel threatened, and the malfunctioning Working Joes, who make a bee-line for Amanda and attempt to choke or pound the life out of her. This is the player’s first taste of Alien: Isolation’s purposely-limited combat system; Amanda can pick up a pistol (but there is very limited ammunition and its not very effective against the androids), hit enemies with a wrench, or craft other useful items (pipe bombs, EMP mines, etc) to help take out or disable her opponents.

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These bastards don’t go down without a fight!

However, most forms of attack will make a lot of noise, potentially attracting more enemies, and all of them are very hit-and-miss. Try and beat a Working Joe to death with a wrench, for example, and you’re gonna have a bad time; shoot a human and you better make sure to aim for the head and you have to consider whether it’s worth wasting your extremely limited ammo. Therefore, it is far more beneficial to distract enemies with a flare or a noisemaker and slowly creep past, using a vent if available, rather than engage in direct combat. This is quite a creative approach as not only does it make every encounter feel like a real struggle for survival and make the player carefully weigh their chances and inventory, but it also prepares you for your first and subsequent encounters with the Alien. Once the Xenomorph makes its grand debut, you’ll be relying more on your motion tracker and the various lockers and cover mechanics to hide because the Alien is completely invulnerable to harm.

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Once the Alien appears, get used to this view!

The Alien also has its own independent artificial intelligence, meaning that, while it does follow certain traits, it acts differently each time to encounter it and appears to learn the more you engage with it. In the early going, it will stalk around trying to sniff you out and give up pretty soon and is easily chased away by a burst of flamethrower but, nearer the end of the story mode, it will stick around for quite a while and shrug off the flamethrower’s blasts. You can use flares and noisemakers to distract the Alien and lure it towards your human enemies, and it is very satisfying to watch/hear the Xenomorph slaughter a bunch of people and clear the way for you, but you must remain hidden or else it’s liable to sneak up behind you.

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Fuck about and you’ll get this a lot, too!

Additionally, as you progress further, you have to make your way past or battle Working Joes while the Alien is nearby. Any noise made by running or attacking, or from your other enemies, will instantly alert the Alien, drawing it out from a vent or other area. You may find, as I did, that you spend agonising minutes hiding in a locker, holding your breath, and sporadically checking the motion tracker, only to have to dart right back into hiding despite the coast appearing to be clear. Using the motion tracker also attracts attention if enemies are nearby and it doesn’t make a distinction between floors; so, if the Alien is above you, you get a blip and waste a lot of time in hiding but, if you venture out, it’s likely to drop down on your ass from above without warning.

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Crafting items is essential to your survival.

In addition to picking up pre-made weaponry and tools, Amanda can collect various bits and pieces to craft items; blueprints will allow the player to create more effective items but you can’t afford to waste any of them. Pipe bombs, for example, are extremely effective at scaring off the Alien or blowing up the androids, but they have a high craft cost; Molotov cocktails will also scare off the Alien and burn most other enemies but are also likely to explode in your face if you throw them too close. Crafting is quite fun and really puts you on edge; Amanda relies on crafting to create medkits and, when you don’t have enough gear to create one when you really need it, it can be extremely tense.

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The difficulty really ramps up once you reach the nest!

One of the best aspects of Alien: Isolation is how well it re-enacts the look and feel of Alien; the attention to detail in the locations is amazing and everything looks exactly like it did in Alien. There’s even a great part where you flashback to LV-426 and investigate the crashed Engineer ship, which is recreated in astonishing detail. Later, when you venture into the Alien’s nest, the game wisely draws inspiration from Aliens (Cameron, 1986) and the latter parts of Alien to recreate the slimy, biomechanical look associated with Xenomorph lairs. The game also hints at the presence of an Alien Queen somewhere in the station’s reactor and/or the idea of “eggmorphing” from a deleted scene from Alien. This, accompanied by the fantastic use of Alien’s unnerving soundtrack, really makes the player feel absorbed in the narrative. However, this is almost to the videogame’s detriment; Alien: Isolation is a draining, occasionally frustrating experience. Every encounter is tense and a struggle; every time your motion tracker beeps, you’ll be on edge and scratting around to craft necessary items of find a suitable hiding place; and every time you think you’ve reached a mission objective, a door or path will be blocked and you’ll be redirected elsewhere or have to either hack or cut through doors, clamber up ladders while the room explodes around you, or space walk while the station disintegrates. As someone who grows increasingly paranoid when my resources are low, the path ahead is fraught with danger, and no save points are nearby, this as a constant source of frustration for me but even I have to admire how completely it immersed me into the experience.

