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Still haven’t finished the game - Episode Shadow still hasn’t made its way onto the EU PlayStation Store for whatever reason, so I haven’t even able to see the FULL story as of yet. If we get to the 10th and it still hasn’t released, I’ll play through the rest of the game and see what Episode Shadow has to offer later on.
I do have an idea of what the rest of the story had to offer, though.
Also, SPOILERS BELOW.
—
Anyway. If there was a phrase to directly show what the game is, it’d be “missed opportunity”.
It has the normal Sonic tropes; the game looks amazing and the music is kickass.
And yet, it manages to do a lot of things quite badly.
Levels are painfully short throughout the whole game. As in, you’ll start playing it, and radio will say something about someone being sighted, and just like that, you’re done. After around a minute and a half. I miss the days of us having somewhat long levels.
Some of the levels are ridiculously linear. Aqua Road seemed like a great level, until I realised it was just two water slides that lead to the end of the stage. Luminous Forest is the epitome of ‘boost-to-win’, with the first 20 seconds and last 30 seconds of the Level solely featuring Modern Sonic boosting in straight lines, or down a half pipe.
The pacing is all over the place, and the story is ridiculous. Around 15 or so stages into the game, you’ve taken about 26% of the world back from Eggmans control. Yet, 5 stages later, you’ve taken over 50% of the world. The way how you jump around from environment to environment seems a little clunky too. One stage, you’ll be in Green Hill, then you’re in the city, then you’ll be in the Death Egg. Truthfully, I’ve forgotten a lot of the story, and I think a lot of it is due to how forgettable it is. Sonic Team had a brilliant idea. Sonic lost, and Eggman has managed to take over the world, and somehow, they managed to mess that up. Also, whose idea was it to hardly speak of Infinite’s backstory in the main game (or even Episode Shadow, which was supposed to reveal EVERYTHING about his past), but instead relegate it to comics tied into the plot?
The main 6 villains were mismanaged massively. Back in June, people were stupidly hyped to see Shadow back on Eggmans side, Metal Sonic back AND Chaos back from Sonic Adventure (I purposely ignored SLW and Zavok, people weren’t hyped about that) . This brought the main villain count up to 6, with the 4 people mentioned prior, Infinite, and Eggman. In the story, you fight 4 of the 6. Chaos is relegated to a cutscene near the beginning of the game and isnt seen much more after that, and Shadow is taken care of by...Shadow during mid-game. Nostalgia pandering to a new level. Why even bring them back if you’ll just get rid of them straight away? Zavok had a boss fight, which while having great music, is somewhat underwhelming. Metal Sonic has the classic boost formula boss fight, which consists of Sonic running down an endless road.Infinite appears to have 3 boss fights, they aren’t that bad apart from the third one, which is a DIRECT rehash of Metal Sonics boss.
The voice acting, while massively improved from previous games (Shadow’s VA has much better lines than the infamous “YOU GOT THIS SANIC” in Sonic Generations), is still a little annoying. We know that Sonic is cocky, but sometimes it feels like he talks too much about one thing, and it can get a little grating.
The physics have gone backwards. Despite being fun to play, everyone seems clunky. Quick stepping at any time during the half pipe section of Luminous Forest as Modern Sonic will make you boost right off said half pipe, and into a bottomless pit. Classic Sonic loses all momentum whenever hitting an enemy, and the speed cap on his running speed is nasty. Normally, I wouldn’t mind Classic’s physics, considering that the Generations style of Classic physics weren’t the worst thing in the world, but after Mania, it feels really weird, bordering on feeling bad. Avatar just feels...weird. Their rate of acceleration is one of the weirdest things to me, and it’s like they accelerate in stages, then all of a sudden, boost off at near-Sonic pace.
