Game Corner: Duke Nukem Forever (Xbox 360)

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Released: 10 June 2011
Developer: 3D Realms
Also Available For: PC, PlayStation 3, Xbox One (Backwards Compatible)

The Background:
Man, I was a big, big fan of Duke Nukem 3D (ibid, 1996) back in the day; I spent hours playing deathmatches on PC at a friend’s house and, so great was my love for the alien-blasting, ultra-macho first-person shooter (FPS) that I even bought the Nintendo 64 version in order to continue the carnage at home. Given that I didn’t really have a decent PC back then, I never really experienced Doom (id Software, 1993) and I got ribbed to hell and back for owning Quake 64 (ibid/Midway Games, 1998), Duke Nukem 3D basically was my exposure to the FPS genre…at least until GoldenEye 007 (Rare, 1997) dominated the majority of my social life. So suffice it to say that I was eagerly awaiting the next instalment of the Duke’s ass-kicking series; yet, as we all know, Duke Nukem Forever had a…tumultuous history, to say the least.

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Duke Nukem Forever had a long and troubled development period.

Originally announced in 1997 and targeting a release between then and 1998, the game was constantly delayed and reworked as the staff and developers came and went, jumped from game engine to game engine, and constantly found themselves lagging behind more recent FPS games and shooters like Doom 3 (id Software, 2004), Halo: Combat Evolved (Bungie, 2001), and Gears of War (Epic Games, 2006). Rather than simply going back to Duke Nukem 3D, staying the course, and releasing an FPS title that harkened back to that classic style of gameplay, the developers scrambled to compete with modern shooters, cramming Duke Nukem Forever with a multitude of unnecessary additional gameplay mechanics and, ironically, rushing the game out to a release some fourteen years after its first announcement. Upon release, Duke Nukem Forever was pretty much universally lambasted; I originally, very briefly, played the demo version for PlayStation 3 and wasn’t exactly impressed and soon forgot about it once Duke Nukem 3D: Megaton Edition (3D Realms, 2015) was released. Recently, however, I picked the game up (dirt cheap, obviously) and decided to rush through it to nab some easy Achievements and I would be remiss if I didn’t share my thoughts on the game as a whole.

The Plot:
Twelve years after the events of Duke Nukem 3D, Duke Nukem has become a worldwide icon and celebrity and, against the wishes of the President of the United States, returns to action when the rebuilt Cycloid Emperor leads an alien invasion upon the Earth in an attempt to extract a modicum of revenge against the Duke.

Gameplay:
Ostensibly, Duke Nukem Forever is a first-person shooter that once again casts the player in the massive boots of Duke Nukem, a heavily-muscular, one-liner-spewing archetypal 1980s/1990s action hero modelled after the likes of Arnold Schwarzenegger, Bruce Campbell, and Bruce Willis. Duke is a throwback to a far less politically correct time in the world, and in gaming, when games regularly featured an abundance of violence, tits, abusive and coarse language, and toilet humour…and, as a kid back ten, I loved it! Duke was the best parts of all your favourite action heroes rolled into one: charismatic, sharp-witted, and an all-action hero. Not for everyone, of course, and he probably doesn’t fly in today’s social and political climate, but I’ll always have a soft spot for this big, roided-up bastard. Duke Nukem Forever starts off relatively promising as Duke recreates the ending of Duke Nukem 3D, allowing players to once again equip the Devastator (a rapid-firing rocket launcher) and blast the Cycloid Emperor to smithereens in a football stadium. The moment this is revealed to simply be a game within a game, Duke Nukem Forever begins its slow decline into mediocrity; the aliens are back, as is Duke’s trademark wit but, unfortunately, he didn’t exactly bring along his A-game for this instalment.

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Blood and gore is plentiful thanks to Duke’s ability to execute his alien foes.

Initially, Duke is forced to make use of his fists but he soon acquires a firearm and this is one of the game’s first disappointments; unlike in the previous game, Duke can only hold two weapons at a time so, when you come across another weapon, you’re forced to drop one if you want to switch to it. With a press of the B button, you can execute a melee attack to save ammunition and you can also acquire trip mines and pipe bombs to blow aliens to pieces but it’s honestly quite boring to only be holding two weapons at any one time. Luckily, when you come up against tougher enemies or bosses, the game usually leaves a fitting weapon and an infinitely-replenishing ammo crate nearby so you usually always have the right weapon for the right situation but it’s still a bit of a needless handicap. Thankfully, you can use your weapons to blow limbs off of the alien scum you’ll come up against and there’s plenty of blood and gore splattering all over the game’s otherwise bland environments. Additionally, you’ll often find enemies collapsing to their knees and leaving themselves a prime target for Duke to “execute” them with a stiff uppercut, which is a nice little touch.

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Interact with your environment to boost your maximum health.

Unlike in the last game, Duke’s health is represented by an “Ego” bar; the bar drains as Duke takes damage but will automatically refill when Duke escapes from incoming fire, as is the style in many shooters these days. You can duck or hide behind cover scattered throughout the environment but most of these are highly destructible so you won’t be hiding behind pillars for too long before you’re forced to come out all guns blazing. Executing aliens will instantly fill your Ego bar and you can extend its length by interacting with certain parts of the environment and defeating bosses. These intractable elements are a fun distraction fitting of Duke Nukem; you can drink beer, eat chocolate bars, admire your reflection, play arcade and pub games, take a piss, and interact with strippers. All of these, and more, will reward you with an Ego boost so you can take more damage but, even with an extended Ego bar, you’ll still find Duke far more fragile than in previous games; get caught in a crossfire or run head-first into the game’s more formidable enemies and you’ll find your health drained in seconds, forcing you to sit through a good two minutes of load screens as the game struggles to reload your last checkpoint.

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Duke Nukem Forever‘s environments can be varied but are split up by long load times.

These loading times really drag the game down; the game’s missions see you exploring a variety of locations and environments, ranging from alien nests clearing inspired by the Alien (Various, 1979 to present) franchise to stretches of desert and alien-infested cities. These maps are broken up into sections and, when you clear one, the game fades out to a loading screen to load up the next map; then, when you die, you have to sit through another round of loading screens, which makes dying far more frustrating than it needs to be as it takes forever (pun intended) to jump back into the action and try different tactics.

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Duke spends too long being shrunk down or needlessly jumping to small platforms.

You’ll also find yourself shrunken down to a tiny form, as in Duke Nukem 3D but, while the platforming sections were brief and cursory in that game, the shrunken sections extended in Duke Nukem Forever. Entire sections of missions will see you reduced to the size of a mouse, which is a exasperating experience and, if you’re really lucky, you’ll find yourself faced with the prospect of being tiny and jumping across platforms above an electrified floor that will kill you in seconds. This is not my idea of fun; it’s more like torture as these sections drag on and on with seemingly no end. At various times, you’ll also hop into a monster truck or a radio-controlled car and take part in some of the most janky driving sections I’ve ever experienced. Duke barrels ahead at full-speed, using rocket-powered jumps to clear gaps and flattening enemies beneath the massive tyres of his truck…that is until you happen to collide with the environment. It doesn’t take much to get Duke stuck against buildings and other obstacles, forcing you to try and back up and go around the obstruction in a wide arc, and just clipping walls and objects can send Duke spinning end over end, either ejecting you from the vehicle or forcing you to flip it around to carry on.

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The auto-firing sections can be a lot of fun.

Luckily, the auto-firing sections are a lot more fun; quite often, you can jump behind a gun turret and blast away at enemies, bosses, and enemy ships. You can’t hold the trigger down for too long, though, as the turret with overheat but it’s still quite enjoyable to gun down waves of enemies and blow them to pieces by targeting explosive barrels. Duke can also grab and throw a multitude of objects at his enemies (including barrels (normal and explosive), rats, turds, weights, and priceless vases); all of these, and others can help stem the tide against your enemies and you’re often encouraged to make use of the environment to keep your enemies at bay.

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Puzzles and mazes dog you at every turn.

Also helpful is the fact that Duke spends very little time underwater this time around; the final mission of the game is where you’ll find yourself submerged for large periods of time, forced to find air bubbles to replenish your oxygen supply before you drown and struggling to blast the aliens that join you in the dark depths. Unfortunately, though, Duke Nukem Forever not only lacks a map (even a basic wireframe map would have been helpful!), it also has a large number of puzzles scattered throughout its locations. In Duke Nukem 3D, the most you really had to contend with was flipping certain switches or finding coloured keys to progress further but, here, you’ll be jamming large fans with tool boxes, driving forklifts, ripping open doors, and desperately trying to navigate the maze-like environments without a map or a clear indication where you’re supposed to go or what you’re meant to do.