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The shit really hits the fan by the end!

In the end, all the praise that has been heaped upon Alien: Isolation is completely worth it. You’ll be constantly on edge when the Alien is about, and probably die more than once, but this is easily one of the best attempts at recreating the look and feel of a movie while still logically and smartly continuing the narrative in a dead zone between movies. Parts of the game are annoying, tedious, or repetitive but it all adds towards the atmosphere of the situation; Amanda is at her wit’s end and with very little resources or chances of survival, so obviously the game shouldn’t be a cake-walk, and there’s nothing like the cathartic feeling of reaching a save point or, even better, flushing that Xenomorph bastard out into space!

My Rating:

Rating: 4 out of 5.

Great Stuff

Game Corner: Mighty and Ray: The Original Triple Threat

GameCorner

For years now, the Sonic fan community has generally had one thing in common: a desire to see long-forgotten characters from the past return to modern Sonic titles. Characters such as Fang the Sniper/Nack the Weasel, Bean the Dynamite, Bark the Polar Bear, Mighty the Armadillo, and Ray the Flying Squirrel have, for too long, been absent from the Sonic franchise and many, such as myself, have been begging for their return for a long time now. In recent years, SEGA have been fanning this desire and almost trolling the fan community; wanted posters featuring Mighty, Ray, Bean, Bark, and Fang were featured prominently in Sonic Generations (Sonic Team, 2011) yet the characters did not actually appear in the title. Even more recently, Bean, Bark, and Fang all appeared as illusions cast by the Heavy Magician in Sonic Mania (PagodaWest Games/Headcannon/SEGA, 2017), which appeared to be the closest we would ever get to seeing them return to Sonic canon.

Mighty and Ray have made a dramatic return to the franchise, and even have merchandise now!

However, Sonic Mania Plus (ibid, 2018), an expanded and updated version of Sonic Mania, offered a glimmer of hope: for the first time in decades, Mighty and Ray returned to the series as playable characters. Not only that, the two featured prominently in Sonic Mania Adventures (Hesse, 2018), a series of short animated episodes designed to promote the videogame. For me, this was extremely exciting. As a kid, I got the chance to visit SEGA World in London and was lucky enough to be one of the few to actually play SEGASonic The Hedgehog (SEGA AM2/SEGA, 1993); while I don’t recall playing as Mighty or Ray, the fact that this is one of the few Sonic titles to never receive a port of any kind imbues both characters with a sense of mystery and desire. Later, of course, Mighty would make a return in Knuckles’ Chaotix (SEGA, 1995), here as a poorly-veiled substitute for Sonic himself. This is obviously pretty ironic considering that an armadillo was one of the first rejected concepts for the character that would eventually become Sonic and yet, like with SEGASonic The Hedgehog, the fact that Knuckles’ Chaotix has never received a port keeps the character from being openly accessible to modern players. Indeed, when the Chaotix did return for Sonic Heroes (Sonic Team USA, 2003), Mighty was nowhere to be seen and was not acknowledged in any way, despite the fact that he easily could have been incorporated as a victim of kidnapping.

Mighty and Ray were recurring and prominent characters in the Sonic comic books.

