Sonic the Hedgehog just released a new game this past week. And while I'd love to play and review that, the budget is a little tight at the moment between having just bought Bayonetta 2 and Smash Bros 3DS with Smash Bros WiiU and possibly Pokemon later this month. So Sonic will have to wait unless the reviews are extremely good for either the 3DS or the WiiU Sonic Boom games (but I'm not entirely expecting that).
So instead of talking about either Sonic Boom game, let's shit on Sonic 2006 instead. Because if we truly want better Sonic games (like Generations and Colors) we need to look back at the games that were truly terrible and learn the lessons from those as to WHY they were terrible. Enjoy!
This is a game that nearly broke my spirit, mind, and body
due to whipping myself as punishment for playing such an awful game (not
literally). There are SOME fans out there who consider this game to be “good”
and they are the people we send straight to the looney bin the minute we find
out this fact. And while I’ll put it up on the list just above Sonic Unleashed, Sonic 3D Blast, Sonic and the Secret Rings, and Sonic and the Black Knight as the WORST
SONIC GAME EVER, I feel that we can’t always look at in the most negative
light. I’ve said before that sometimes the best ideas are recycled bad ideas
that have been improved by individuals with real talent. So here are twelve
things that I actually liked about Sonic
2006… yes, a worst of list will definitely be coming.
#12 – Multiple Story Lines / Perspectives – This is low on
the list because this isn’t necessarily a NEW idea as Sonic Adventure, Sonic
Adventure 2, and Sonic Heroes all
tried this same gimmick as well and pulled it off with a much better level of
skill. If you think about it, the multi-perspective idea was kind of used in Sonic 3 & Knuckles when you can play
as Sonic, Tails or Knuckles but because there weren’t cutscenes or much of a
plot, it wasn’t as big a deal. I’ve always liked this idea, especially if a
villain character like Shadow E-102 Gamma are playable because then you get to
see the story from a different side you normally don’t see in your Mario games.
And the idea wasn’t even really put into bad use here (mostly). The problem
that started in Sonic Heroes is the
recycling of old levels when returning with a different character and this only
emphasizes the strengths of the Adventures
games that much more because everyone basically had their own level or
their own iteration of that level to avoid repetition. Plus not doing so comes
off as utterly lazy and lacking in creativity. I would love for Sonic games to
do this again, at least with a Hero and Villain story campaign like in Adventure 2, but I don’t expect it to
happen again anytime soon.
#11 – Reworking of returning characters – Not all characters
changed in 2006 but a few did. Notably, Shadow now functions different from
Sonic in that he’s much slower, making it seem more necessary that he needs the
guns and vehicles to actually keep up with Sonic or be of any use. And making
distinguishing differences between similar character like that is always a good
idea because then it makes each one unique and stand out a bit more. The
problem here though is we’ve already established Shadow can be just as fast as
Sonic, so explaining how he slowed down is a bit of a challenge. Tails is now
out of his mech and assists Sonic on foot like in Heroes. Yes, the shooting segment was bad, but at least it gave
Tails something he could legitimately do in battles, utilizing his tech to take
down enemies. I feel he should have been the one to start using weapons over
Shadow. At least a stun gun he invented or just give him better bombs like Bean
the Dynamite. The characters are all in need of a reboot masterwork to give
them more personalities, but this is another issue SEGA continues to drag their
feet on.
#10 – Improved Visuals (For the Cutscenes at Least) –
Previous games had some sub-par visuals looking back on them now. None that
were outright atrocious, but just all-around lackluster by today’s standards.
But they’ve noticeably got better and Sonic
2006, like it or not, had some of the most beautiful looking pre-rendered
cinematics in the franchise. The problem is the number of qualifiers I needed
to make that statement… among other things. The entire game of a Sonic game
should be bright, colorful, and pretty and it wasn’t until Sonic Generations game along and nailed that trait PERFECTLY. Going
from the well-rendered cutscenes to the jagged-looking in-engine graphics for 2006 was jarring every time. That said, the pre-rendered visuals were at
least a step in the right direction. It’s just unfortunate how humans and
buildings got a super-realistic look and then we see Sonic and friends… who
still look cartoon animals. How anyone thought that would look good put
together is beyond me. We can’t all pull a Space
Jam and get away with it.