Graphics and Sound:
Considering its troublesome development history, Duke Nukem Forever doesn’t actually look that bad; weapons and enemies are rendered in big, bombastic glory and environments are generally quite detailed and large in scope (even though the maps are split into separately-loading sections). The game also runs relatively well; it can stutter at times, generally when large numbers of enemies are on screen or the game is preparing to load into the next section, but it was smooth sailing, for the most part.

The game’s graphics hold up quite well…when they’re not trying to render human characters.

Where the game fails, however, is in the rendering of its human characters, who all look like lifeless plastic toys. I guess this is actually quite fitting as the game (and the Duke Nukem franchise) is literally akin to a boy smashing his best toys into one another and it’s not unexpected considering the time the game was created and the troubles the developers went through just to produce the title. Duke Nukem Forever doesn’t feature any cutscenes or cinematics; all of the story (such as it is) is told using the in-game engine while the game loads up the next wave of enemies, boss battle, or section to play through. The game is also punctuated by a fitting heavy metal, hard rocking soundtrack that remixes many of the classic tunes from Duke Nukem 3D and adds to the fast-paced, hard hitting action of the game’s inconsistent high points.

Enemies and Bosses:
Duke Nukem Forever brings pretty much every enemy from Duke Nukem 3D back in all their disgusting glory and gives them a nice gloss of paint, updating their designs for a more modern audience, Duke will battle the likes of teleporting, jetpack-wearing alien scum, shotgun-toting Pigcops, and missile-firing Enforcers, each of which takes the time to reload their weapons, can toss pipe bombs at Duke’s head when he’s out of firing range, and include a melee attack for close quarters combat. Duke will also come up against alien eggs, which spew face-hugging Pregnators, and other smaller enemies that are best crushed under Duke’s mighty boot. Easily the game’s most annoying enemy, though, are the Octabrains; these floating, octopus-like aliens hover around your head sucking up items and spitting them back at you and can blast Duke when an energy shot that will kill him in one or two hits. To make matters worse, these bastards also suck up your missiles and pipe bombs, meaning its best to detonate a pipe bomb right as the aliens swallow them and pepper them with the Ripper.

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Duke Nukem Forever‘s bosses are large and require some heavy artillery to put down.

Duke will also come up against some familiar bosses during his adventure; the rocket-spewing Battlelord goes on a rampage on top of the Hoover Dam, the Octaking slowly destroys the small platform you’re standing on as it tries to fry your brains, and the Enforcer poses a significant threat when Duke is shrunk to a small size. Each of the game’s bosses are gigantic, with different phases and attack patterns, and a high point of the game’s action; as bosses are only damaged by explosives and turrets, you’ll generally have to employ different strategies to taking them down while also having to fend off swarms of regular enemies at the same time.

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The Alien Queen is easily the game’s most annoying boss.

Easily the game’s most annoying boss battle is against the three-tittied Alien Queen; this bitch shields herself with her huge arms, forcing you to toss pipe bombs at bouncy pads to get her to lower her guard so you can blast her with rockets. This alone is an annoying aspect of this boss battle but it’s made even more maddening as the Queen not only blasts you on your ass, slams into you with its claws, and spits Pregnators onto the field, she also protects itself with Octobrains for her final stage, which can reduce your health to nothing in seconds. Additionally, if you take too long to initiate the quick-time events needed to humiliate and finish off this boss (and others), she’ll regenerate a portion of her health and the battle will continue on until you get it right.

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The Cycloid Emperor looks more threatening than it actually is.

The game’s big bad is, of course, the Cycloid Emperor; in the recreation of the finale of Duke Nukem 3D, all you really have to do is strafe circles around the Emperor, blasting away at it with rockets until it goes down and, while this strategy continues to work wonders in the game’s final battle, it’s made far more tiresome by the presence of regular enemies on the field. You’ll need to kill these to grab the RPG, Enforcer Gun, Devastator, and pipe bombs in order to damage the Emperor but, compared to some of the game’s previous bosses, this gigantic monstrosity looks far more threatening than it actually is.

Power-Ups and Bonuses:
Duke has access to a small, but effective, variety of familiar weaponry in Duke Nukem Forever; he can use his fists to pound enemies into bloody mush, grab a simple pistol, or load up with a shotgun. As the shotgun takes time to reload, you might want to grab the Ripper to cut through enemies with a spray of bullets, though you’ll run the clip out quite quickly, or the Railgun to blow enemies away in one targeted hit. You can also grab the RPG, Enforcer Gun, and Devastator to fire rockets at enemies; these are best saved for bosses, as they’re the only weapons besides turrets that’ll do any damage, but you’ll find aiming and directing these weapons troublesome, at best.

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All of Duke’s signature weapons make a welcome return.

You can also grab a Shrink Ray and a Freeze Ray to reduce enemies in size or encase them in ice, respectively, leaving them wide open for an execution, and even acquire alien lasers from down Assault Troopers to mix things up a bit. Duke can also acquire a few helpful items to tip the balance in his favour; he can see in the dark with his trademark night vision sunglasses, distract enemies with a hologram of himself, swallow some steroid pills to go on a super-powered melee rampage, and drink beer to increase his resistance to injury. Unfortunately, however, you can’t use a jetpack this time around (at least, not in the single player story), and Duke Nukem Forever also, inexplicably, mixes up its FPS gameplay with a variety of different playstyles. The first, and most frustrating, is the abundance of platforming sections in the game; Duke could jump and fly around levels in Duke Nukem 3D but Duke Nukem Forever takes the piss with the platforming sometimes, asking players to awkwardly jump to small platforms or pipes and navigate narrow platforms with the game’s janky, slippery controls.

Additional Features:
Honestly, there’s not a lot on offer in the base game of Duke Nukem Forever; you can play the game on four different difficulty modes for an increased challenge and revisit each chapter to find any Ego boosts or secrets you missed in order to earn every Achievement in the game but, beyond that, there’s not much reason to go back to the game. Once you complete it (on “Let’s Rock” at the very least), you’ll gain access to some additional options that let you turn on helpful cheats like invincibility and infinite ammo; however, you won’t earn any Achievements with these activated, which renders them largely pointless.

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Sadly, the game’s controls make these mini games more of a chore than anything else.

At one point in the game, you visit a strip club and are tasked with tracking down some popcorn, a vibrator, and a condom for a stripper; this little side quest also gives you the option of playing a few mini games, including a pinball machine, air hockey, whack-a-mole, mini basketball, and pool. While you’ll get an Ego boost for winning at each of these and there are even some Achievements tied to some of them, the game’s controls don’t really make playing these mini games fun or interesting in any way. Just potting all the balls on the pool table took me about half an hour as there’s no way to judge the power, direction, or spin of your shot and, while I was able to win at air hockey, the janky, floaty, slippery controls mean winning seven to nothing and earning that coveted Achievement is more likely to see you tearing your damn hair out than anything else.

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Duke Nukem Forever includes multiplayer and even some DLC.

There is a multiplayer component included with the game but my Xbox Live subscription has lapsed so I never explored the options available here. Considering how poorly the game was received, and sold, there is also some downloadable content (DLC) on offer for the game that adds extra modes, Avatar costumes, additional multiplayer maps and modes, and a whole new mission to the single-player campaign. Unfortunately, this DLC costs more than I played for the base game and that, in addition to how dreadful my experience with Duke Nukem Forever was, means I won’t be shelling out to play this DLC any time soon.

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The Summary:
There’s a word to describe Duke Nukem Forever and that word is: disappointment. Honestly, though, it’s nowhere near as bad as reviews and word of mouth had me believe; the basic aspects that made Duke Nukem 3D are still there and, when the game is focused on mowing down alien scumbags and indulging in is crude, crass sense of humour, it really excels and you get the faint glimmer that the game could have lived up to the hype of its predecessor.

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This image sums up how it feels to hold Duke Nukem Forever…

Unfortunately, it’s just too bogged down with unnecessarily long and difficult platforming and driving sections, annoying puzzles, and frustratingly long loading times. Limiting Duke’s arsenal also hurts the game as you’re constantly having to drop weapons and switch to different ones; enemies are way too tough at times as well, soaking up entire clips and blasting your health to shreds as you frantically try to reload or find tenuous cover, and the levels are largely bland, uninspired, or too cliché to really stand out. It’s a shame because there is clearly a lot of potential in Duke Nukem Forever’s concept and, had it released in more like the early-to-mid-2000s and been more like Doom 3 than this hodgepodge of disconnected ideas, it might have actually been really good rather than just disappointingly mediocre.

My Rating:

Rating: 1 out of 5.

Terrible

What did you think about Duke Nukem Forever? Do you think it fails to lives up to its hype or did you find it to be an inoffensive distraction? What do you think of Duke Nukem as a character, especially in our current political and social climate? Do you think he’s a relic from the past or is there room for his brand of humour and action in today’s world? Would you like to see a new Duke Nukem game or do you think it’s best to pull the plug on this once-fruitful FPS franchise? What is your favourite FPS game? Whatever you think, drop a comment below.