However, over the years, both Mighty and Ray were featured regularly in both Sonic the Comic (StC) in the UK and in Sonic the Hedgehog, the long-running comic book series published by Archie Comics in the US. While Ray did not appear in StC, Mighty debuted in issue 52 in the story “Total Chaotix”; in StC, Mighty is the short-tempered muscle of the group, here cast as the designated guardians of the Special Zone. Mighty, who often came to blows with his team mates, was primarily known for his brute strength rather than his speed and agility, as depicted in Knuckles’ Chaotix. Meanwhile, in Archie’s Sonic comics, Mighty first appeared in their loose adaptation of Knuckles’ Chaotix, published in November 1995. This version of Mighty, while also super strong, was more of a pacifist who was originally born into a family of thieves and was deeply devoted to his younger sister (like most Archie Sonic characters, Mighty was lumbered with an extensive family tree) and his best friend, Ray, whom he treated like a younger brother. Speaking of, Ray debuted in issue 26 of Knuckles the Echidna, featuring in a flashback that served as a loose adaptation of SEGASonic the Hedgehog. Lost in a space between dimensions for years, Ray was finally reunited with his friends and joined the Chaotix as a junior member. Ray, a timid youngster who suffered from a stutter, eventually gained a redesign (alongside Mighty) to better fit in with the post-Sonic Adventure (Sonic Team, 1998) designs of the cast and proved to be a tough and resourceful Freedom Fighter. Sonic Mania Adventures, while simplistic in its design and narrative, maintained the strong brotherly bond between Mighty and Ray that was a staple of the Archie comics. In “& Knuckles”, Ray is desperately searching for Mighty, who has gone missing, and the two are reunited in “Mighty and Ray”. Mighty willingly throws himself between Ray and Metal Sonic to defend him and uses his brute strength to hurl a boulder at the robot. When Metal takes Ray hostage, Mighty reluctantly hands over the Chaos Emerald he has in order to spare his friend and the two quickly head out to join Sonic and Tails in regaining their lost jewel. Very quickly, in just one short episode, we very clearly see the friendly bond between the two and their personalities. I’ve always found it interesting that, back when they were building up to the release of Sonic the Hedgehog 3 (SEGA, 1994), SEGA held one of their famous internal competitions to come up with a design for a new character.

With his prehensile tail and gliding abilities, Ray could very well have replaced Tails.

This would, of course, eventually become Knuckles the Echidna but they could just as easily have revived Mighty as the guardian of the floating Angel Island. Similarly, although SEGASonic the Hedgehog released some time after Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), it isn’t exactly inconceivable that the result of their internal design for Sonic’s sidekick would have resulted in Ray’s early debut and his replacing of Tails. Therefore, imagine, if you will, a slightly different turn of events. Instead of Yasushi Yamaguchi dreaming up the plucky two-tailed fox, Manabu Kusunoki’s Ray is submitted and approved for Sonic 2. Remember that, in Sonic 2, Tails never carried Sonic and, instead, controlled exactly the same; therefore, all Ray would be required to do would be to jump, roll, Spin Dash, and glide down from the heavens in two-player mode. Therefore, Ray would fit in really well with Sonic 2’s restrictions. In Sonic 3, though, Tails obviously carried Sonic in two-player modes and for the Marble Garden Zone boss. It’s difficult to imagine Ray being capable of this, so that aspect of the videogame would ultimately have been lost, however it’s very easy to see Ray borrowing Tails’ swimming mechanic, Knuckles’ glide to manoeuvre around stages, and possibly some kind of swinging mechanic using his bushy tail. While the absence of full-on flight would have been lost from the Triple Threat’s moveset in subsequent 3D titles, Ray could easily have adopted the 3D gliding of Knuckles and possibly even a spring-loaded jump of sorts

Mighty can smash like Knuckles, and his wall-jump helps him scale vertical surfaces.

Mighty, meanwhile, is slightly simpler; like Knuckles, he would have bashed through walls and boulders by running or jumping into them and, if possible, incorporated his dropping bash to smash through boulders beneath him. Mighty could also have kept his wall jumping mechanic from Knuckles’ Chaotix, which could have been implemented in ways that compensated for the loss of Tails’ flight, and potentially even have deflected all projectiles when rolled into a ball. In later 3D titles, Mighty could have kept the physical attacks used by Knuckles and, eventually, have evolved into a brawling/hack-and-slash hybrid similar to that seen in the Werehog in Sonic Unleashed (Sonic Team, 2008). Remember that, in both cases, Mighty and Ray would have exactly the same personalities and character traits as Knuckles and Tails, respectively, so much of the characterisation these two have been given in the comics and Sonic Mania Adventures would instead be supplanted with those seen in Tails and Knuckles. Just as it is easy to imagine Tails and Knuckles adopting some of the mechanics now assigned to Sonic (the bounce, the stomp, the wall jumping, some of the other Wisp abilities), so too can I easily see these being adopted by Ray and Mighty. Ultimately, however, this alternative timeline featuring Sonic, Ray, and Mighty as the Triple Threat would have meant the loss of two of the franchise’s more visually striking and engaging characters.