There is no challenge. Sonic games aren’t the hardest things in the world, but this game is a little ridiculous. I’m currently 22 stages into the game, and I pretty much S Ranked every stage on my first attempt. This includes deaths; IIRC, just one death in a level in Sonic Generations would stop you from receiving a S Rank. It’s nothing like Unleashed, which honestly tested you when it came to late game Sonic stages (excluding the hellhole that is HD Eggmanland). Even Colours and Generations got much more difficult near the end of the game. When a mid game stage feels easier than a stage set in the first 25 minutes of gameplay, it’s not a good sign.
I don’t see how this game warranted a 4 year development time. I understand that creating the Hedgehog Engine 2 might have taken an extended amount of time, but even then, 2 years is still good time to develop a game...yet the stages, while there are a lot of them, don’t last longer than 2 minutes in most situations. Unleashed took 2 years to develop, which included the development of the OG Hedgehog Engine. That includes developing for the PS3’s janky processor. Tell me, how on earth did Unleashed have such nice, long stages, while having around the same dev time as Forces?
Why did Sonic Team decide to have new level designers working on their anniversary game? If they brought back the guys from Generations, or even Unleashed, there wouldn’t be as much complaints about level design. Modern Seaside Hill is how you design levels for boost formula Sonic. Straight line, boost to win situations aren’t.
Why does the story feel so unfinished? Why does it feel like content is being held back? Did the developers run out of time?
It all feels so...sad. The Mario series come through with consistently good games. Hell, Odyssey is potentially one of the best games of all time. Forces really could’ve been one of the best 3D Sonic games, but it feels like too many corners were cut in development. We literally got one of the best reviewed Sonic games in YEARS earlier this year. We could’ve got a double whammy, but we got disappointment instead. It’s a little crazy how some of Sonic’s biggest fans, turned ROM hackers, turned full game developers ended up making a better game overall than Sonic Team. In turn, that led to the reception Forces is getting now. In the end, I feel sorry for Aaron Webber. He advertised the game like crazy, and for it to be so mediocre is painful.
Overall? I’m probably being a little generous, but it’s a 6/10 for me. A fun game, let down in too many aspects to even be close to being one of the best 3D Sonic games.
SEGA, at this point, it’s time to restructure Sonic Team. I’m not sure they know what they’re doing. Iizuka...you’ve been a part of some of Sonics greatest games, but now, I think it’s time you stepped down and let someone else take over.
I do have an idea of what the rest of the story had to offer, though.
Also, SPOILERS BELOW.
—
Anyway. If there was a phrase to directly show what the game is, it’d be “missed opportunity”.
It has the normal Sonic tropes; the game looks amazing and the music is kickass.
And yet, it manages to do a lot of things quite badly.
Levels are painfully short throughout the whole game. As in, you’ll start playing it, and radio will say something about someone being sighted, and just like that, you’re done. After around a minute and a half. I miss the days of us having somewhat long levels.
Some of the levels are ridiculously linear. Aqua Road seemed like a great level, until I realised it was just two water slides that lead to the end of the stage. Luminous Forest is the epitome of ‘boost-to-win’, with the first 20 seconds and last 30 seconds of the Level solely featuring Modern Sonic boosting in straight lines, or down a half pipe.
The pacing is all over the place, and the story is ridiculous. Around 15 or so stages into the game, you’ve taken about 26% of the world back from Eggmans control. Yet, 5 stages later, you’ve taken over 50% of the world. The way how you jump around from environment to environment seems a little clunky too. One stage, you’ll be in Green Hill, then you’re in the city, then you’ll be in the Death Egg. Truthfully, I’ve forgotten a lot of the story, and I think a lot of it is due to how forgettable it is. Sonic Team had a brilliant idea. Sonic lost, and Eggman has managed to take over the world, and somehow, they managed to mess that up. Also, whose idea was it to hardly speak of Infinite’s backstory in the main game (or even Episode Shadow, which was supposed to reveal EVERYTHING about his past), but instead relegate it to comics tied into the plot?