Game Corner: Sonic Adventure 2 (Xbox 360)

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Released: October 2012
Originally Released: June 2001
Developer: Sonic Team USA
Also Available For: Dreamcast, GameCube, PC, PlayStation 3

The Background:
After Sonic Adventure (Sonic Team, 1998) finally brought Sonic into the third dimension and proved to be a rousing success, despite a few flaws, Sonic Team passed development of the sequel over to their US branch. Drawing inspiration from their surroundings, the team infused the sequel with a much greater focus on action, speed, and realism than before, making the game feel decidedly more “Western” than its predecessor. Ironically, Sonic Adventure 2 actually dialled down on the “adventure” aspects of its predecessor but featured, perhaps, the darkest and most science-fiction-orientated story in the series thus far, a decision that would impact the franchise, for better or for worse, for years to come. I’ve talked about Sonic Adventure more than once in the past but, despite it being one of my favourites in the Sonic the Hedgehog (1991 to present) franchise, I actually played its sequel first. I never owned a Dreamcast as a kid as I hedged my bets on the Nintendo 64 so, when I decided to get a GameCube, one of the first two games I got was Sonic Adventure 2: Battle (Sonic Team USA, 2002) and it actually took me a while to acclimatise to Sonic Adventure’s radically different gameplay and presentation when I bought Sonic Adventure DX: Director’s Cut (Sonic Team, 2003). However, while Sonic fans (notoriously one of the worst fanbases in all of fandom) have recently turned on this game in favour of, of all things, SONIC THE HEDGEHOG (ibid, 2006), it’s always been a favourite of mine, to the point where I’ve bought it on GameCube, PlayStation 3, and, now, the Xbox 360 version for Xbox One.

The Plot:
Sonic the Hedgehog finds himself a fugitive on the run from the Guardian Units of Nations (G.U.N.) after security footage appears to show him stealing a Chaos Emerald from a G.U.N. facility. In actuality, the culprit is the mysterious Shadow the Hedgehog, the self-proclaimed “ultimate lifeform” who has been released by Sonic’s long-term nemesis, Doctor Eggman, to help the mad scientist harness the power of the long-defunct Space Colony ARK and hold the world the ransom.

Gameplay:
Sonic Adventure 2 is a 3D action platformer first and foremost that, like its predecessor, divides its core gameplay into a series of distinct gameplay mechanics. Unfortunately, while Sonic Adventure offered six unique playable characters, each with their own distinct style of play, Sonic Adventure 2 features six playable characters who share gameplay styles with their counterparts. As soon as you begin the game, you’re given the option not to select a character but to select a story; if you pick the “Hero” story, you’ll play through the game’s story from the perspective of Sonic, Miles “Tails” Prower, Knuckles the Echidna, and Amy Rose but, when you pick the “Dark” story, you’ll witness the events from the perspective of newcomers Shadow and Rouge the Bat and, for the first time in the series, Dr. Eggman! Whichever story you pick, you’ll play through the narrative, switching back and forth between the hero- and dark-side characters as the narrative directs.

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The game’s three playstyles are spread between the six characters.

If you’ve played Sonic Adventure, you’ll be immediately familiar with the three playstyles of this sequel: Sonic and Shadow play at high speeds, racing through stages that are designed like fast-paced rollercoasters, Knuckles and Rouge glide, climb, and dig as they explore for shards of the Master Emerald, and Tails and Eggman stomp around in massive mechs, blasting robots with their weaponry. The developers lost the slower pace of Amy and Big’s gameplay and the races that Tails had to complete in the original and focused on these three distinct playstyles, which was good for those who disliked the slower, less exciting gameplay of the last game, but not so good when it comes to character variety.

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The Hero and Dark characters are functionally identical to control.

Essentially, there’s very little difference between Sonic and Shadow, Knuckles and Rouge, or Tails and Eggman; they get to explore different stages (or, at least, different versions of stages) and obviously look and sound different, with different objectives, but they share the same basic move set. Both Sonic and Shadow can fly along rows of Golden Rings using the Light Speed Dash (which, thankfully, no longer needs to be charged) and use the Homing Attack to smash robots, Knuckles and Rouge explore their stages in the same way and attack enemies with either punches or kicks, and Tails and Eggman can both hover and lock on to multiple enemies at once. It’s fun experiencing the story from the bad guys’ perspective for a change but it’s a bit of a shame that the characters don’t have more to distinguish them from their counterparts.

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Shadow was a dark, edgy character in a dark, edgy story.

The game’s narrative is perhaps the most elaborate yet; after releasing Shadow, Eggman teams up with him and Rouge to gather the Chaos Emeralds and power up the long-abandoned Space Colony ARK. Eggman’s grandfather, Professor Gerald Robotnik, created the ARK fifty years ago and designed Shadow to be the ultimate lifeform; using a Chaos Emerald, Shadow can instantly teleport great distances at high speeds, making him more than a match for Sonic, and Eggman uses his abilities to threaten the entire world with the ARK’s Eclipse Cannon. Shadow, in his debut appearance, would go on to become one of the series’ most recognisable characters, for better or for worse, and has, arguably, never been characterised better than he was here: haunted by fractured memories of his time on the ARK, Shadow has his own agenda for revenge against the world but ultimately his story becomes one of redemption. At the same time, the story is as ridiculous as ever; to stop Eggman from stealing the Master Emerald, Knuckles willingly smashes it into pieces, which is probably the most arbitrary reason to recreate his gameplay from the last game that I could think of. I would have much preferred Knuckles and Rouge’s stages to involve searching for different items or treasures each time rather than search for the pieces of the Master Emerald yet again. Similarly, for some reason I’ll never understand, everyone in the game mistakes Shadow for Sonic and vice versa; even characters like Amy Rose and Eggman think Shadow is Sonic despite the fact that they couldn’t look more different if they tried.

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Sonic Adventure 2 introducing grinding to the series and it’s stuck around ever since.

For the first time in Sonic’s long history, SEGA actually incorporated some prominent product placement into Sonic Adventure 2; billboards for Soap shoes were everywhere in the original and Sonic’s iconic shoes were redesigned in conjunction with this brand to allow him to grind on rails. Shadow can also grind and, while this mechanic is more prevalent in some stages than others, it’s not as obtrusive as you might think. It’s pretty simple to pull off, to; you leap onto a rail, ideally with some momentum behind you, and hold down B to crouch and gain speed; in later stages, you’ll have to pull off jumps to other rails but it’s a very fun, fast-paced experience. Rather than expanding and refining the hub world concept of Sonic Adventure, Sonic Adventure 2’s story plays out one scene and stage after another. If you lose all your lives or choose to quit, you can access a stage from a simple map screen; from here, you can replay stages under different criteria in an extension of Sonic Adventure’s “Mission” mode. Completing each mission and successfully obtaining an A-rank on each nets you both an Achievements and a pretty cool unlockable stage…but considering how hard it is to even get an A-rank in the game, it’s going to take a lot of your skill and patience to achieve this goal. Unlike other Sonic videogames, rankings in Sonic Adventure 2 aren’t just based on how fast you clear a stage; you also need to be holding a certain number of Golden Rings and have accumulated a high enough score to earn the best rank. You can build your score by destroying enemies, jumping through hoops, racking up combination bonuses in the shooter stages, not using hints in the treasure hunting stages, and pulling off tricks in the running stages using the game’s new grinding mechanic.

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Stage gimmicks can be frustrating at times.

Each stage is filled with multiple paths, some of them only accessible using some of the game’s hidden power-ups. If you want to get the best time, score, and rank when playing, you’ll have to take advantage of these alternate routes, which can be difficult. While the game’s controls are decent and improved for the better over its predecessor, the camera can still be jerky at the worst of times, characters have a tendency to slip off platforms and ledges to their deaths down the game’s many (many!) bottomless pits, annoying stage hazards (floors that fall or crumble beneath you, weights that squash you, and even airlocks that flush you out into space!) crop up in every stage, and enemies just love leaping out in your face at a moment’s notice. While Knuckles and Rouge are limited to finding one Emerald shard at a time (unless you’ve played enough to take an educated guess about where to look) and their later space stages can be frustrating, Eggman and Tails don’t have to worry about racing against a time limit like E-102γ “Gamma” did (though it is odd to see Tails stuck inside a mech). Also, when playing as Sonic and Shadow, you’ll often perform a somersault, usually to your death, when you mean to perform the Light Dash since they’re both mapped to the same button, which can be frustrating at times.