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The gang’s finally all back together!

In the end, as sad as I am that Amy Rose didn’t make the cut for Sonic Mania Plus, I am absolutely overjoyed to see Mighty and Ray finally return to the series. Their sprites are absolutely gorgeous in the videogame and their animation in Sonic Mania Adventures is truly heart-warming. Going forward, I would be completely on board for their return in future 2D/2.5D Sonic titles and, better yet, the mainstream 3D videogames and, if we can finally have these little guys back as playable characters, there’s still hope that, one shining day, Fang will finally return as, at the very least, a secondary antagonist.

Game Corner: Sonic Forces (Xbox One)

GameCorner
SonicForces Logo

So, as may already be apparent, I am a pretty big fan of the Sonic the Hedgehog franchise. I am, by no means, a “Sonic Apologist” though; I am more than capable of admitting to and pointing out flaws in individual videogames and the franchise as a whole. However, unlike what appears to be the majority of Sonic fans (seriously, is there a more toxic fan community that the one adopted by Sonic fans?), I tend to be quite pleased with most Sonic titles. Maybe it has something to do with the fact that, these days, I generally ask little from my videogames than a fun, engaging, pick-up-and-play experience that has some depth but not an infinite amount of depth. It probably also helps that I rarely, if ever, buy videogames first-hand on launch day and therefore spend less money per purchase so have less to complain about. With that in mind, I recently completed Sonic Forces (Sonic Team, 2017) for the Xbox One and figured I would share my thoughts on it. Created to commemorate Sonic’s twenty-fifth anniversary, Sonic Forces ostensibly positions itself as a loose sequel to Sonic Generations (ibid, 2011) and Sonic: Lost World (ibid, 2013) and was developed and released within the development and launch of the massively successful Sonic Mania (PagodaWest Games/Headcannon, 2017), a videogame that successfully (and finally) returned Sonic to his high-speed 2D roots.

SonicForces Good
It’ll take two Sonic’s and a randomer to save the world!

Sonic Forces, in comparison, sees players once again take control of “Modern Sonic” in 3D and 2.5D action stages and “Classic Sonic” (now retconned as being from “Another dimension” rather than being Modern Sonic’s past self) in 2.5D platforming sections. Players can also create their own custom Avatar from a variety of options, a feature that seems to have replaced the arguably more sensible idea of playing as the Sonic Boom iteration of Sonic. Narratively, Sonic Forces attempts to be the darkest in the series since Shadow the Hedgehog (SEGA Studio USA, 2005); during a routine battle against Doctor Eggman, Sonic is attacked and defeated by Eggman’s latest creation/ally (the exact specifics are a little…blurry, to say the least), Infinite, a villain so dark and emo that you’ll went to throw on a dirty black hoody and bust out some Taking Back Sunday while crying over that girl who cheated on you and writing badly composed poetry every time he’s on screen. Infinite appears to possess the Phantom Ruby from Sonic Mania and uses its reality-warping powers to conjure multiple illusions of some of Sonic’s greatest foes (Chaos Zero, Shadow the Hedgehog, Zavok, and Metal Sonic).

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Two of these will not feature as bosses…

With Sonic defeated, Eggman and his forces overrun the entire world and take control, leaving the world’s hopes in the hands of a rag-tag resistance led by Miles “Tails” Prower, Knuckles the Echidna, and (most of) Sonic’s other friends and allies. Vastly outnumbered, they recruit a rookie to help the cause (the player’s Avatar) and, randomly, Classic Sonic, and set out to first rescue Sonic from the Death Egg and then put a stop to Eggman’s nefarious regime.

SonicForces Modern
Boost through stages at break-neck speed as Modern Sonic.

