Showing posts with label Retrospective. Show all posts
Showing posts with label Retrospective. Show all posts

Sunday, August 21, 2011

Sonic Retrospective: The Classic Era Spinoffs

Continuing my retrospective of the Blue Blur and his games, this time we're venturing into spinoff territory.

Like Mario, Sonic has had plenty of spinoffs. Make no mistake, back when I was a kid and Sonic was red hot, I salivated for more of my favorite blue hedgehog. That's, of course, what they were counting on, because what's better than a kid wanting more of your franchise - regardless of quality - and getting the parents - who don't know any better and just want to make the kid happy - picking it up?

Luckily, it was hardly all bad in the classic era. He had some clunkers, for sure, but I often got enjoyment out of them. Make no mistake, however; the track record in the spinoff department was hardly as sterling as the core titles.

For the purposes of this one, I'm counting all the spinoffs straight up to 1999. As you're probably aware, the classic series essentially ended in 1994 with the release of Sonic & Knuckles. For one reason or another - like the dissolution of STI or the storied train wreck that was Sonic Xtremes development - a core Sonic title did not see release between 1994 and 1999. Segas mascot all but didn't show up for one console generation. For five years, spinoffs were all we had of Sonic. The Dreamcast/PS2 Era is where the core titles pick up next.

Knuckles Chaotix
Console: Sega 32X
Release Date: March, 1995

Ahh, Knuckles Chaotix. Doomed to be the "lost" Sonic game, this is probably the one game in the franchise that almost no one has played. The blame for that, of course, can be laid on the 32X; Sega was kind of desperate to extend the life of the Genesis in those days and while the Sega CD could be called a mild success - it did, of course, have several classic releases - the 32X was a bomb that could only be surpassed by Nintendos Virtual Boy. As such, only the four people who actually owned a 32X have played this one; even with emulation being prevalent, your average jamoke hasn't played it.

Hell, I didn't even play the game until just recently for the purposes of this.

Did we miss anything by the game falling into obscurity? Well, it's no classic; this game is really a case of a lot of potential getting lost amidst bad choices. I think the thing that really sunk this game was the level layouts. There are only about five "zones" with five acts each; the problem is, it's very, very difficult to tell if anything has really changed between the acts. The reason? They're barren; there just aren't enough enemies or interesting gimmicks as it is. It all feels half finished. As such, what follows is a boring, lifeless romp through barren levels without a whole lot to do.

This is unfortunate, because in a way, this game is a bit of a spiritual sequel to Sonic CD. Take a look at the production credits sometime and you're going to see some familiar names. The graphics are similarly lush, the music is nice and the new characters are colorful. This isn't even mentioning that this was the first real return of Metal Sonic (and Amy, though she only shows up in the sound test and it took years for anyone to find it). This could have been so much more and who knows, perhaps if the game director hadn't been different...

The games main mechanic - the elastic band - is a love it or hate it affair. Personally, I think it had potential and was fun to fool around with. It doesn't necessarily allow you the same freedom of movement the classics did - since you're effectively tethered to another character - but once you get the hang of it it allows for some cool tricks that could have made for some interesting secrets or the like if incorporated properly.

In all, it's a big missed opportunity. But it is worth at least one playthrough. It's not a game you're likely to ever go back to, however. Some botches in how the game was put together essentially robs it of the staying power the classics have.

The Score: 6.5 out of 10

Sonic Spinball
Console: Sega Genesis
Release Date: November 23rd, 1993

Not every spinoff will make a lot of sense, but this one was right on the money. Sonic already felt kind of like a pinball at times, right? Hell, we all love Casino Night as well, which had heavy use of pinball flippers. Seems like a match made in heaven.

Well, we know how often things turn out to be as they seem, but it still worked out pretty well.

This game is pretty much pinball jacked up after hitting the weights. It doesn't completely conform to the single table structure of regular pinball - except in between level minigames - and what results are sprawling levels of pinball goodness. There are usually about four or five sections in a level that are set up like your "tables", with different layouts and gimmicks, with your job being to collect the emeralds scattered around the level to open the boss section at the top.

If there's a downside to the game, it's that it's very short. There are only four full levels in the game, which is a disappointment, as more would have been very nice. It's also not exactly a game for anyone who doesn't care for pinball. Oh, and for some moronic reason they decided it would be a slammin' idea to base this game on the cartoons - you can rescue some of the Archie cast in one of the minigames - which did one more time before thankfully never doing it again.

The game has kind of a "love it or hate it" relationship amongst the fanbase. I'm one of the guys who really likes it. But I really love pinball and have always been a Sonic fanatic, so I suppose I was right in the target range for this one.