Graphics and Sound:
While it looks, feels, and sounds very similar to Sonic Adventure, Sonic Adventure 2 is quite a step up in terms of graphics. While Sonic and Shadow’s stages aren’t as large or as varied as before, they’re tight, focused, and full of impressive set pieces. In City Escape, for example, you end up being chased by a huge truck that is determined to run you down which is a thrill later surpassed by the excitement of grinding at high speeds through space as you make your way down and through the Space Colony ARK.

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Each stage has its own gimmicks and is packed with little details and cameos.

You’ll also swing, race, and grind through high-speed jungles, explored flooded mines, haunted mountain tops, and even traverse what is basically a 3D recreation of the Death Egg Zone when racing through Crazy Gadget. Each stage is like a short burst of action-orientated fun, featuring different gameplay gimmicks and little details that make them fun to playthrough regardless of which story you’re playing. While Sonic and Shadow’s stages are all about high-octane speed, Knuckles and Rouge’s emphasise exploration and Tails and Eggman’s are also far slower , allowing you to really take in the little details of your surroundings and encouraging exploration.

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The game’s soundtrack is top notch.

Sonic Adventure 2 also has one of the best soundtracks in the entire franchise; while Sonic Adventure remixed, borrowed, or leaned heavily into traditional Sonic themes alongside incorporating punk rock, rap, and other genres for character’s themes, Sonic Adventure 2 doubles down on the rocking tunes and is all the better for it. Featuring three of Crush 40’s best tracks (“Live and Learn”, “Escape from the City”, and a remix of Sonic’s theme song, “It Doesn’t Matter”), each character’s stages is accompanied by a theme befitting that character (Sonic is mostly rock, Rouge is jazz-inspired, Knuckles is rap, Shadow’s is techno-inspired, for example) and helps infuse the stages and the otherwise-similar-playing characters with a real life, energy, and distinctive personality.

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Lip synching has been vastly improved, though the script and delivery is still a bit janky at times.

Once again, the game features an abundance of voice acting; luckily, the lip synching is vastly improved here, meaning that the cutscenes are far less ridiculous to sit through. Unfortunately, the script and delivery still flounders somewhat and the game’s music tends to drown out the character’s words or the characters often talk over each other due to the translated dialogue taking longer to say than the original Japanese. Despite that, though, many of the voice actors from the last game return here and put in some of their best performances; Ryan Drummond will always be my favourite voice for Sonic and both the late, great Deem Bristow and David Humphrey set the standard for Dr. Eggman and Shadow, respectively, that have continued to be emulated to this day.

Enemies and Bosses:
Sonic Adventure featured some of the most unique designs, and redesigns, of the entire series. Eggman’s Badniks were recreated in all their 3D glory and full of character and quirky personality and Chaos was a breath of fresh air in a series that mostly relied on robotic creatures. Sonic Adventure 2, however, drops the ball quite significantly in this arena; every character battles the same, generic G.U.N. robots throughout every stage. Some stages do feature a few of Eggman’s Badniks but they don’t crop up often enough. Instead, you’re faced with these dull, lifeless cookie-cutter robots that aren’t really much to write home about. That is, of course, until you make it into outer space and on to the Space Colony ARK. Here, you’ll encounter the most annoying enemies in the game: the Artificial Chaos. These watery monstrosities resemble Chaos and have robotic enhancements and, while they’re easily dispatched with a solid shot to their metallic “head”, they can deal serious damage with their elongated limbs and laser blasts, making them extremely irritating enemies to come up against regardless of which character you’re playing as.

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Bosses that aren’t generic G.U.N. mechs are few and far between.

For the most part, Sonic Adventure 2’s boss battles are as lacklustre as the enemies you’ll fight thanks, largely, to them being comprised of G.U.N. mechs. Yet, while none of G.U.N.s creations can match up to the quirkiness of Eggman’s mechs from he previous games or the likes of the gigantic golem that defends his pyramid base, they’re just different enough to show that G.U.N. is capable of putting some effort into their creations.

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You’ll have to face your rival in a couple of battles as well.

The rest of the time, you’ll be battling against your rival in fights somewhat similar to the battle between Sonic, Tails, and Knuckles in the last game; the mechanics have been expanded upon somewhat here, though, in that your enemy puts up a bit more of a fight, taking (and dishing out) decidedly more damage as you battle but the real threat in most of these battles will come from the size of the stage you battle on (or in) and how easy it is for you to fall to your death.

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The Biolizard is easily the game’s most frustrating boss.

Once you defeat Sonic and Shadow for good at the end of both stories, you’ll play through the “Last Story” and battle the game’s most frustrating and annoying boss, the Biolizard. This Shadow-exclusive battle pits you against a massive lizard-like creature that chases you with its gaping mouth or tries to smack you with its tail. When it stops its attack, you can grind up a rail to attack its sole weak point (the life support system on its back) and, as you deal damage, it starts to spit energy blasts at you that you must either try to jump over or somersault under to avoid losing Rings. To make matters worse, you can instantly be sucked to your death if you land in the water between the stage platform and it spawns these really infuriating homing orbs that you must try to avoiding while using the Homing Attack to hit the life support system. Its final attack is easily the worst; this sees you flung helplessly into the air and all you can do is encircle the creature, hope and try to avoid the projectiles, and slowly edge your way closer to deliver the final blow.

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You’ll battle the final boss as both Super Sonic and Super Shadow.

Once defeated, the creature uses Chaos Control to attach itself to the ARK and force it towards the Earth, becoming the game’s final boss, the “Finalhazard”. Sonic and Shadow power-up to their Super forms and battle the creature in space in a fight that, fundamentally, resembles that finale against Perfect Chaos. Super Sonic and Super Shadow have to dash into the pulsating boils that act as the creature’s sole weak point but are constantly swatted away by projectiles and erratic laser blasts. Also, like Perfect Chaos, this final boss is more annoying than challenging as you not only have to try and weave through its defences and hope your attack does damage, you’ll also be fighting against two time limits: linger too long and the Finalhazard will successfully drag the ARK to Earth and you also have to land your attack before you run out of Rings. Your allies often shout at you to “switch characters” when your Rings are running low but, even after all these years, the only way I could switch characters was to hit the creature’s weak spot so that advice is basically useless. As before, you don’t get to play as the Super forms in the main game but this finale does culminate in Shadow giving his life to save the planet, completing his character arc of redemption. Of course, Shadow was too popular to stay dead and SEGA brought him back in the very next game and have bungled fleshing out his character and backstory ever since. But, in this one defining moment, this angst-ridden, haunted little black hedgehog won over a significant portion of the fanbase and still remains a popular character to this day.

Power-Ups and Bonuses:
While Sonic Adventure 2 doesn’t feature as many “adventure” elements as its predecessor, you can still acquire power-ups and additional bonuses in each stage: Sonic and Shadow can grab shoes that allow them to Light Speed Dash, rings that let them perform a flaming somersault, bounce, and/or turn enemies into toys that you can throw at other enemies. Knuckles and Rouge grab upgrades that let them dig to find goodies or breathe underwater without fear of drowning, and Tails and Eggman can upgrade their mechs to dish out more damage to enemies and hover across gaps and hazards. As is standard for Sonic titles, you can also acquire additional Golden Rings, health packs (for Tails and Eggman), extra lives, invincibility, and two types of shields (a regular shield and a Ring-attracting electric variant) by breaking or running into item capsules or passing checkpoints in a fast enough time. Additionally, like in Sonic Adventure, every time you beat a stage, boss, or mini game earns you a Sonic Emblem and collecting all of these and will earn you an Achievement and unlock a bonus stage.

Additional Features:
From the game’s “Options” menu, you can choose different character-based themes and backgrounds for the game’s menu screens and even change the spoken dialogue to Japanese if you’re one “those” fans that simply must have the original Japanese dialogue playing during a game. As you might expect, you can also earn a few Achievements when playing the game; unfortunately, there’s not very many on offer here and they’re disappointingly simple to get…for the most part. As you destroy robots and explore the stages, you’ll find “Chaos Drives” and small animals; when you find a Chao box and smash it open, you’ll obtain a key and, after clearing the stage, will be warped to the Chao World where you can use the Chaos Drives and animals to raise and breed Chao to use in other mini games. The Chao Garden has been expanded somewhat; when you visit from the stage select screen, you can take your Chao to the Chao Kindergarten to purchase new items from the Black Market, leave them in the school to learn songs and tricks, rename them, or get review stats and health. Feeding them Chaos Drives, animals, and different fruits will raise their stats and, eventually, allow them to evolve into a stronger, more adult form. If you primarily used Hero characters when caring for your Chao, you’ll get an Angel Chao, while Dark characters birth a Devil Chao; both unlock an additional Chao Garden themed after Heaven or Hell, respectively.

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Cheer your Chao on as they race or battle each other!

