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. |
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. |
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. |
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.
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