The Score: 7 out of 10

Sonic 3D Blast
Console: Sega Genesis, Sega Saturn
Release Date: November 30th, 1996

Look kids! It's Sonic! In crappy isometric 3D! Doesn't this make you just want to run out to the store and grab a copy?

... What do you mean "no"?

Boy, was this one a misstep. It's kind of shocking that this made it past the idea stage, much less into a full, completed game. Now, I don't have the hatred for this one that a lot of other people do - hell, I still load it up from time to time and have a decent enough time - but objectively this was just not a good idea.

You can see where the logic came into play. In '96, 3D models and gameplay was just starting to become the "hip" thing in 90's gaming - while 2D side scrolling was, sadly, beginning to be seen as old hat - and that blasted Sonic Xtreme game was taking forever, so why not do an isometic based 3D game in the meantime? It might have made sales sense, but Sonic gameplay was clearly not built for 3/4ths isometric and this game proved it with awkwardness to spare.

Its main problem is that it just controlled awkwardly. Given how 3/4ths isometric view works, you're above the playing field and viewing it from an angle instead of head on. Which means all paths are at a diagonal angle. I'm having a hard time describing this, but if you look at the screenshot, you can probably guess how this works and why it's a problem.

Hitting cracks in the wall with the spindash proves to be troublesome unless you're at the right angle. Hitting enemies can be something of a hassle until you get used to it. Hell, the second level's spinner gimmick is going to give you trouble, because the view makes it hard to aim yourself down a path without bouncing off the walls like a pinball and into a hazard.

Once you get used to it, it's not all bad. Maybe a bit of my nostalgia affects how I view the game. But then, that doesn't explain why I can still play through the game and not hate myself afterwards. It's not objectively good, though.

Oh, they also released this one on the Sega Saturn as well. The whole long, unbelievable saga of Sonic Xtreme ended with the game being canned outright, which left the Saturn without an appearance from the companies mascot other than in a racing game. Obviously, not having a core Sonic title was going to be - and, as expected, was - a major blow to the console, so they figured it was better to have something than nothing. Cue upgraded port. It had better graphics and better music, but played the same.

Sometimes I wonder if the Saturn would have fared better if Sonic hadn't missed the party entirely, but not only is that neither here nor there but the console was kind of doomed anyways.

The Score: 6 out of 10

Dr. Robotniks Mean Bean Machine
Console: Sega Genesis
Release Date: December, 1993

Well here's the second - and thankfully last - Sonic title based on one of the cartoons. This one was based on Adventures of Sonic the Hedgehog, which was the 'toon of the original too that didn't try and take itself seriously. It can be debated which was better - frankly, SatAM aged poorly, while the slapstick AoStH tends to fare better since it's not trying to be taken seriously - but it'd not worth getting into.

What we have here is basically a puzzle game. It's a Puyo Puyo game - the first one to actually make it over here - with a coat of Sonic paint applied. Oddly, Sonic doesn't even appear in this game, but I suppose that's why he didn't get billing in the title.

It's essentially a competitive puzzle game. You have to get four beans linked up to clear them and setting up combos - where when you clear one, beans above drop into place and become another clear - will detrimentally effect your opponent by dropping rocks on their stack, messing up anything they're trying to set up. Like Tetris, if you go past the top of your play area, you've lost.

It's fun, but there's little to be said about it. There's just not much to it. You go through a dozen or so rounds - matched up against characters from the cartoon with different strategies and difficulty for each - whup Robotnik and boom, done. It's fun for what it is, but nothing to write home about.

The Score: 7 out of 10

Sonic R
Console: Sega Saturn
Release Date: October 27th, 1997

Ahh, another example of the spinoff that's fun enough, but too damn short for it's own good. Due to the chaos of Sega and the behind the scenes workings of Sonic development between S&K and Sonic Adventure, this was the only Sonic game the Saturn had specifically made for it. Aside from a spinoff, Sonic skipped a whole console generation. Even Nintendo knows better than to let more than a year or two pass into a consoles life cycle before a core Mario title releases.

Prior to Sonic and Sega All Star Racing, this was the only real racing title Sonic had ever been in; which is odd, because like Spinball, this is another one of those no brainers. I mean, hello, Sonic is fast, so, racing spinoff perhaps?

It controls well enough, the music is catchy - even if I don't get how they figured J-Pop was good racing music - and the tracks are pretty open, with several shortcuts, secrets and things to collect. There are also numerous unlockable characters, including mech versions of most of the characters. You can even race as Super Sonic when you get all the emeralds.

There's just one problem; there is NOWHERE near enough content.

There are four tracks. Five if you count the unlockable stage you get by finishing first in every one of the initial four. Sure, they're pretty expansive and rather open for racing games of the time, but that's a paltry amount any way you slice it. Especially for a full priced game. Come on now, Sega.

It is fun, though, so it's not like it's a complete loss, but you'll have unlocked everything and run out of things to see way too soon.