As your Chao’s stats increase, you can have them take part in the Chao Games, a series of races, fights, and mini games to earn you more Sonic Emblems and Achievements. However, as these mini games can be largely luck-based and involve you putting a lot of time and energy into grinding and search for more Chaos Drives, animals, and collecting Golden Rings to buy new items, it can be a very time-consuming process but it’s a nice break from the game’s fast-paced action. Just don’t expect a lot of depth from this mode. Unlike Sonic Adventure, which featured numerous mini games to break up each character’s story and provide a distraction from the main game, Sonic Adventure 2 only features two other playstyles: a boss rush and a janky little kart racer. In the Hero story, you (as Tails) have to race towards the President’s limo to track Eggman’s broadcast and, in the Dark story, you (as Rouge) chase after Tails to intercept him instead. Once you beat one of these stages, you’ll unlock the Kart Race mini game, where you can play as any of the six main characters in short races made incredibly difficult by the game’s stiff, unresponsive controls.

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Collect every Emblem to unlock Green Hill Zone!

After clearing both stories, you’ll unlock the “Last Story” mode when you play as each of the six playable characters and race to stop the ARK from destroying the world. This culminates in a space battle where you switch between Super Sonic and Super Shadow and take it in turns to ram head-first into the gigantic lizard-like creature known as the Biohazard. Defeating it earns you the game’s true earning, and an Achievement, but not much else; however, if you manage to complete each of the game’s stages with an A-rank, you’ll unlock one of the coolest rewards in the series: a fully 3D recreation of Green Hill Zone! Unfortunately, you can only play this stage as Sonic and I’ve never actually experienced this as it is way too hard to earn those A-ranks and I just couldn’t do it no matter how hard I tried. Also new to the game is the multiplayer mode where you and one friend can pick between the game’s playable characters and race or battle against them in a series of stages from the main story. If you purchase the game’s downloadable content, you’ll unlock extra stages and characters for use in this mode; these were all available by default in the GameCube port but it’s still fun to play as Metal Sonic, Tikal, and Chaos in the game’s multiplayer. It’s just a shame that, like in the Sonic Adventure ports, Sonic Team decided to leave out certain playable characters and features from the original Dreamcast version (meaning Big the Cat is relegated to mere blink-and-you’ll-miss-it cameos in each stage and certain cutscenes, which is a real shame and a massive downgrade from his last appearance).

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The Summary:
Sonic Adventure 2 takes everything that worked in Sonic Adventure and improves upon it; it trims out a lot of the fat and extraneous elements and focuses on the three, distinct, most enjoyable playstyles of the last game, expanding upon them and improving them to make for a much tighter, more responsive and action-orientated experience. While I do miss some of the things this game dropped (the hub worlds and the diverse characters), I do enjoy the many improvements and innovations that debuted in this game. Making the Light Speed Dash a one-button action was a must, expanding Sonic’s world and lore to include more sci-fi elements helped take the series in a different direction and allowed SEGA to actually tell pretty complex and mature stories in their videogames. While I like the simplicity of the early Sonic titles, I expect a bit more bang for my buck with Sonic’s 3D adventures and Sonic Adventure 2 definitely delivers in that regard, introducing one of the more multifaceted and edgy characters to the series and allowing us to experience events from the bad guys’ perspective for the first time. For many years, Sonic Adventure 2 was the gold standard for the series for many; as SEGA experimenting with different genres and tossed more and more characters and roadblocks into their most popular franchise, fans were clamouring for a return to the Adventure-style formula and the type of gameplay and story of Sonic Adventure 2. While Sonic fans may have lost their mind and turned against this game in recent years, it still holds a special place in my heart; it’s not perfect, obviously, but it’s still fast-paced, high-octane fun and I never fail to have a good time every time I fire it up.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think about Sonic Adventure 2? Which of the two Adventure games is your favourite? Which console did you first play Sonic Adventure 2 on? What did you think about the game’s Light and Dark story options, and playing as the villains for the first time? What are your thoughts on Shadow the Hedgehog, his debut, characterisation, and legacy? Does Sonic Adventure 2 still hold up in your view or do you prefer a different Sonic title? Whatever your thoughts on Sonic Adventure 2, and the Sonic series and characters in general, drop your thoughts below and share them with me.

Game Corner: Star Wars: The Force Unleashed II (Xbox 360)

GameCorner
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Released: October 2010
Developer: LucasArts
Also Available For: iOS, Nintendo DS, PlayStation 3, Nintendo Wii, and PC

The Background:
Despite its flaws, Star Wars: The Force Unleashed (ibid, 2008) was a commercial success; as a result, LucasArts rushed into production with a sequel to what was, at the time, the official bridge between the events of Star Wars: Episode III: Revenge of the Sith (Lucas, 2005), and Star Wars: Episode IV: A New Hope (ibid, 1977). My experience with The Force Unleashed was mired by the game’s dodgy camera, wonky physics, and repetitive levels and combat. When the game shined, it shined pretty brightly but even its best moments couldn’t overshadow the flaws in the engine and execution. The story, while interesting, had a few issues as well (even more so considering the games have long since been rendered non-canon by Disney), and was pretty well wrapped up with Darth Vader’s turncoat secret apprentice, Starkiller, dying a martyr to inspire and rabble the Rebel Alliance. But the franchise made money so, armed with the lamest excuse possible, LucasArts came back with this sequel but does it improve on its predecessor’s failings or is it more of the same?

The Plot:
After multiple failures, Darth Vader has finally perfected a clone of his secret apprentice, Starkiller. However, haunted by the memories, feelings, and motivations of his predecessor, the clone sets out to uncover the truth of his identity and reconnect with his lost love, Juno Eclipse.

Gameplay:
Like its predecessor, Star Wars: The Force Unleashed II is a third-person action title in which the player controls a clone of Vader’s secret apprentice, Starkiller. If you thought Starkiller was a damaged, edgy character torn between his divided loyalties, this clone ramps it up to eleven as duplicating Starkiller’s prowess with the Force also meant duplicating his memories and emotions. Nowhere is this more evident in the fact that Starkiller now wields duel lightsabers, holding them both behind him like an absolute bad-ass. As a result, the already frenetic combat of the original is dialled up in this sequel; whereas you could just mash away at the X button in The Force Awakens to cut down foes, it was also encouraged that you time your strikes to unleash an impressive flurry of damaging attacks. Here, though, the combo system is literally as simple as successively hitting X to turn Starkiller into a laser-sword blur of blades and attacks; regular enemies no longer have their own health bars, meaning you’re literally encouraged to just mash away until they’re defeated.

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Starkiller’s Force powers are back, stronger than ever.

Most of Starkiller’s basic Force abilities make a return; you can fry Stromtroopers with Force Lightning, push or toss them (and objects) with Force Push and Force Grip, or blast them away with Force Repulse. The game also places far more emphasis on pressing Y or O during a lightsaber combo to deal additional damage with Force Lightning or Force Push, which is extremely useful for clearing out waves of enemies or dealing additional lightning damage. While the life-sapping Force Shield is absent, Starkiller can now use a Mind Trick to convince his enemies to turn on their comrades or leap to their deaths which, while handy (and pretty much mandatory in the game’s final battle against Vader), can be clunky; I found it either wore off too fast or enemies just shrugged it off when I applied it. as you cut down enemies, you’ll build up a meter in the bottom left of the screen; once fully charged, pressing down the two analogue sticks will send Starkiller into a “Force Rage”, which increases his attack power and resistance to injure for as long as the meter lasts (which, to be fair, is quite a while). As you cut down enemies, you’ll earn points that can be used to upgrade each of Starkiller’s abilities, similar to the last game but much simpler and more streamlined. Gone are the multiple of combos you had to purchase and you have no need to buy new Force abilities as Starkiller either remembers them or learns them as he progresses, meaning its far easier to power-up Starkiller’s abilities.

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The Force Grip is now, thankfully, much easier to pull off.

Also like in the first game, you can acquire crystals to customise the appearance and abilities of Starkiller’s lightsabers; you can mix and match the different blades for added effects and bonuses, though, unfortunately, there’s no way to customise your favourite blade colour with your preferred buff. While Force abilities are still a vital part of the game, and the combat system, I found they were mostly relegated to opening doors (which I still find difficult due to the game’s physics and hit detection) and tossing objects. Thankfully, gripping TIE Fighters and lobbing various bits of the environment at your enemies is much easier here; in the original, it felt like I was always fighting to get a grip on passing TIE Fighters and that they would just go flying wherever they wanted but, here, the system is much improved.

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Grapple enemies to deliver massive damage.

