Actually defining where the early era ends is the most difficult: Simply put, the pixel based Genesis/Mega Drive, Game Gear, SMS games are all very evidently early era. But Sonic gradually went into weird places, and while the Dreamcast is the middle era, the exact points around it I don't know.
The modern era, as I said elsewhere, lies with Sonic Unleashed. Everything I've read has stated that Unleashed is where they nailed down the 3d and got it working in a way used in Colours and Generations, and that's where I imagine it is going to stay. At least for the games Sonic Team's repulsive inability to stick to a working model doesn't rear its head.
It's very true, however, having played Sonic Adventure 2 (and hating it, yes) that Sonic's 3D begins all the way back there in some capacity. You can feel the outlines of the new ideas taking shape, but it's not there yet, and that's why I'm defining it like that. The middle era is when Sonic didn't "get" 3D, but it's still Sonic, I guess. Sonic Heroes was better about this, but it's still not quite Generations.

The results are... Interesting...
Sonic 4 Episode 1 is the sixth of nine games in the Summer of Sonic! The previous main entry is here, while the next bonus entry is here while the next main entry is here. Those two won't be up open initial posting, but that's just how this works.
I say interesting because the game is in fact not, actually, much of a throwback. Having just played Sonic 2 and S3&K, let's briefly address things those games have: a visual style, a musical punch, a fantastic physics engine, horrible mega drive slow down at random points. Does Sonic 4 have any of those?
No.

The music here is much like the visuals, although mediocre music is generally more annoying than boilerplate visuals. Simply put, the music feels like it was bought off a website. It's effective at being music, but that's about the best I can say for it. Compare to Sonic 2 or S3&K's catchy, varied earworms and you're left wondering what those musicians are off doing. It does vary up the music from level to level, which seems like a good intention, but it's the store-bought chocolate chip cookie of music. You can tell there's a difference, but you quickly won't really bother to articulate how.
As for the physics they're... Um... They're very strange. The game feels less like it has a concise, unified set of boundaries and more like specific actions result in specific outcomes depending on context. The game is less about reacting to a changing environment with modifications to your general gameplan and more taking those specific actions to reach a very tight path the developer intended. While in the air, you can hit the button to do a homing attack or an odd air-burst of movement. If you don't, Sonic often floats around, or just feels very floppy. While it's nice to have - albeit unreal, yes - agency in motion it feels completely contradictory to playing the earlier games.
Lastly, it doesn't have the distinctive slow down when rings blast out of Sonic. You know, it's weird to say it, but that's kinda oddly part of the game. Not that I necessarily think you can not or should not make Sonic games without an artifact of the early 90s, but it feels like maybe emulating it in some way would help. I don't know. It's part of how the original game's balance worked.
So then, what is it? Sonic 4 Episode 1 is essentially an attempt - at least, as best I can tell - to groom a modern Sonic into a 2D game. Sort of. It's actually kind of tripping me up, because I have played Generations, but it was years ago and I can't quite remember if the physics were so ... Contextual? This game definitely doesn't feel like Sonic Heroes. I think I'm going to figure out how to emulate Sonic colors and see if it feels like this. Maybe it does, I'm not sure, but that wasn't mentioned when I read up on it.
The game had these moments of just... As I said, it isn't an early Sonic the Hedgehog game and I would be hard-pressed to imagine the level of divorce from reality necessary to actually think that is what they were doing. If they honestly did, and it wasn't just BS marketing, then I think there's some mental health issues. But it also has moments of just raw sloppiness where it barely feels like the people behind it had any idea how to make a game fun. There's a section in the generic named Aztec-ish ruins level where you need to tilt water to pop a block out. The section repeats, except this time, there's spikes and you get one hit before Sonic just dies. You have to sort of jiggle the mechanism around to get it to work. It takes a couple seconds, sure, but it's boring and it just slams the boot right down on any momentum the game had going. It does stuff like this over and over, just weird sections that either kill you repeatedly or make the game feel sluggish.
Enemies are SA2 level ugly and pointless in this game. It either rips off Sonic 2 enemies or just farts out generic bland. I don't want to talk about it.

When you compare this to SA2 and Sonic Heroes, which I stated I either disliked or found too buggy to complete, the game is just so depressing. Like yes, I didn't like SA2 and elements were really bad; but they were it's own elements! This game just feels like it is poorly doing things you've already seen, and then adding a homing attack to them, and man the homing attack is super janky.
I've read complaining on the special stages, which are an homage to the first game's special stages but time based and you control the spinning of the screen, but I don't think they're really bad. In terms of "homage" they might be the best in the game, given they rouse memory but do something different. Unfortunately, each special stage may only be attempted if you haven't cleared it in a given level and if you reach the end of a level with enough rings, which means you need to redo levels over and over to make attempts.

Basically, you need to grind the game to keep trying, above and beyond the grinds in Sonic 2 or S3&K. Most of the levels will have something near the end that either kills you or strips your rings, so it's quite the chore and I lost interest.
Anyway, to be honest, I was sort of middling on this game. Yeah, the physics are pretty crappy and it doesn't really live up to its pedigree, but it's still sort of decent... Until you get to the end. Good lord. First, you're forced to do a boss rush of all the previous bosses. Given I, you know, just did the fourth zone's boss, I basically had to do it twice in 5 minutes. That's aggressively mediocre.

So that's Sonic 4: Mediocre to bad visuals, bad to terrible music, weird wonky physics, horrible boss fights it makes you do over and over... But ultimately a game that asks and answers the question 'did the developers behind this game understand fun?' and by the last boss you're going - no, no they did not.
No comments:
Post a Comment