The Sonic the Hedgehog games should get more praise, because they’re everything you ever wanted.
(Though, to be clear, I’m not saying Sonic the Hedgehog games are good.)
I’m an old school gamer. I’ve been playing videogames literally longer than I can remember, but I do remember the first time I played Super Mario Bros. in the same way most people remember receiving a beloved pet. Sitting in my neighbor’s basement, SMB was a revelation the likes of which would take decades to truly understand. And in the intervening years, I have yet to see a “bad” Mario game (note: I do not own a CD-i). Nintendo has carefully curated the franchise for ages, and we, the unwashed public, are only entitled to a new Mario game when Miyamoto sees fit to release one. And, what’s more, there is usually a reason for a new Mario release. Super Mario World was released to commemorate Mario finally getting a dinosaur mount, and Super Mario Sunshine would be a very different animal without the Gamecube’s analog shoulder buttons. Other franchises are similar, from Zelda to Final Fantasy, and, while they all obviously exist to fill their producers’ coffers, one does get the distinct impression that each of these releases is carefully crafted and calculated to be as much a “designer’s vision” as possible. Breath of the Wild or Final Fantasy 15 were obviously built by a small army of programmers, designers, and composers, but the direction of these games seem singular and focused. In the same way that one could point to a Spielberg or Cameron film, one can recognize a Nintendo or Square-Enix AAA title.
But there is a flipside to these carefully crafted games. When a game is one director’s vision, there isn’t much room for anything else. And, what’s more, there isn’t room for anything else that the audience might enjoy. To be more precise, was I the only ten year-old that was disappointed that Super Mario Bros. 3 didn’t ever reference The Super Mario Super Show or The Wizard? Would it have been too much for The Adventure of Link to give us a passing reference to Captain N: The Game Master? Or, speaking of which, could we get another Kid Icarus game? I know it doesn’t fit your image of the franchise, Nintendo, but could you throw a bone over to the kids who have been devouring your Nintendo Cereal System like candy? Also, Nintendo candy? The fans demand it!
But the future refused to change. These “franchise caretakers” have gotten better in recent years, but when even your Disney crossover games have become as serious as a Russian history lecture, you know that maybe these singular visions have gotten in the way of your toys. Remember when rom hacking first became a thing? And everybody and their mother replaced the Mario sprite with everything from “Wheelchair Mario” to Kenny McCormick? That’s what the fans want to see! It obviously wouldn’t be “right”, but sometimes you just want to see Cloud Strife fight Mario while Bayonetta poses in the background. And only one game in history has ever done that! There should be at least five of those by now!
And then there’s Sonic the Hedgehog. Sonic… he gets it. Sonic has been trying to please his fans for years.
It started with Sonic the Hedgehog 2. Sonic the Hedgehog (the game) does not naturally lend itself to two players, as the whole speed factor means someone has to slow down to stay on the screen, and “two player alternating” is going to be boring as playing Phantasy Star as you wait for your turn. Tails was introduced as a stopgap 2-player mode. Sure, he can’t really “do” anything, but you can now play through Sonic’s zones with an active buddy participating in the fun, and maybe the wee fox can take a few hits on his bro’s behalf. And if that’s not your thing, here’s a 2-player competitive race mode. It’s not “the whole game”, but it’s more entertaining than Excitebike. See, fans, we listened, and even though that two-player suggestion doesn’t really work for the format, here’s a way to make it work! Yay!
And that kind of thinking continued in even subtler ways. Want your next videogame to start the minute the last one ended? Sonic & Knuckles 3 is here. Want to see Sonic’s answer to Mario 64? Sonic Adventure time, baby! Sonic getting too kiddy, and needs to be more “modern” and “edgy”? We’ve got just the Shadow! And he comes with a sexy bat, because we know what you want, wink wink, nudge nudge. Not digging the 3-D? Check out our Gameboy advance releases! Or that PSP thing! In the meanwhile, we’ve got a Sonic game where you can play as all of Sonic’s supporting cast and Sonic at the same time! Next gen Sonic with a serious plot for a serious fandom? Watch your favorite hedgehog die metaphorically and physically! Oh, and if anybody wanted a Ristar revival, we’ve got something for that, too. Long live Sanic!
Now, you may have noticed a few contradictions in the previous paragraph. Most obviously, it’s impossible to have a sexy bat and tell a serious story. That’s just science. And, let’s be real here, a lot of these concepts might work on paper (Sonic, Tails, and Nipples work together to fight Metal Sonic!), but fail horribly in the execution (Sonic Heroes destroyed all fun within a twenty yard radius). But the thing of it is that Sonic, and his handlers, tried. They listened to fans, heard that someone actually wanted to see the Chaotix Crew again, and did their best to make that happen. It didn’t always work (and you could argue that the franchise languished because it never worked), but it was clear someone was trying.
Sonic Generations seems to be the apex of this thinking. At this point in the franchise’s history, there were an equal number of people that wanted Sonic to “just go back to basics” as there were people that would sing along to the Sonic Adventure theme and demand that Sonic never revert to his “basic” origins. So let’s just make a game that is, uh, both games. Here’s classic Sonic over in this corner, and we’ve got modern Sonic ready and raring to go, too. And they can play through adaptations of each other’s levels, so you can finally live in a world wherein OG Sonic can experience the joys of Sonic the Hedgehog 2006. What’s not to like!?