The Score: 7 out of 10

Sonic the Fighters
Console: Arcade Machine, Gamecube
Release Date: July 1996

Wow. Uhh... what to say about this one? Other than the fact that it's not that good.

Sonic's one of those versatile characters that you can use in a lot of genres, so it's not that he's in a fighting game. Brawl even made it work rather well. It just comes down to the fact that this game was pretty poorly made; it's only good point is the fact that we got to play as characters, mainly Amy and Nack the Weasel, that, at the time, we hadn't seen in years.

Seriously, the graphics blow, even for the era - it's sub-Virtua Fighters level graphics - the music isn't memorable, the arenas themselves are just there. Even the actual fighting is borked. It could have worked, but this was certainly not the era to have been trying it, judging by the results. They should have just put Sonic and Tails in Fighting Vipers as the original idea went instead of this.

But it's no big deal, because prior to Sonic Gems Collection almost no one had heard of - much less seen or played - it, given its very, very limited release. It probably should have stayed buried, though. How this made it on the Gems Collection but Knuckles Chaotix was left off, I haven't the foggiest.

The Score: 5 out of 10



So that's the Classic Era spinoffs done. The Main Game Gear titles will be next on the list. Don't miss it!

Thursday, June 23, 2011

Sonic Retrospective: The Classics

So, as you may be aware, today's the twentieth anniversary of the release of the original Sonic the Hedgehog. So, it's his birthday, if you will.

Over that twenty year span of time, the hedgehog has had his share of highs and lows, but even with the specter of the shitfest that was Sonic '06 hanging over him, the fact remains that the good ends up outweighing the bad. Sonic's starred in some true classics of video gaming and at one point was the only serious contender to Mario. That tends to stick. Even with the beating he took in the mid 2000's, he remains one of the most recognizable characters in video game history.

Today, I start a look at the various games the hedgehog has had over the years. Where the hell else do you start but the classics? I'll very likely run through further eras in his history - though time will tell if I go through the full history over the course of the year - but for now let's get started with the original five.



Sonic the Hedgehog

Console: Sega Genesis
Release Date: June 23rd, 1991

Ahh, the original. In gaming, it rarely ends up being the best in a series - well, unless that franchise absolutely blows - but the good ones still tend to hold up. Cue Sonic the Hedgehog, a game that raced on the scene back in '91. As far as opening salvos go, the original still holds its own pretty goddamn well.

Obviously, this was the game to own on the Genesis at the time and it's not hard to see why. Colorful zones, a great combination of speed and platforming, adventure and great music. Hell, once you get Green Hills theme in your head, try getting it out. Then there were the special stages, a trippy, psychedelic area you had to traverse to get a Chaos Emerald. Collect them all and get the real ending.

Twenty years later, and the one that started it all is still a pretty great game.

The Score: 7.5 out of 10



Sonic the Hedgehog CD

Console: Sega CD
Release Date: November 19th, 1993

Ahh, now this is the stuff. When it comes to the Sonic, there are two games generally held above as the best in the series, those being Sonic CD and Sonic 3 & Knuckles. Both are fantastic games that are definitely classics, but for my money Sonic CD beats out S3&K by a small margin.

This one had it all. The introduction of Amy Rose - one of what I see as the core five characters in the franchise along with Sonic, Tails, Knuckles and Eggman - Metal Sonic, time travel, fantastic new zones, interesting gimmicks, CD quality music, awesome special stages and much, much more. Even better, the amount of replayability is ridiculous.

This one is pretty much perfect in every way. I generally feel that most Sonic games - even the classics - have as least one zone in the mix that isn't all that great. Sonic CD is the exception for sure; this game simply does not have a clunker in the bunch. Every level is varied, fun and interesting, giving some of the best variety of the series. This extends to the special stages, which picked up on Sonic 2's idea of 3D special stages and ramping it up to new heights.

More than that, the time travel gimmick puts it all over the top. It inspires irritation in some - detractors typically say it's "unnecessary" - but it just adds to the experience. It adds loads of bang for your buck - every zone has four different variations between Past, Present, Good and Bad future, complete with special tile sets and music for each - but on top of that it adds something else. You actually get to see the effects on the world.

All the prior and future Sonic games were pretty straightforward; get to the end, free a bunch of animals from a capsule and move on. Sure, you know you're doing good, but there's no effect on gameplay. Not in CD. Each zone defaults to a bad, Robotnik controlled future, but if you destroy a roboticizer in the past, the future becomes a utopian wonderland free of Robotnik or his robots. Not only does the ending you get depend on this, but each boss takes place in the future, so you're definitely going to see if you freed the zone or left it to its doom.

This kind of thing simply didn't happen in games of that era. This game had ambition. This game is fantastic.