Yet, for the most part, the game’s combat is focused almost exclusively on lightsaber combat. Perhaps because the clone is so emotionally unstable, combat is fast, brutal, and frenetic; Starkiller can grapple his foes to deliver either an instant kill or massive damage; he also lops off Stromtrooper’s heads and limbs this time around and can once again leave enemies open to a devastating parry with a well-timed press of the block button. Starkiller can still hurl his lightsabers at his enemies to cut them down from a distance, too, but I actually found myself using this far less in combat as it leaves Starkiller vulnerable as he waits for his weapons to return; instead, the game mostly focuses on using this ability to cut down platforms.

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Don’t let enemies overwhelm you or you’ll have a bad time.

In addition to attacking with more power and proficiency than before, Starkiller also seems to be noticeably tougher; he can still lose health rapidly when pinned down or subjected to multiple attacks but his new combat style allows him to quickly cut down those before him to refill his health and force meter. You’ll need these skills as well as the game’s enemies seem much tougher and smarter this time around; snipers blast at you from the high ground in the distance or behind waves of regular Stromtroopers, who hunker down behind cover or buzz around on jetpacks. Even the bog-standard Stromtroopers can take a beating as well, meaning you should always go for overkill when engaging with hallways filled with enemies. Speaking of which, while the game is far more linear in its environments and level layout than its predecessor, I find it amusing, then, that the game ditches a traditional map and, instead, allows you to “sense” the way you need to do with the directional-pad as it’s highly unlikely that you’ll get lost in the game’s straight-forward environments. You’ll still be tasked with performing some mandatory platforming; Starkiller can double jump and dash on the ground and in the air to cross gaps but, more often that not, you’ll probably have to use the Force in some way to create makeshift bridges.

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The Force Unleashed II loves these free-fall sections.

While platforming is light, it is mostly okay; Starkiller is nowhere near as slippery and janky as before and the game’s engine doesn’t seem to be struggling to render everything this time around, meaning you’re far less likely to slip or glitch off a ledge. The game does suddenly through a whole mess of tricky platforming at you when you storm Kamino’s cloning facilities in the final chapter, however, so it’s best you work on perfecting those jumps. Also as before, you’ll be tasked with performing a number of quick-time events (QTEs), especially against largely enemies and during boss battles. While these aren’t anything too complex beyond either pressing or mashing a button (or two buttons) at the right time, I found that the QTE indicators were harder to spot on the screen as they often appear at the edges of the display. There are also numerous moments where Starkiller dives through the air at high speed, dodging obstacles or blasting them (or enemies) with his Force abilities; while these are fun and exhilarating, the game maybe uses them a few too many times. Luckily, the poorly-conceived Star Destroyer section of the original is turned on its head here where Starkiller has to clear a path for a ship that is crashing through Kamino’s atmosphere, which is much improved.

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My game glitched out on me, wouldn’t load this boss, and then crashed.

Luckily, the game’s stability has been noticeably improved over its predecessor; enemies no longer turn into stupid ragdolls when you defeat them or toss them around and I encountered far less glitches and issues with jumping or interacting with the environment. However, I did experience a few issues with slowdown, stuttering, and instances where the game didn’t load in the required environment or boss battle. This may have been because of the condition of my game disc, however as, after I cleaned it, the game continued to run fine but it was noticeable.

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Before you know it, you’re facing off with Darth Vader and the game is over.

What really lets the game down, though, is its length and variety; I was annoyed that you revisited the same levels in The Force Unleashed and that, while the game evoked the spirit and aesthetic of Star Wars, it didn’t really do much to show us more of this sprawling, multi-cultural galaxy. For the sequel, you’ll battle through hallways-upon-hallways in many grey-coloured environments, whether it’s on a starship or the facilities on Kamino. The game tries to mix it up with some puzzle elements involving you powering up doors and visiting Cato Neimoidia (which is little more than a reskinned Geonosis) and briefly stopping by Dagobah but the majority of your time is spent exploring very similar-looking environments. Additionally, the game seems much shorter than its predecessor; I blew through the main story on the “Medium” difficulty and only missed one lightsaber crystal and with only a few Force abilities left to upgrade (easily remedied with a quick replay of some of the game’s other levels). The game’s length is so noticeably short, and its environment so conspicuously limited, that it almost feels like an extended add-on to the first game, like they took an idea for downloadable content (DLC) for The Force Awakens and simply padded it out to fill four to six hours of repetitive combat and gameplay.

Graphics and Sound:
Graphically, The Force Unleashed II isn’t much of an improvement over its predecessor, either; the cutscenes are of about the same quality and the in-game graphics only seem like they have been slightly tweaked and improved. I’ll give it this, though: the game really knows how to render the interior of a starship and the storm-swept landscape of Kamino; while this may mean that the game’s overall stability and quality is noticeably improved as the game isn’t trying to render or process loads of different elements all at once, it does make for a far blander and less interesting aesthetic experience as the game never reaches the heights of the original’s run through the Death Star laser cannon.

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The game looks pretty decent, for the most part.

Once again, one of the best elements of the game is the incorporation of John Williams’ iconic Star Wars tracks. While you don’t get the same exhilaration as cutting down Wookies as Darth Vader while the Imperial March plays, the use of familiar Star Wars tracks once again works extremely well with the game’s visual fidelity to the movies to make it feel as though the game and its characters are deeply entrenched in Star Wars lore.

Enemies and Bosses:
For the majority of The Force Unleashed II, you’ll be cutting your way through swathes of Stromtroopers; we’ve got the generic minions, sniper and jetpack-wearing variants, and staff-wielding Riot Troopers. Despite the ease at which you can cut through these guys (the jetpackers, especially, go down much easier than in the first game), it does feel as though their intelligence, durability, and aggressiveness has been tweaked slightly to make them a bit more of a threat. Thankfully, the annoying Purge Troopers are no longer present; in there place, are a series of robotic enemies. The large variants wield shields that you must wrench off them with the Force and can attack with explosives, flamethrowers, or even carbonite sprays. You’ll also battle AT-MPs and AT-STs, both of which require to you reflect missiles back at them and, like these larger robots, can be destroying using QTEs.

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The battle against the Gorog just keeps going on and on!

The game also brings back Force-sensitive and lightsaber-wielding foes, who are resistant to your lightsaber attacks and Force abilities, respectively, though the new grapple move is very useful for breaking through their guard. You’ll also battle spider-like terror droids (who can swarm you in an instant and must be destroyed en masse with Force Repulse) and enemies who are invisible and intangible until you stun them with Force Lightning, but, beyond Stormtrooper and droid variants, that’s about it for the game’s enemies. The Force Unleashed II is also a little thin on the ground when it comes to its bosses; at one point, it seems like the game is building up to a battle against Boba Fett but this never actually occurs, which is a shame. While the first game had far more boss encounters, though they were generally all variations on the same thing but, here, there are as few bosses as there are levels. The game tries to make up for it by making the few boss battles you do have to contend with last a long time; when battling the gigantic Rancor-eating Gorog, for example, you’ll have to dodge its massive claws, charge up its shackles with Force Lightning before attacking them with your lightsaber, and then mash the B button to Force Push the creature back into its restraints. Once you sap its health, you’ll then have to blast it with Force Lightning and attack it (and a few waves of Stromtroopers) from a higher gantry in order to sever the structure holding it in place and then you’ll dive after it at high speed, zapping and slashing at it before it can crush your ally, all of which can be an extremely exhaustive experience.

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Eventually, the battle is decided by a QTE.

This exhaustion continues with the final bout against Darth Vader; unlike in the first game, where you could choose to battle Vader to the death or take on the Emperor at the end, The Force Unleashed II ends on an annoying multi-stage duel with the Dark Lord himself. Being so thoroughly bested by his apprentice in the first game must have really pissed Vader off, too, as he’s much more of a threat in this sequel; your Force abilities are all but useless against Vader here, requiring you to unleash your best combos against him on the rare occasions when his guard his down. Like the final duel of Star Wars: Episode I: The Phantom Menace (ibid, 1999) and the battle between Yoda (Frank Oz) and Palpatine (Ian McDiarmid) in Revenge of the Sith, this finale takes place on a vertical plane, with Starkiller and Vader having to leap to platforms across a bottomless chasm deep in Kamino’s cloning facilities. As the fight progresses, you’ll have to send debris and objects back at Vader to damage him and then use your Mind Trick to convince flawed Starkiller clones to distract and damage Vader enough for you to really open up on him. Finally, the fight ends out on a rain-soaking landing platform, similar to the fight between Obi-Wan Kenobi (Ewan McGregor) and Jango Fett (Temuera Morrison), where your Force Range will be fully powered and you’ll have to win a few QTEs to finally best Vader in combat and be able to, once again, choose between a Light Side ending and a Dark Side ending.