Against all reason, Sonic Generations, the game that did its best to placate both sides by essentially welding two games together, became one of the most beloved in the franchise. Yes, the bosses sucked, and some of the minigames overstayed their welcome after about three seconds, but you could largely ignore those flaws (just youtube the ending if you didn’t feel like dealing with that rancid final boss), and play some damn fine Sonic the Hedgehog level design. And the chaos emeralds are back and able to activate Super Sonic during regular levels, too! They got my letters!
And, ultimately, Sonic Generations is a great game not only because it’s fun to play, it’s a great game because it perfectly encapsulates the design philosophy of Sonic the Hedgehog. It’s not about making the perfect game or using current technology to get the hedgehog to commit to some new gimmick; it’s about making a game that the fans want. It’s about looking back at decades of Sonic history, and getting hyper with all the avenues available. Sonic is about experimentation, taking risks, and knowing that, even if the latest ideas fail, there’ll be another Sonic game next year, and maybe this time we’ll forgo the scarf. This kind of “willing to fail” experimentation is something Sega does that Nintendon’t.
Sonic might be shamed. Sonic may have made mistakes. But Sonic gets over those failures fast. He’s gotta.
FGC #315 Sonic Generations
- System: Playstation 3 for my collection, but also available for Xbox 360 and PC. There’s also a 3DS version, but it’s different enough to be considered an entirely separate game.
- Number of players: There’s some sort of multiplayer mode in here, I believe. Never tried it myself, though.
- Favorite Boss: There’s something satisfying about beating Perfect Chaos as “regular” Sonic. You’ve come a long way, hedgehog.
- Favorite Level: Maybe it’s because of the prevalence of skateboards, but the classic version of City Escape seems to be my favorite here. The GUN truck is used to great effect, and the remix of a certain theme song is pretty great, too.
- I have to ask: Okay, which one of you actually likes Sonic 2’s Chemical Plant Zone? I’ve always hated that level, as it combines the twin joys of drowning and moving platforms. But, somehow, it keeps popping up again in later games. Why? Why must I deal with this creepy purple liquid again? Why hast thou forsaken me!?
- Also: Speed Highway being the rep for Sonic Adventure is… weird. And they chose the one non-theme park level from Sonic Colors, the game that was all theme park.
- Speaking of Sonic and Fans: As BEAT mentioned on the stream, Sega really seems to tolerate Sonic fan projects, which leads further credence to the idea that the inmates are running the asylum in the house of hedgehog. This seems to have culminated with Sonic Mania, basically a game created by graduated fans that is, incidentally, the best Sonic game I have ever played. But, then again, it’s basically just Sonic & Knuckles 4, which does seem like cheating…
- Did you know? Sonic Generations was built from the remains of Sonic Unleashed, so there are a lot of Unleashed assets lying around the backend of the game. This just makes me think that I could have tolerated one (1) werehog stage. I mean, if they dropped the quicktime event nonsense, of course.
- Would I play again: I doubt I’ll ever “play through” the game again, but I’m certainly going to test drive a few of my favorite stages again. There’s some part of my brain that is just never going to get tired of Green Hill Zone.
What’s next? Random ROB has chosen… Injustice 2! Time for Superman to punch everybody! Please look forward to it!
Honestly, I liked the Werehog stages more than the Hedgehog stages in Sonic Unleashed. Bosses aside, the QTEs were generally a lot worse in the Hedgehog stages (dial in like half a dozen random buttons including bumpers in a second or two after launching from a ramp or You Die) than the Werehog ones (push a random face button to do an [optional] instakill finisher and screwing up only damages you a bit), and the screwy physics, homing attack being moved to a non-jump button, and Sonic moving too damn fast make the Hedgehog bits more of a chore than they should be.
The “basically a different game” Wii/PS2 versions of Unleashed do make the 2D stages more playable, but personally I’m not a fan of how they dumbed down the world locations to “bad visual novel” presentation. Or how the Werehog was cut down from an action hero’s variety of special attacks to a couple of swipes and a throw.
Anyway, on the subject of Generations, the choices for stage revivals certainly were odd. Like, Speed Highway without the dawn segment? I would’ve gone for Emerald Coast (I know, it’s on 3DS) or Twinkle Park or Sky Deck. Why use Chemical Plant when Mystic Cave is right there? Boring ol’ Hidden Palace cheated us out of a good Hydrocity or Angel Island Zone…Hell, between both games Sonic 3 didn’t get one level, both were drawn from S&K (though I do like Mushroom Hill).
Why Planet Wisp* when there’s Japanese aquarium and giant food planets to choose from in Sonic Colors? Why Faux Western Europe for Unleashed when there’s Faux China? Do we really need both Green Hill and the Sonic Heroes brand derivative of Green Hill in the same game? Isn’t a flaming post-apocalyptic city with fire monsters a bit too severe in terms of tonal whiplash compared to the rest of the game? Why is there no casino world?**
Do like City Escape, though. Skateboards for Classic Sonic feel very Adventure Island-y. I mean, Wonder Boy-ish.
* I’ll tell you why Planet Wisp, it’s ‘cuz they could be lazy and not have to record new Generations relevant Eggman PAs since it’s the only planet that didn’t have any.
** Casino Night was featured in Generations as a pinball game. A DLC pinball game. A “pre-order exclusive” (on 360 & PS3) DLC pinball game that was never released for sale as normal DLC. Yeah, thanks a bunch for that, Sega. You dicks. =/
SONIC GAMES ARE GOOD THOUGH.
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