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SMYN Review: Sonic 4

Posted by Youko on October 12, 2010 at 9:36 PM

The year is 1994 and the last great game of a gaming franchise has just been released. Sonic and Knuckles is out for the Sega Genesis and it has the unique feature of combining with the Blue Blur's second and third installments to add a red echidna to those past titles. Sure, Sonic has starred in games since then that have gotten mixed or negative reception, such as Sonic Adventure, Heroes, Unleashed, and of course the oft-discussed 2006 Sonic the Hedgehog. Fans of the franchise had even become fully aware of a popularized internet meme known as the Sonic Cycle. Now, sixteen years later, Sonic the Hedgehog 4: Episode 1 (originally billed as "Project Needlemouse") has been released to the public as a true sequel to Sonic and Knuckles. The real question is "does it live up the hype that fans have given it due to their nostalgic fondness for a style of platforming that they are sorely missing?"


 

Dr. Eggman has returned to crush Sonic the Hedgehog once and for all after the doctor's Death Egg has been destroyed. To do this, however, he's bringing back some of his best inventions and beefing them up with new twists. This is the reality of Sonic 4 - while it is a new adventure and not a remake of any kind, the extent of homage that this game offers becomes quickly blurred with the idea the the game is strictly copy-paste. The game's four stages are obviously blends of classic past zones - Splash Hill (Green Hill, Emerald Hill), Casino Street (Casino Night, Carnival Night), Lost Labyrinth (Labyrinth), and Mad Gear (Metropolis). Many of the game's enemies even return in their classic forms, even the hated Metropolis foes, which I prefer to call Kingler, Scyther, and Staryu. It's even a pleasant surprise to see the original title's bonus stage return, as Sonic has to navigate a maze of sorts to find Chaos Emeralds. However, while many gamers might just stop there and say that there is nothing new in the title, Sonic enthusiasts can easily spot what is new and what makes it a worthy addition to the franchise.


 

There were particular gripes that I had with the game, which I will discuss before I elaborate on what I enjoyed. I completed the game with two out of the seven Chaos Emeralds in about three and a half hours. There is certainly replay value with trying to collect all Chaos Emeralds, as well as beating your best scores and times in order to compete on online leaderboards. However, even though this a bit more content than previous Sonic titles, when you compare it to a title like Shadow Complex (XBLA), the $15 price point is rather steep, especially for an episodic game. Sonic is fast in this game and the acceleration is appropriate, but it is rather counter-intuitive to learn that he is significantly faster while running than he is while in ball mode. Some of the level designs in the game are questionable, particularly in Lost Labyrinth Zone. In the act where Sonic carries a torch, there is a very challenging puzzle with four torches (that I timed out on) that once cleared, can lead to some loops of the level if you don't pay attention to a minor detail that lets you continue. These kinds of questionable decisions are very minor and nitpicky, but I also had a lot of difficulty with Lost Labyrinth Zone's boss. In a buildup that is reminiscent of Sonic 1's Labyrinth Zone boss, it leads to a boss fight that involves very precise platforming that is overall much more difficult than the final showdown with Dr. Eggman. I miss the Blue Sphere bonus stages and would much rather see those return than the Sonic 1 bonus stage. Also, as I played on the Wii version of the game, I was disappointed to learn that sideways Wii remote was the only form of control for the game. Was it too much to ask to add Classic Controller support? Granted, the control works well enough (except for the couple times my thumb slipped and I was spin-dashing instead of jumping to the side), but it's a nuisance for me to take the remote out of its MotionPlus sleeve and have the D-pad leave imprints on my thumb after hours of play. At least they didn't add the "shake the remote for homing attack" feature like there was in Sonic and the Secret Rings.


 

These complaints are certainly not gamebreaking, however. While I am not the die-hard Sonic fanboy that some Show Me Your News listeners are, I have a very fond appreciation for the Genesis classics that were among my introductions to video games. The main point to make is that the console versions of these games recapture that magic. The graphics are splendid for a reimagination of the 16-bit classics (never mind the "green eyes" and "dust") and there is speed! While some enthusiasts don't like that the homing attack is in the game, I love it and will have difficulty going back to the classics that don't include it. The homing attack adds to the platforming options, the speed, and the trajectories you can take to beat enemies and clear levels. I hardly found any issues of moments where the mechanic was misused in some fashion, whether it was locking onto something I shouldn't or not locking onto something when I should. Another thing I am very glad was added was a hubworld stage select screen. Not only does this allow something that was a cheat code in the retro titles, but this makes game progression much simpler. When I was down to one life against the Lost Labyrinth boss, I just went back to the stage select screen, cleared Act 2 of Casino Street Zone and got eight more lives. Then, instead of going through an entire level to face the boss like you used to, I was right back into taking down Eggman. It's a nice addition for the game, which still retains its "play straight through" formula. The game also should be commended for its platforming difficulty at particular moments. Sonic Team has realized that the majority of people buying the game would be those who are fond of the classic titles. Since these gamers are comparatively older, the addition of more complex puzzles is appreciated. When a wave of cards are flipping back and forth while a deathpit lurks below, one is reminded of classic Mega Man platforming while a few lives are lost until you get the hang of the pattern.


 

My final word on Sonic 4: Episode 1 is very simple. It is understandable if the price concerns you if you are new to the franchise. However, the $15 should not be a hindrance to those who enjoy the classic 2D Sonic titles. Sonic 4 is a very promising and enjoyable start to what could be a stellar revitalization of a retro platforming style that is missed. With what was teased in the special ending of the game and with what Sonic Team will add to this impressive base, I am counting the months and days until we hear more news on Sonic 4: Episode 2.




Youko produces the gaming podcast known as Show Me Your News and has been a guest several times on End of the Week.

Categories: Reviews

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1 Comment

Reply Nate D.
11:37 AM on October 13, 2010 
It would seem that we share opinions again my friend, I was also irked by the lost labyrinth puzzle. I hope to have a video review out soon!