Power-Ups and Bonuses:
as in the first game, you can pick up Jedi and Sith Holocrons hidden throughout every level; these will either give you a bunch of additional points to upgrade Starkiller’s abilities or provide you with a crystal to customise your lightsaber. These Holocrons are far easier to spot than in the first game and there’s even two additional variants, green and blue, which expand Starkiller’s health and Force meter respectively. While you can no longer acquire in-game buffs that make you invincible or the like, the different lightsaber crystals allow you to drain health from enemies, increase the replenishment of your health or Force meter, or earn more points from combat. You can also customise the lightsaber to deal additional lightning damage, possibly set enemies on fire, or even have a chance to disintegrate them entirely with the mythical Darksaber. As you play through the game, you’ll unlock additional costumes for Starkiller; you can also unlock further costumes by succeeding in the game’s “Challenge” mode and, if you have a save file from The Force Unleashed on your hard drive, you’ll gain access to three additional costumes (including the awesome Sith Stalker costume).

Additional Features:
As in the first game, you can unlock concept art and data files by playing the game; you can also input various cheat codes that allow you to save you having to unlock costumes and skins such as Boba Fett, though most of the game’s best costumes are restricted to DLC. Also present is the aforementioned “Challenge” mode; as you play the game, you’ll unlock new maps and challenges to take on in this mode, which generally require you to survive against waves of enemies while staying on a platform or collecting Holocrons, all against a clock. Depending on how well you do, you’ll receive either a bronze, silver, or gold medal and unlock additional costumes. DLC is far less extensive in this game; unlike the first, there is only one additional mission available in DLC. This non-canon extension of the game’s Dark Side ending sees players assume the role of the dark clone of Starkiller, who is sent to kill Princess Leia (who has become a Jedi in this timeline) during the Battle of Endor and winds up drop-kicking Ewoks and killing both Han Solo and Chewbacca for good measure.

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The Summary:
For everything Star Wars: The Force Unleashed II improves from its predecessor, it has a near-equal number of failings as well. The game is far simpler; the interfaces are cleaner and easier to navigate, the plot is much more simplifier, and the combat has boiled down to a simply button masher. While this makes the game fast-paced, frenetic fun at times, it comes at the cost of the game’s length, difficulty, and replayability; the environments are even more limited than its predecessor, the plot is paper thin is the bare minimum excuse to produce a sequel, and it largely adds little to the first game or the overall Star Wars lore. Unfortunately, there’s probably less appeal in The Force Unleashed II than in the original; at least in that game, we got to see some familiar characters return and the formation of the Rebel Alliance be fleshed out but, here, we’re not really learning anything new. All this sequel shows us is that it was foolish for players to be emotionally invested in Starkiller and his new allies as even PROXY, who was clearly destroyed in the original, returns here (adding nothing to the narrative) and Juno, for all the importance the game places on her in Starkiller’s life, is little more than a damsel in distress and is never interacted with until the last moments of the game. Overall, The Force Unleashed II is far less frustrating than its predecessor but still an average gameplay experience. The developers definitely tidied up the combat and the physics but it doesn’t change the fact that this sequel is little more than an shameless cash-in n the success of The Force Unleashed. Were this game’s story condensed into a piece of DLC and its improvements and tweaks placed into The Force Unleashed, we could probably have had a really good Star Wars game but, instead, we got two lacklustre titles that, for all their potential, fail to really provide a coherent gameplay experience between them.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think abouy Star Wars: The Force Unleashed II? Did you consider it to be superior to its predecessor or were you just as unimpressed with the game’s length and variety as I was? What is your favourite Star Wars videogame (or movie, or show, or book, or whatever), if any? Either way, drop a comment below and let me know.

Game Corner: Star Wars: The Force Unleashed (Xbox 360)

GameCorner
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Released: September 2008
Developer: LucasArts
Also Available For: iOS, J2ME, N-Gage, Nintendo DS, PlayStation 2, PlayStation 3, PlayStation Portable, Nintendo Wii, PC, and Mac

The Background:
Before Disney bought the entire Star Wars (Various, 1977 to present) franchise and decided to reboot it with a bunch of questionable sequels, George Lucas was still firmly behind the wheel of his signature series. Development of a new Star Wars videogame began in 2004, around the time that Lucas was finishing up Star Wars: Episode III: Revenge of the Sith (ibid, 2005), and, eventually, the developers decided to work in close collaboration with Lucas in bridging the gap between that film and the seminal Star Wars: Episode IV: A New Hope (ibid, 1977). The decision was made to introduce the idea that Darth Vader had secretly been training an apprentice, known as “Starkiller”, to not only hunt down and destroy any remaining Jedi but also to assist him in overthrowing Emperor Palpatine. In service of this, Vader would use Starkiller to form the fledging Rebel Alliance, thereby effectively creating his own downfall. While these events would later be rendered non-canon after the Disney buyout, for a time they stood as the established origins of the Rebel Alliance. Personally, I haven’t really enjoyed a Star Wars videogame since Star Wars: Rogue Squadron (Factor 5/LucasArts, 1998) and have only dipped in and out of subsequent titles as the franchise has dabbled in almost every conceivably genre. I’d heard, however, that The Force Unleashed was a pretty decent title, if mired by some frustrating controls and gameplay elements. Nevertheless, distrustful of Electronic Arts and their shameless loot crates and being unwilling (read: poor) to shell out for Star Wars Jedi: Fallen Order (Respawn Entertainment, 2019) yet having a Star Wars itch, I decided to take the plunge with The Force Unleashed and see if it holds up after all this time.

The Plot:
During his mission to hunt down and destroy the remaining Jedi, Darth Vader stumbles upon the son of a Jedi, whom he takes as a secret apprentice. Trained in the Dark Side of the Force, Vader’s secret assassin, Starkiller, is sent out into the galaxy to purge the Jedi and lay the foundations for Vader’s coup against the Emperor.

Gameplay:
Star Wars: The Force Unleashed is, like many Star Wars videogames, a third-person action title in which the player controls Starkiller, a troubled and damaged young man who is strong with the Force and well-trained in the Sith arts. As a result, Starkiller wields a lightsaber and can use the Force in a variety of ways to strike down those before him. Combat is largely built around the execution of combos that string together successful lightsaber strikes with Force abilities. Starkiller can blast foes with Force Lightning, push or toss them (and objects) with Force Push and Force Grip, blast them away with Force Repulse, or envelop himself in a life-sapping Force Shield. As he cuts down Jedi and Stormtroopers alike, he earns experience points which can be used to unlock additional combos and improves his abilities. Luckily, there’s no crafting system and the skill tree is ridiculously easy; you can acquire crystals that will allow you to customise the look and abilities of Starkiller’s lightsaber and can improve the strength of his various attacks or regenerative abilities by spending Force Points.

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Starkiller holds his lightsaber like an absolute bad-ass.

Speaking of Starkiller’s lightsaber, you know he’s a bad-ass not just because he has a no-nonsense buzzcut or a near-permanent scowl but also because he holds his lightsaber backwards! What a rebel! Holding down L2 will allow Starkiller to block incoming blaster fire and attacks (and pressing it at the right moment will also allow him to parry), though he can also automatically send bolts back to his foes as he runs along. Lightsaber combat is simple and fluid; hitting X at the right moment will initiate a fancy flourish that can be chained with subsequent attacks to deal massive damage, and Starkiller can even hurl his lightsaber like a boomerang to take out ranged foes and charge it with his Force Lightning to electrocute his enemies. It’s not all combat and tossing fools to their death with the Force, though; you’ll have your reaction time tested in more than a few quick-time events (QTEs) and Starkiller generally navigates through a limited number of largely limited, if relatively-well-realised environments, jumping and dashing his way to a series of objectives. There’s some light platforming here that requires the use of a double jump and dash, and a few extremely basic puzzles that pretty much always boil down to using the Force to move something to either cross a gap or open a door (or, sometimes, both!)

SWTFUStarDestroyer
While impressive, this part is a pain in the ass.

While Starkiller controls very well, what will mess you up is the game’s wonky physics engine, unreliable camera, and janky controls; I struggled endlessly with the Force Grip, which either allowed me to suspend objects uselessly in mid air or sent them careening futilely against a wall and, as many have commented. This becomes a massive source of frustration during what should have been the game’s crowning achievement: pulling a Star Destroyer from the sky. While pulling the ship down wasn’t actually that difficult (though it is frustrating having to angle it into the right position), it’s the wave-upon-wave of TIE Fighters that make this so aggravating. Starkiller can’t deflect TIE Fighter fire and the only way to destroy them is to grab them with the Force and, I swear, it’s damn near impossible to get a grip on them.

SWTFULevels
Levels are very Star Wars but not very inspiring.

