A brief
warning: this review contains some very minor spoilers – mostly one or two bits
about how the game systems work, a few level name spoilers, and the amount of
levels in the game. You’ve been warned.
Also note PC
gamers – you really need a gamepad for this. The keyboard controls are atrocious.
Sonic
Generations is Sega's latest (at time of writing) foray into showing us the
amazing things they can do with the Sonic franchise. Unlike their other recent
attempts, which merely show how badly an experienced company can mess up a
well-known franchise, Sonic Generations shows you a step-by-step on how exactly
to do it yourselves!
|
I don't know either, Sonic. I just don't know. |
The game is
made up from a bunch of Zones, each containing two Acts, much like ye olden
Sonic games of the distant past. The gimmick here, however, is that each Act 1
is played by retro Sonic, the small podgy pigmy of the Genesis/Mega Drive era, which each Act 2 is played by the spunky new,
taller Sonic from such successful games
as Sonic Heroes and Sonic Unleashed. Those sparkling gems of gameitude.
Past the
title screen, the game drops you in as retro Sonic playing through the Green
Hill Zone. You can run, jump, and even spin dash. The graphics look splendid,
Sega really managed to recreate the magic of Green Hill Zone in HD. But, what's
this? It's Omochao, the incredibly annoying (and thankfully, disable-able) small
chao robot from Sonic Adventure, sitting on the ground in front of Sonic. That
doesn't seem right.
From there
on, the game is basically a downward spiral. After beating Act 1, the
"story" is revealed - a giant time eating shadow monster is
destroying time and space, somehow retro and new-age Sonic are catapulted into
the same time zone and must work together to stop it. They do this by playing
through levels from older Sonic games, collecting... well, nothing, really,
there's no reason to complete the levels other than "it makes the game
progress". Once the levels are done, you go
back and do
some challenges, grab some keys, unlock a boss, then do it all over again.
|
Me too, Tails. Me too. |
Also
introduced is a strange skill system. As you beat levels, you are graded, as
per normal for modern Sonic games, and are given an amount of points based on
your grade. You can trade these for skills in Omochao's shop. These skills do a
range of things, from giving retro Sonic a shield to start the levels with, to
the ability to get a free boost as new-age Sonic, to a simple extra life. You
also get 100 skill points - not to be confused with the points you get for
finishing levels - and with these 100 skill points you can equip up to 5 of the
skills you've purchased, so long as the
total "complexity" of the skills doesn't go over your limit. For
instance, the first ability I listed up there costs 70 skill points to equip,
so you won't be equipping much else with that one, whereas another skill that
makes lost rings bounce around for 10 seconds before disappearing only costs 10
points to equip. It's rather complicated and unusual, and the screens for
purchasing and equipping skills feel bloated and clunky, and the whole system
feels unneeded since it's very possible to play through the game without
touching Omochao's shop at all.
There are a
total of nine full levels, three boss levels and three mini-bosses. Each full
level contains two acts and several "challenges", little things to
warrant replaying the levels for added bonuses. These range from racing a
shadow of yourself to playthroughs using the elemental shields from Sonic 3
& Knuckles. These are fun, to start with, as you play through the first
three levels (Green Hill, Chemical Plant and Sky Sanctuary) but quickly become
frustrating and repetitive as you progress to the later levels (Crisis City
from Sonic 360 and Rooftop Run from Sonic Unleashed strike out to me in
particular - these levels were not good originally, why would I want to revisit
them several times?).
|
I too felt a little sick later into the game. |
That, I
feel, is the major problem of the game. Once you are past the first three
levels and the first boss, you are plonked into a bunch of levels you probably
don't care about. Hell, if you are younger than 20, you probably don't care
about the first three either. Who looks back on Seaside Hill from Sonic Heroes
with positive nostalgia? Who remembers falling into the water for the 24th time
because Sonic decided to clip through a platform with fondness? Playing through
the game just made me sad as I remembered just how much Sonic has fallen.
I do feel I need to make a special shout-out to the music: much of it is remixes of older Sonic themes, with each zone sporting two versions: a more classic-feeling remix for retro Sonic's act, and a modern pumping remix for the new-age. They did a really good job on many of these - for instance, retro Sonic's remix of Escape From The City contains elements of the Endless Mine tune from Sonic 3. It was so unexpected I had to listen to it several times to make sure I really heard it, and it wasn't merely the little kid inside me desperately trying to hear something it liked.
You also unlock music as you complete challenges, and can change the music of any level to any of the tunes you've unlocked. There's something satisfying about playing new-age Sonic's frustrating Crisis City's act to the tune of Angel Island Zone. But it's not really satisfying enough, unfortunately.
Regardless,
once you have beaten the game, you unlock a few bonuses to entice you to
replay, but as of this review I haven't bothered. I have no doubt I will,
eventually - I honestly enjoyed the first 3 stages, even if I didn't enjoy the
later stages nearly as much - but I expect it'll end up depressing me to the
point where I just uninstall it and try to forget the game existed in the first
place.
Just like
Sonic and the Black Knight.