If you’ve played Sonic Generations, then you’ll be immediately familiar with Sonic Forces. Ditching the poorly-conceived “run button” of Sonic: Lost World, Sonic Forces once again sees players smash robots, collect Golden Rings, and collect Wisps to fill up a Boost meter as Modern Sonic. When the meter fills up, you can hold down the Boost button and blast through enemies and stages at break-neck speed; Modern Sonic can also utilise the now-classic Homing Attack to target enemies and other objects and team up with the player’s Avatar to perform a Double Boost or allow the Avatar to attack enemies.

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Struggle with dodgy controls as Classic Sonic!

Classic Sonic, meanwhile, can no longer collect Elemental Shields or be assigned different abilities like he could in Sonic Generations, but he does have the Drop-Dash from Sonic Mania (which I honestly used even less than in Sonic Mania, if that’s even possible). As in Sonic Generations, Classic Sonic feels very heavy and floaty and sluggish, especially compared to Modern Sonic’s gameplay and the picture-perfect controls of Sonic Mania and his inclusion in the videogame is an odd question mark for me as he doesn’t really factor into the plot that heavily.

SonicForces Avatar Creation
Create your own fan characters with the Avatar creation tool!

Players can create their own Avatar from seven species: hedgehog, dog, cat, bird, bear, wolf, and rabbit. You can customise the Avatar’s skin colour, fur colour, eye shape and colour, ear type, and pile all sorts of clothing and accessories onto them. For a fan community that loves to create recolours and their own characters, this is a fun opportunity to create your own Sonic character, with quite a few options to choose from, but the function does have a few limitations. Firstly, you can apply hats, gloves, and shoes to your Avatar but you cannot recolour them; secondly, you cannot alter their height or width (so you can’t create fatter Avatars); and, thirdly, most of the clothing and accessories must be unlocked by completing Missions during gameplay.

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Try to not fly off stages using the Avatar’s Wispons!

You can use the Avatar function to create close approximations of Sonic characters, but they’ll never be perfect; for example, clothing for Tails, Knuckles, Shadow, and Amy Rose are available but you can’t really create any of them in picture-perfect detail. The Avatars attack using a whip-like lasso that allows them to do a poor-man’s Homing Attack and can be equipped with a variety of “Wispons”, gun-like devices that are powered by Wisps and allow the Avatar to perform awkward variations of Sonic’s Wisp abilities from Sonic Colours (Sonic Team, 2010). I say “awkward” because many of these abilities can cause the Avatar to go shooting off the stage and to their death or have a slight delay that cause you to take damage; honestly, I don’t really know why Wisps are even still a thing in the Sonic franchise.

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Mash that button for a Double Boost!

As mentioned earlier, you can complete a variety of Missions to unlock clothing and accessories for your Avatars, additional features for Wispons, and bonus stages. Some Missions are stupidly simple, like switching your Avatar’s footwear, and others are more tricky, like completing stages within a time limit. You’ll also be tasked with completing random SOS Missions; occasionally, a blue, green, or red SOS signal will pop up from a stage you’ve previously completed and you can revisit the stage to complete the Mission. These range from finding and freeing prisoners from familiar-looking prison pods, completing stages with your Avatar, or completing them with a random Avatar. Ironically, considering Sonic Forces continues the annoying trend of modern Sonic titles to hand hold you through every arbitrary function (“Press X to jump!” springs instantly to mind), you only ever get one notification about which colour equates to which SOS Mission, so you’ll have to make sure you know what you have to do or you might blast through a stage in record time only to fail the Mission like an idiot because you forgot what the red signal meant. Both Sonics can still collect Red Rings in stages; collecting these allows you to get Achievements and unlocks bonus stages. Bonus stages consist of annoying tasks like dodging lasers and making it through small stages where platforms randomly vanish beneath you, but collecting the Red Rings can be a fun task as it encourages exploration.

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The level of graphic detail is quite high.