If there's a downside to this game, it's something entirely beyond its control. A lot of fans just haven't played it. This gem was put out on the Sega CD, one of Segas numerous failed add-ons, which was out of reach of most of the people who would want to play this game. Curiously, Sega never seems to include this one in re-releases; the Genesis four have been re-packaged to the point of ridiculousness, but CD has only ever made it into a compilation once.

It really is a shame, because playing it the original way is a damn hassle.

The Score: 10 out of 10



Sonic the Hedgehog 2

Console: Sega Genesis
Release Date: November 24th, 1992

Bigger. Bolder. Better.

The first proper sequel to the original - Sonic CD started out as Sonic 2, but ended up going in a different direction - Sonic 2 just ramped everything up. This game is mammoth, having the most levels of any single Sonic game in the classic series with eleven zones; and this is before you take into consideration the fact that this one was originally going to have six more that ended up scrapped. New moves, new bosses, a new sidekick, a new 3D special stage and a metric ton of new levels. If they set out to double up on what the original contained, they pretty much succeeded.

I've got a soft spot for this one. Even when I knew in my heart 3&K was the better game, for most of my childhood I liked this one more. It could have something to do with the Casino Night Zone. It could be the plane right to an airship fortress. Hell, it could even be the final battle on what is essentially the Sonic version of the Death Star. Whatever the reason, I've always loved Sonic 2. But what the hell do I need to justify that love for anyways? This game is awesome.

Sadly, it's not perfect. While it's the biggest single, standalone Sonic game in the classic five, it also has the highest number of zones I just do not care for. I really could have done without Mystic Cave and Oil Ocean looks good but as a level is nothing to write home about. There's also Hill Top Zone, which I like but don't love; could have something to do with the insta-death pits I abhor in Sonic games.

This stings worse when you consider what we could have gotten. Hidden Palace, for one thing. That zone had a great look to it and even had the first act mostly finished early in development. It made the rounds on a game show or two as well. What happened? Sure, we got a Hidden Palace in Sonic & Knuckles, but it was a completely different deal. Then there's Dust Hill, which got as far as the concept stage and even had a few promotional screenshots, but never saw the light of day. These plus four others fell victim to Sega pushing Sonic 2 out the door to meet the holiday season deadline; meanwhile, Mystic Cave made it to completion.

Still, this game is better than the original and has a lot to offer. It's just falls short of perfect. But what the hell, at least Sonics first sequel wasn't a Doki Doki Panic game with a different coat of paint on it.

The Score: 8 out of 10



Sonic 3 & Knuckles

Console: Sega Genesis
Release Date: 1994
Note: This one is actually two games in one. Sonic 3 and Sonic & Knuckles. They were originally intended to be one game, but as usual Sega decided the holiday season was more important and pushed Sonic 3 out the door with more than half the overall game removed. Nowadays, the game is widely recognized as being one game, so despite being two of the classic five in all, I'm treating it as the full, locked on game.

Generally the last game of the classic era - though not necessarily the classic series, as Sonic 4 exists - Sonic 3 & Knuckles is a hell of a swan song.

Pound for pound, this game has the most content of any of the classic games. This one gave us the concept of the mid-boss, giving each act a closing battle, several memorable boss battles, some of the best zones in the series, a future franchise mainstay in Knuckles, playable Tails, numerous shields with special powers and so much more. The game even had dedicated paths for each character, as well as a dump truck full of secrets and alternate pathways. They even threw in a save feature that's damn near godly; once you beat the game, you can start from any level you choose, meaning they basically cut out any tedious level select codes and just gave you the goods after you stomped Robotnik.

By this point, the gameplay had been honed to perfection and it shows. Level design is top notch, the music - which even had Michael Jackson involved - was similarly great and the game was just a benchmark that the 2D iterations of Sonic have yet to reach again. There are so many cool moments and gimmicks in this one, including a zone that frequently dicks around with gravity.

Earlier I said that I personally think Sonic CD is the best - and I hold to that opinion - but this one gives it a run for its money. Like CD, there is very, very little wrong with it; all the new additions feel organic, the mid-bosses make the entire game feel like a step up from Eggmans usual antics and there's not a bad time to be seen.

Well, mostly. Remember that rule I talked about earlier? You know, the one about how most Sonic games have that one terrible level that sticks out from the pack? This one does too. It's called Sandopolis Zone and despite the numerous good ideas present, it just doesn't work as well as the rest of the pack. But you know what? While I hated it as a kid, today I think it's an okay level. I think that says something when the worst level of the game is merely okay.

The Score: 9.5 out of 10



That's it for the classics. The next look back at the past of Sonic will likely tackle the main Game Gear games. Or I could just go for the Genesis era spinoffs next. Time will tell. When I do get to it, I hope you'll join me.