The main 6 villains were mismanaged massively. Back in June, people were stupidly hyped to see Shadow back on Eggmans side, Metal Sonic back AND Chaos back from Sonic Adventure (I purposely ignored SLW and Zavok, people weren’t hyped about that) . This brought the main villain count up to 6, with the 4 people mentioned prior, Infinite, and Eggman. In the story, you fight 4 of the 6. Chaos is relegated to a cutscene near the beginning of the game and isnt seen much more after that, and Shadow is taken care of by...Shadow during mid-game. Nostalgia pandering to a new level. Why even bring them back if you’ll just get rid of them straight away? Zavok had a boss fight, which while having great music, is somewhat underwhelming. Metal Sonic has the classic boost formula boss fight, which consists of Sonic running down an endless road.Infinite appears to have 3 boss fights, they aren’t that bad apart from the third one, which is a DIRECT rehash of Metal Sonics boss.
The voice acting, while massively improved from previous games (Shadow’s VA has much better lines than the infamous “YOU GOT THIS SANIC” in Sonic Generations), is still a little annoying. We know that Sonic is cocky, but sometimes it feels like he talks too much about one thing, and it can get a little grating.
The physics have gone backwards. Despite being fun to play, everyone seems clunky. Quick stepping at any time during the half pipe section of Luminous Forest as Modern Sonic will make you boost right off said half pipe, and into a bottomless pit. Classic Sonic loses all momentum whenever hitting an enemy, and the speed cap on his running speed is nasty. Normally, I wouldn’t mind Classic’s physics, considering that the Generations style of Classic physics weren’t the worst thing in the world, but after Mania, it feels really weird, bordering on feeling bad. Avatar just feels...weird. Their rate of acceleration is one of the weirdest things to me, and it’s like they accelerate in stages, then all of a sudden, boost off at near-Sonic pace.
There is no challenge. Sonic games aren’t the hardest things in the world, but this game is a little ridiculous. I’m currently 22 stages into the game, and I pretty much S Ranked every stage on my first attempt. This includes deaths; IIRC, just one death in a level in Sonic Generations would stop you from receiving a S Rank. It’s nothing like Unleashed, which honestly tested you when it came to late game Sonic stages (excluding the hellhole that is HD Eggmanland). Even Colours and Generations got much more difficult near the end of the game. When a mid game stage feels easier than a stage set in the first 25 minutes of gameplay, it’s not a good sign.
I don’t see how this game warranted a 4 year development time. I understand that creating the Hedgehog Engine 2 might have taken an extended amount of time, but even then, 2 years is still good time to develop a game...yet the stages, while there are a lot of them, don’t last longer than 2 minutes in most situations. Unleashed took 2 years to develop, which included the development of the OG Hedgehog Engine. That includes developing for the PS3’s janky processor. Tell me, how on earth did Unleashed have such nice, long stages, while having around the same dev time as Forces?
Why did Sonic Team decide to have new level designers working on their anniversary game? If they brought back the guys from Generations, or even Unleashed, there wouldn’t be as much complaints about level design. Modern Seaside Hill is how you design levels for boost formula Sonic. Straight line, boost to win situations aren’t.
Why does the story feel so unfinished? Why does it feel like content is being held back? Did the developers run out of time?
It all feels so...sad. The Mario series come through with consistently good games. Hell, Odyssey is potentially one of the best games of all time. Forces really could’ve been one of the best 3D Sonic games, but it feels like too many corners were cut in development. We literally got one of the best reviewed Sonic games in YEARS earlier this year. We could’ve got a double whammy, but we got disappointment instead. It’s a little crazy how some of Sonic’s biggest fans, turned ROM hackers, turned full game developers ended up making a better game overall than Sonic Team. In turn, that led to the reception Forces is getting now. In the end, I feel sorry for Aaron Webber. He advertised the game like crazy, and for it to be so mediocre is painful.
Overall? I’m probably being a little generous, but it’s a 6/10 for me. A fun game, let down in too many aspects to even be close to being one of the best 3D Sonic games.
SEGA, at this point, it’s time to restructure Sonic Team. I’m not sure they know what they’re doing. Iizuka...you’ve been a part of some of Sonics greatest games, but now, I think it’s time you stepped down and let someone else take over.