Graphically, Sonic Forces is gorgeous; running on an updated version of the Hedgehog Engine, you’ll marvel at the level of detail and layers in every stage. Blasting through Green Hill as it’s attacked by giant mechs or through a city under attack by Death Egg Robots is a real thrill and there’s clearly been a lot of thought put into the presentation. Gameplay-wise, there are still times when control gives way to automation (dash pads, boost pads, loop-de-loops, and quick-time events all take control away from the player) but, honestly, I didn’t really care because the game is all about speed and going forward so I am happy to be propelled along as long as it’s not into a bottomless pit. Despite my disappointment at having to play through Green Hill and Chemical Plant again, stages are fun and surprisingly layered; players can take multiple paths in many levels, some of them only accessible when you have certain Wispons equipped, others by simply using the Homing Attack, and they’re short enough that they never become tedious or boring. Indeed, the longest stages are saved for later in the game and, by then, it’s a real sign that the difficulty has ramped up a bit. For me, though, having fun stages to play in short-to-medium bursts makes for a far more enjoyable experience and really assists in speed runs.

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Sonic Forces‘ story is quite weak.

On a slightly related note, acquiring trophies/achievements is a blast in Sonic Forces, largely thanks to the short stages and the ease of their requirements; if you like getting trophies/achievements without much effort then you’ll love Sonic Forces. I know that I was so encouraged by how many I popped in my first playthrough that I was more than happy to try some of the more difficult ones and the game really lends itself to a pick-up-and-play mentality. Narratively though…oh boy. This is perhaps the weakest aspect of Sonic Forces; when the videogame uses CGI cutscenes, its amazing and, as always, Sonic Team excel in this area (graphically, anyway; the script still leaves a lot to be desired). Unfortunately, a great deal of the plot is told through talking heads on the world map or through simple white text on a black background. Quite how Eggman acquired the Phantom Ruby is never really explored and Infinite’s back-story (largely told in the free DLC, “Episode Shadow”) is paper thin; he got beaten up by Shadow and has apparently become some kind of weird cyborg-thing. It’s a neat twist to see Eggman win right from the start but there’s never a real sense of urgency or threat; you blast though stages and Eggman’s underlings with very little fear of failure.

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Bosses, at least, are larger, layered, and fun to battle.

As for bosses, there’s a surprising lack of them here. You’ll do battle with Zavok, Eggman, Metal Sonic, and Infinite but Chaos Zero is depressingly taking out in a cutscene…by Classic Sonic…with one move…and you never battle against Shadow. Boss battles take three forms; either you battle on a 2.5D arena, race down an infinite highway towards the opponent, or take them on from a slightly skewed overhead perspective. Bosses have a variety of attacks and forms/stages, which can make them challenging but not too difficult, and sometimes require you to team up with the Avatar to win the day. There’s honestly a lot to like about Sonic Forces if you ignore the writing and the poorly-conceived plot; gameplay is fun, action-packed, and blasts along at a decent speed. It’s fun to create Avatars, unlock new gear for them, and to pop trophies/achievements. I do feel like more could have been done, though; honestly, Sonic Team really should have included Boom-Sonic as the third character (maybe include the Avatar function as well, though) because the Avatar is so blatantly and clearly there in place of him that it just feels weird. I also would have liked to see the ability to more accurately create Avatars of other Sonic characters and greater customisation in the Avatar function; it works but it feels very limited at times.

On the plus side, it’s really easy to get S-ranks if you blast through as fast as possible and don’t die, which is great for me, and I didn’t encounter that many cheap deaths or glitches while playing. Sure, sometimes you blast along so fast (especially as free DLC Super Sonic) that you’ll over shoot jumps, pits, or automated sections and fall to your death but I never glitched through anything or found any oddities and the game also ditches the lives system so you don’t have to worry about running out of tries. As great as Sonic Mania was at bringing Sonic back to his roots, I feel like the universal praise for that game has tainted the reception of Sonic Forces and that people are all-too-ready to tear apart the modern, Boost-heavy emphasis of 3D Sonic titles to focus on the positives. I feel there’s room for both, especially given how little funding and development is needed to make a top-notch 2D Sonic game compared to a Triple A 3D title; I just hope that Sonic Team either introduce more of Sonic’s cast back into the 3D games as playable characters or, at least, work on Classic Sonic’s gameplay as he feels jarringly slow and sluggish compared to his Modern counterpart.

My Rating:

Rating: 3 out of 5.