#08 – Side-Missions in the Hub World – First, yes, the
implementation of these side-missions is GOD AWFUL. Loading screen, get the
missions data, loading screen again, more mission data, loading screen some
more, do the mission, if failure, loading screen, failure message, loading
screen, hub world, repeat. The loading screens killed these and a lot of the
possible enjoyment from the game as a whole. But as far as side-missions are concerned,
I think it is actually a brilliant idea to implement them in these games to
give players more things to do. It just needs to be handled better. They should
require creative use of the controls already established. NONE of them should
be mandatory to do. And they need to be varied up so that it doesn’t get
tedious to stop and do them. Taking concepts from Sonic Generations, perhaps doing them merely raises your experience
or level, which allows you to unlock new abilities to make doing more missions
or levels easier. But, most importantly, these should be fun. If not, they
should be in the game.
Couldn't find related image. So this will do nicely. |
#06 – Multiple Characters for a Single level – I liked the
idea that, in a single level, I could become a different character to solve a
different puzzle or section of the stage. But it was for scripted areas, not at
will like the superior Heroes. But I
still like the idea because it lets you try different play-styles without them
being a core part of the game. If it were me, I’d either make the character
swap at will so players can use them if they liked that control scheme or make
the sections you go through that character entirely optional because not all
characters played equally well. And also emphasize the differences in their
playstyles when making sections in the levels for them so that it seems worth
switching to them. Don’t make Sonic’s section combat heavy if we have an option
to switch to Knuckles, who is all about beating up dudes.
#05 – Open-Ended Levels (For Certain Characters) – These
work well for characters designed to explore or have big combat arenas. So
Tails, Rogue, Omega, and Knuckles utilized these best (or could have). But two
things are required for that to be the case. One, the level design still needs
a clear indication of what the goals are or we’re still lost. Second, gameplay
needs to be designed for the open-ended areas in mind or else it just won’t sit
quite right. This was one of the major problems with Silver, as using
puzzle-mechanics for progression really only works in a linear fashion because
you don’t know otherwise where you go to progress.
#04 – Mach Speed Sections (In Theory) – The idea of sections
where you go ridiculously fast and dodge obstacles is an idea that actually
makes a lot of sense. Unfortunately, the problem is it wasn’t done well with a
mixture of bad controls, bad physics, and combining that with the removal of
certain controls functioning properly. 2006
may have failed, but it seems later games expanded upon this idea by added
quick-step controls where you hit the left or right triggers to dodge left or
right at oncoming obstacles. If these controls had been in 2006 like they are now, then Mach Speed sections could have been
way more fun than they ended up being.
#03 – Vehicle Sections (In Theory) – In this game, we
establish that Shadow is different by being slower and so to balance that out,
we give him guns and cars, much like the game, Shadow the Hedgehog. The problem here is that the cars all handled
poorly and the guns were attached to vehicles, meaning that they were
inseparable. A good game would have at least had a couple separate gun options
so players wouldn’t have to put up with crap cars. That being said, Vehicle
sections were a nice break from the broken platforming sections. These could
have been a lot better if Sonic team had just copy-pasted the stuff from Shadow the Hedgehog or just started
using the stuff for the eventual Sonic
& All-Stars Racing games. The vehicles should have been faster and
offered a more interesting way to play through the level… not be a chore.
#02 – Some aspects of the plot (obviously not all of it) – I
have a whole different post planned for aspects of the plot I don’t like so I
won’t talk about them here. What I can get behind are other ideas like Sonic
being killed as part of the plot (which is completely undermined by the whole
“lives” thing, but who cares). This was a genuine attempt by Sonic Team to make
the games feel darker and go in a significantly different direction. The
problems (aside from the lives-thing) are that the death wasn’t from Robotnik,
he was deus ex machina’d back to life DBZ style, and there wasn’t any tension
to that scene or build up to create tension. It just kinda happens and it
really undersold the whole idea entirely. I would love for Sega to try
something like this again… but perhaps after they realize lives are a dumb
mechanic in console games.
#01 – Silver the Hedgehog – If any one thing from this game
CAN be salvaged and reutilized for something else, it’s at least Silver the
Hedgehog. And, in many ways, he continues to linger on in the Sonic universe
via the comics, his appearance in Sonic
Colors (DS) and Sonic Generations.
And, truly, he isn’t a bad character overally. Poor voice acting and being a
stereotypical-Trunks aside, I actually liked the idea of another rival
character in the mix. I also liked his focus on puzzle-mechanics (which weren’t
utilized properly in this game… or perhaps the games physics were just so
terrible… whatever). The point is Silver, at least, has left a mark (for good
or ill) on the series and continues to be a part of it to some degree. Whether
he’ll get his own game like Shadow (probably not) or ever get a main spot in a
game again (probably not) is something we’re just going to have to wait on a
while.
That’s all for this episode. Tune in next time for when I
discuss the twelve WORST things about Sonic
2006… can I do more than twelve? I think I could probably hit twenty if I
wanted.
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