Compounding the matter is the fact that Starkiller is actually quite weak; you can upgrade his health and Force meter and the damage he can receive and dish out, but he bounces around the place like a puppet when he’s blasted with heavy weaponry and sometimes takes so long to jump back up that he can get blasted to death with very little effort. As a result, you’ll be constantly jumping and dashing about cutting down the regular Stromtroopers to refill your health and allow you to pummel away at the game’s tougher enemies. While the game is a decent length and tells a pretty engaging story about Starkiller’s eventual redemption and sacrifice, the level variety leaves a lot to be desired. Every environment feels very Star Wars and you’ll battle through a TIE Fighter factory, the woodlands of Kashyyyk, and even through the Death Star itself but the problem is that you basically revisit the same environments twice over. You begin the game as a fully-powered Vader slaughtering Wookies on Kashyyyk and later revisit this planet as Starkiller; Starkiller journeys to Raxus Prime to assassinate a Jedi and later returns there to rescue key figures of the Rebellion. Other environments, like Tatooine and Coruscant, appear as downloadable content (DLC) but it would have really helped to increase the game’s visual variety to have these levels be a part of the main story.

Graphics and Sound:
Graphically, the game is…okay. The computer-generated cutscenes are well-produced but, while the in-game graphics do a serviceable enough job of rendering the game’s handful of levels and environments, they don’t make for very attractive in-game cutscenes. It also seems like the developers were desperate to cram as many different physics engines into the game as possible, from Havok to Euphoria, in order to make the game “state of the art”. However, while the enemies have relatively decent levels of intelligence (Stormtroopers just blast away but the Purge Troopers and Felucian’s systematically attack you with blocks and co-ordinated attacks) and the environments are largely intractable and destructible, the game is riddled with rag-doll physics, glitchy platforms (Starkiller is just as likely to slide off a ledge as he is to land on it), and dodgy graphical elements (the backgrounds are teeming with life and action but then some barriers and trees just disintegrate into dust and fade away).

SWTFUMusic
You’ll really feel as though you are Darth Vader…for about ten minutes.

Yet, the game is filled with familiar Star Wars music and compositions based upon the works of the great John Williams. There’s something incredibly empowering about cutting Wookies down as Darth Vader while the iconic Imperial March plays and the music definitely lends a level of professionalism and quality to the game that is, generally, matched by the game’s recognisable environments.

Enemies and Bosses:
The Force Unleashed is filled with all manner of enemies; while you’ll wade through legions of Stormtroopers who go down with relative ease, you’ll also come up against some of the Empire’s more advanced troops who make use of cloaking technology, gatling guns, blast you with concussive bolts from jetpacks, or erect Force-resistant shields. Then there are the enemies who use energy shields or weapons to block and parry your attacks, the likes of the Purge Troopers who grapple Starkiller and want nothing more than to bash his brains in, or the always-annoying Sniper Troopers who pick you off from a distance. Starkiller will also battle Force-sensitive enemies, like the Felucians, or those like the Emperor’s Royal Guard who wield lightsaber-like staffs and weapons and require you to break through their defences to land a combo.

SWTFUBigEnemies
Larger enemies require a bit more strategy.

Sometimes you’ll have to target a specific enemy in order to “demoralise” the other troops; this is essential as, when your enemies are bolstered by these bastards, they can kill you in short order. Starkiller will also frequently come up against AT-STs and Rancors as well; these larger enemies are often flanked by waves of smaller enemies and can whittle your health down to nothing in no time with their powerful attacks so you’ll have to make use of Starkiller’s ranged Force abilities and combos and then win at a QTE to put them down for good.

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One boss battle takes place right next to a Sarlacc pit!

As for boss battles, these are pretty much all against Jedi, Sith, or similarly-Force-empowered individuals. While each of these encounters is largely the same (block or parry attacks while you wait for an opening, cut down cannon fodder to refill your health, use your Force powers to throw objects at the boss, and win a QTE), each takes place with slightly different environmental and additional hazards. You’ll duel with Shaak Ti beside a Sarlacc pit, for example, have to contend with Maris Brood’s Bull Rancor, and will have to battle simulations of not only the Jedi you’ve defeated before but also a recreation of Darth Maul when facing off with Starkiller’s droid, PROXY.

SWTFUSEmperor
The Emperor will try your patience.

The finale of the game obviously sees you butting heads with Starkiller’s former master, Darth Vader; this is a three (or four, depending on your choice) stage fight that begins in a narrow hallway, progresses to a room where the floor is (almost literally) lava, and ends in the Emperor’s observation deck. Ironically, I found Vader to be less challenging than some of the game’s other bosses as, while he has a powerful Force blast and will choke you out of the air, it’s not actually too difficult to weather his attacks and wail on him with your best combos. After besting Vader, you’re presented with a choice to finish him off in a battle to the death (thus earning the Dark Side ending) or going one-on-one with the Emperor to achieve the Light Side ending. Rather than attacking with a lightsaber, Palpatine uses his Force Lightning to roast you alive, shields himself from your attacks, and throws lightning-charged objects at you (that also explode). This battle is more annoying than difficult as, with careful timing, you can bounce Palpatine’s lightning back at him and whittle him away with your combos as long as you can avoid or block his other attacks.

Power-Ups and Bonuses:
As mentioned, you can acquire, upgrade, and purchase new combos and abilities as you play through the game and level up; by the time you confront the Emperor, you can take quite a bit of punishment, your Force meter will refill faster, and your attacks will dish out far more damage thanks not just to being upgraded but also to the new combos available to you.

SWTFUUpgrades
Upgrade your abilities with Force points.

As you explore your environment, you can also pick up Jedi Holocrons, which will refill your health and Force meter, award Jedi points, and yield other awards (like new lightsaber crystals). With the right lightsaber crystal, your lightsaber can deal more damage or suck health from your opponents, and you’ll also unlock additional artwork, costumes, and other bonuses by finding all of the Holocrons. Starkiller can also increase his odds with one-time buffs by picking up Sith Holocrons; these will grant you with limited invincibility, refill your meters, bestow you with an aura that will drain the health from enemies, or give you an unlimited Force meter for a brief time. Against some of the game’s tougher enemies and mini bosses, these can be essential so make the effort to pick them up and take out the more annoying enemies.

Additional Features:
As mentioned, you can unlock a bunch of concept art and data files by playing the game and collecting Jedi Holocrons. There are also a large number of additional costumes available for use; none of these offer any benefit beyond being cosmetic changes but they do allow you to play as other Star Wars characters, including Obi-Wan Kenobi and even C-3PO! There are three DLC missions you can also play if you bought the extra content (or the Ultimate Sith Edition); one sees Starkiller undergo a series of trials in the Jedi Temple on Coruscant while the other two take place on Tatooine and Hoth and present an alternative scenario where Starkiller replaced Vader as the Emperor’s assassin and battles some familiar faces. As standard, there are a number of Achievements to unlock; most of these are earned through regular play, while other require you to kill a certain number of enemies in different ways or play on higher difficulty settings.

SWTFUConclusion

The Summary:
Star Wars: The Force Unleashed is, ultimately, an average experience; the combat is fast and frenetic and it’s fun to fry Stormtroopers with Force Lightning or cut AT-STs in half but the game quickly runs out of depth and steam and it isn’t long before you’ve experienced everything it has to offer. Starkiller was an interesting protagonist but the story of his redemption is, honestly, nothing we’ve never seen before in Star Wars movies or other media. It doesn’t help that he has to constantly travel through the same environments, fighting variations of the same enemies, and battling against some really dodgy physics and a camera that just loves to get stuck behind objects or jitter about the place at crucial moments. The game’s more frustrating elements really hamper the thrill of fighting through the Death Star laser cannon; battling Jedi and the iconic Sith duo is fun but also a laborious experience that generally comes down to dodging an attack and just mashing away at X like a madman until you win. Despite the fact that the game carries a large degree of sensory fidelity to the Star Wars movies and offers perhaps the best lightsaber combat I’ve experienced so far, it seems to be lacking a real polish to bring together is disparate elements into a cohesive and consistently engaging experience.

My Rating:

Rating: 2 out of 5.

Could Be Better

What were your thoughts on Star Wars: The Force Unleashed? Did you also struggle with the game’s wonky physics, camera, and controls or do you consider it to not actually be that bad? What is your favourite Star Wars videogame (or movie, or show, or book, or whatever), if any? Either way, leave a comment below and let me know.

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

GameCorner
ResiCodeLogo

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

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

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

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

ResiCodeMenu
Item management is key to your survival.

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

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

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

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

ResiCodeClaire
Claire is suddenly a bullet-time bad-ass…

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

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

ResiCodeWorm
I’m seeing a few similarities here…

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

ResiCodeFinale
Good luck hitting this fucking thing!

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

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

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

ResiCodeSummary

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

My Rating:

Rating: 2 out of 5.

Could Be Better

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

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

SonicGenerationsLogo

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Nintendo 3DS Rating:

Xbox 360 Rating:

Rating: 2 out of 5.

Rating: 3 out of 5.

Could Be Better

Pretty Good

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