Pretty Good

Game Corner: Sonic Mania

GameCorner
SonicManiaLogo

Announced at the commemoration of Sonic’s 25th anniversary, Sonic Mania (Headcannon/PagodaWest Games, 2017) is a side-scrolling, two-dimensional platformer in the spirit and style of Sonic’s original 1990s outings. Headed up by Christian “Taxman” Whitehead, in collaboration with notable members of the Sonic fangaming community, Sonic Mania sets out to be the true sequel to Sonic the Hedgehog 3 & Knuckles (Sonic Team, 1994) that Sonic fans have been clamouring for for over a decade. Sonic Mania opens almost exactly the same way as Sonic the Hedgehog 3 (ibid), with Sonic and Tails flying in the Tornado towards Angel Island. Sonic’s bad luck with the floating haven continues as he immediately runs into a group of Eggrobos who unearth a mysterious gemstone (the Phantom Ruby), which blasts them all through space (and, possibly, time) back to the Green Hill Zone, where the Eggrobos have been transformed into more powerful variants, the Hard-Boiled Heavies.

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The Phantom Ruby empowers the Hard-Boiled Heavies.

From there, Sonic, Tails, and Knuckles (whose encounter with the Eggrobos takes place as they flee with the Phantom Ruby) must travel through twelve zones in pursuit of Doctor Eggman, battling his Hard-Boiled Heavies, in their quest to obtain the seven Chaos Emeralds and put a stop to them wreaking havoc with the Phantom Ruby. Players can choose to play as Sonic, Tails, or Knuckles in a solo adventure or team-up as Sonic and Tails in two-player simultaneous mode. Each character plays differently but exactly as they did in Sonic 3 & Knuckles; Sonic is the fastest and can perform a Drop-Dash, where he instantly drops into a Spin Dash attack, Tails can fly and swim for a limited time (in a welcome twist, solo players using Sonic and Tails can command Tails to fly and then have him carry Sonic around), while Knuckles has the shortest jump, can glide, and can bash through certain breakable walls that the other two characters can’t. As in Sonic 3 & Knuckles, playing as Knuckles will take players on slightly different paths and even involve battling slightly different bosses. As always, players must collect Golden Rings to survive enemy attacks and hazards, break open monitors to acquire shields (the Water, Fire, and Electricity variants also afford Sonic the ability to bounce, blast, and double-jump, respectively), enter Bonus Stages stylised like Sonic 3 & Knuckles’s Blue Sphere stages by passing checkpoints with over twenty-five Rings, and leap into hidden Giant Rings to enter Sonic the Hedgehog CD (Sonic Team, 1993) style Special Stages.

SonicManiaSpecialBonusStages
Make no mistake, the Special Stages are no push-over!

In these Special Stages, players must collect Blue Spheres to increase their speed but also collect Golden Rings to add to the strict time limit in order to chase down a UFO holding a Chaos Emerald. Mastering these stages is the game’s hardest challenge as turns are tight, time is extremely limited, hazards are plentiful, and the UFOs do not give up their prize easily. If you try to get cute and run in the opposite direction, you’ll find yourself out of luck as the programmers thought of that and it’s basically impossible. The first thing you’ll notice when playing Sonic Mania is that it is simply gorgeous to look at; the attention to detail is staggering. Backgrounds and environments are vibrant and colourful, full of life and little details that long-time fans will delight in spotting. The game features eight zones lovingly recreated from classic Sonic titles but expanded and given additional gameplay twists and mechanics, many derived from other Sonic gameplay mechanics (for example, Stardust Speedway features the pulleys from Marble Garden Zone, Flying Battery Zone is amalgamated with Wing Fortress Zone, and Mirage Saloon Zone features the Tornado as in Sky Chase Zone). In the case of the Mirage Saloon Zone, the programmers derived the aesthetics from cancelled desert levels from Sonic the Hedgehog 2 (Sonic Team/SEGA Technical Institute, 1992) and Sonic CD.

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Dust Hill and Desert Dazzle are finally realised.

The fan service doesn’t stop there, though. Chemical Plant Zone features a boss battle ripped straight from Dr. Robotnik’s Mean Bean Machine (Compile/SEGA, 1993). Also, Sonic not only races against Metal Sonic in the Stardust Speedway Zone once more, but also has to battle an endless army of Silver Sonic’s from the Master System/Game Gear version of Sonic the Hedgehog 2 (SEGA/Aspect, 1992).

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I certainly didn’t expect this inclusion!

Finally, in perhaps the greatest piece of fan service I have ever witnessed, players will encounter and battle against Fang the Sniper/Nack the Weasel, Bean the Dynamite, and Bark the Polar Bear, three characters long missing from the franchise since 1996. Fans have been literally begging to see these three characters return to the franchise though, up until now, the best we got were some brief homages in Sonic Generations (Sonic Team, 2011). To be fair, their depiction in Sonic Mania looks to be more of an illusion created by the Heavy Magician Hard-Boiled Heavy but the joy I felt upon seeing these three finally return, in glorious sprite form, cannot be understated; the fat little ten-year-old in me was literally geeking out right there.

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Fang/Nack, Bean, and Bark make their welcome return at last!

Sonic Mania features numerous endings, with the best ending obviously coming once players have collected all seven Chaos Emeralds. Blue Sphere bonus stages award players with either a silver or a gold medal which unlock additional bonus features (Sonic 3 & Knuckles’s Insta-Shield, Sonic CD’s Super Peel-Out, “& Knuckles Mode” to allow players to play as Sonic and Knuckles, Tails and Knuckles, or even Knuckles and Knuckles(!), a Debug Mode, and a Sound Test). Unfortunately, you are not allowed to save your progress when using these bonus features, which is one of the game’s biggest flaws.

SonicManiaSilverMetalSonic
A love letter to the past.

Another is the plot. Honestly, there isn’t much more plot here than there was in Sonic 3 & Knuckles, with the gist of it being expertly told through in-game animations. However, given that this game takes place a short time after Sonic 3 & Knuckles, it makes no sense for Angel Island to be floating on the ocean again. It was also a bit of a contrivance to see the Phantom Ruby being unearthed on Angel Island, a place already known for being home to the Master Emerald; I would’ve preferred to see it be discovered in one of the new in-game locations.

SonicMania&Knuckles
Play as Knuckles and Knuckles…and be rescued by Knuckles!

Furthermore, not every zone ends with an in-game transition to the next, making for a jarringly inconsistent experience at times as the Hard-Boiled Heavies disappear from the plot mid-way through the game. Finally, I can’t be the only one a bit annoyed to see Green Hill Zone and Chemical Plant Zone so soon after their recreations in Sonic Generations; I would’ve liked to have seen more emphasis on Emerald Hill Zone and maybe Mystic Cave Zone (possible with some Underground Zone and mechanical influences) and, while I loved seeing Lava Reef Zone return, the programmers maybe missed a trick by not incorporating some elements from Marble Zone and Sonic 2’s Hidden Palace Zone here. These really are very minor issues, though, as the game plays flawlessly; the controls are just as tight and reliable as they were in classic Sonic titles. There are no cheap deaths or bottomless pits here (well, very few…I only ever fell down maybe two, actually) and the game is exhilaratingly fast and extremely fun to play, while also being very challenging. The ways in which classic zones are remixed add a new layer to the game as even seasoned veterans like myself cannot be sure of what they’re going to encounter. Every boss battle involves a bit of strategy; there is far more to each encounter that just bouncing on Eggman’s head. Honestly, Sonic Mania is a must-buy not just for long-time Sonic fans but for anyone who enjoys beautiful graphics, crisp controls, and a fun, challenging gameplay. From the Sonic CD-inspired animated introduction to the eye-wateringly exquisite graphics and attention to detail in every single element of the sprites and backgrounds, to the remixed levels and soundtrack, Sonic Mania delivers on every single level. Finally, after over a decade of waiting and enduring lacklustre attempts at recapturing Sonic’s classic gameplay, SEGA have done the smartest thing they ever could and handed the keys to a group of developers with a real love and passion for the franchise and Sonic Mania exudes that from every aspect of its presentation.

My Rating:

Rating: 5 out of 5.

Fantastic