Friday, July 31, 2020

Sonic 3 Review


Rank @ end

Summary 


Sonic and Tails gear up for another adventure...but is it superior to others of the "classic" era?

Gameplay and Controls



The simple controls from the previous games are the same. Added is the fast insta-shield, which isn't much but useful on rare occasions. 2-P Tails can now pick Sonic up and fly him, though it's a bit more time consuming than just using Tails.

Added advantages: Tails can fly and swim, but Sonic can still use the emeralds to become Super Sonic. Sonic can also use the shields for various moves and purposes, which is a nice improvement.

2-Player mode is smaller and more annoying than Sonic 2, but it's better than nothing.

Level Design and Visuals



Angel Island is a nice break from the Hill Zone start. I like the tradition, but too much of it and it gets to be the same thing. Still tropical with palms, it set itself apart with the fire later in the level.

I'm not that enthusiastic about Hydrocity. There are a lot of moving platforms and a lot of waiting around, trying get into certain spots. With the exception of a few areas, it's just not a speedy level. Along those lines, Marble Garden is annoyingly long as well as bulky in design, making it my least favorite.

Carnival Night, and Launch Base are better, though, visually and in length while Ice Cap Zone is wonderful--possibly the best.   

Blue Spheres can be infuriating. However it's unique and "3-D."

I don't like Sonic's darker, chunkier sprite.

Story and Characters 



Sonic and Tails haven't changed much, but they are faced with a new enemy: Knuckles. Knuckles...Design wise is a bit odd. His dreds make him look like a girl, and even his species is just more obscure than a fox or hedgehog. Despite the regional differences, neither manual really expands on how Knuckles was tricked. Obviously he was pretty isolated and naive, I guess, but I'm still wondering what made the big fat man with a bunch of animal-enslaved robots trust worthy.

Since he just taunts the player, Knuckles isn't much to brag about. The only memorable quality: punching the lights out of Super Sonic. His strength became an emphasis, and it became a contrast to Sonic's speed. So while still an enemy more so than a rival in this game, Knuckle had a hint of potential.

The Japanese plot is a bit long/excessive for the game's more simplistic nature. The American one is simplified, but it mistakenly refers to the Chaos Emeralds as the Floating Island's power source (not the Master Emerald, which would become more prominent in the future). 

Music and Sound Effects



Notorious for having work done by Micheal Jackson, the music is memorable. Ice Cap, Hydrocity, and Angel Island are all at a nice pace and fit the location while ones like Carnival Night and Launch base brought a unique, new sound to the table. Sound effects are fine though a few like the drilling robot can be kind of loud and disruptive.

Final Thoughts




  • The biggest improvement in my eyes is the addition of a save file, which is a big deal. Playing through lets it act as a level select, which is also a fine addition. 
  • Nice to give Tails some other advantages.  
  • Knuckles first appearance seems over-hyped.  
  • The timer in Launch Base does not stop for the "cutscene," which can be annoying.


Total Rank (S best, E worst): A


It's a good Sonic game, but seems longer and more tedious compared to it's predecessors. There were some attempts to make the game more unique, but it didn't make the game better.

Thursday, July 30, 2020

Sonic 2 Review


Rank @ end.

Summary


Sega's sequel may have been better than the first.

Gameplay and Controls



The improvement added to Sonic 2 is the Super Spin Dash, one of Sonic's trademark moves. This move is easier than the original Spin Dash and helps gain speed. Otherwise the attacks are the same and are perfect for the game.

Likewise, the controls are simple. Like the Genesis controller, really. It makes it so that anyone can easily play right at the first level, with no time to "get used to it" like some future games.

It's possible to control Tails with a second controller, which is a nice thought and I like it, but it's mostly just helpful for Bosses or Special stages. Otherwise it's hard to keep Tails on-screen.

2-Player mode is a very nice addition. While split-screen seems annoying nowadays, it's fine for this game. The only con is that after completing all 4 modes, nothing happens (just the total scores/winner). Nothing secret unlocked or any kind of "ending." That was a big disappointment to me as a kid.

Level Design and Visuals



Though there is certainly inspiration taken from the previous game, the sites in Sonic 2 bring a fresh and new appeal to the concepts.

The starting level, Emerald Hill, is very similar Green Hill. I'd criticize this normally, but since this is the first "real" sequel, I think it's appropriate.

Casino Night Zone is a flashy and memorable stage for it's design and "gambling" feature (it would inspire many other zones). Mystic cave creates a much darker, creepier mood while Chemical Plant is much more industrial.

Overall the design and layout works well, though Metropolis having three acts makes it tiresome. 

It's still 16-bit, but Sonic's sprite has been changed and it looks arguably nicer. Tails is adorable, and their idle animations help show their respective personalities. The graphics maybe low-tech by today's standards, but the style has helped it age better than most of the modern games.

Plot and Characters



The plot is mostly the same except for the addition of Tails. Miles Prower is a two-tailed fox (hence the nickname) that can fly with his tails.

In the US, Tails has been following Sonic since he was a cub and wants to be a hero, too. The Japanese version says that Tails was bullied but saw and was inspired by Sonic, so he began following the hedgehog ever since.

Either way, Tails makes a cute and favored addition to the series. This game would also give birth to one of the biggest motifs of the games...friendship. 

It's not much but it set in stone some important concepts.

Music and Sound Effects



The sounds effects are the unique and sharp. The music is typical of the classic games, with effort into tone and alongside pace. Emerald Hill's is very happy sounding while Mystic Caves' is creepier. The only one I don't find likable is Hill Top Zone's. It seems loud and awkward compared to the rest. Oil Ocean also seems to have a bit of an Egyptian or desert vibe, which I found a bit odd but it's still likable. 

The music in 2-Player also has some nice alternatives.

The main theme is "Sweet Dreams," which sounds very cute in it's 16-bit form.

Final Thoughts


  • I used to like the special stages, but it's harder to get the emeralds than in the first game. Tails makes the total misleading since (when on auto) he often will crash into the robot/bomb and loose his rings.
  • It's kind of annoying that Tails can't fly ("Tails Alone")
  • Super Sonic was a cool idea but defiantly more obscure than in the later games.
  • I preferred the level select of the first game, but debug is always cool, too.
  • It's interesting that CD and this game were once the same idea. I wonder how that would have turned out...
  • I was always interested in the scrapped levels. It's cool that the re-release included a finished version of Hidden Palace (and the Grounder reference).


Final Ranking (S is best, E is worst): S


The worst thing I can think about this game is Hill Top Zone's music. It's probably one of the best and most beloved Sonic games.


Tuesday, July 28, 2020

Underground is better than Sat Am (Part 4)


Part 4: More Accurate...? 


It's no secret neither of the series are too close to the game's canon. Back in the 90s the West developed it's own ideas, and had the freedom to expand beyond the basics. And in those classic days, that was possible.


But as "story" became more prevalent, it became harder and harder to connect the "Freedom Fighters/Resistance" and other ideas with "Team Hero" and those seen in the games. The comics bridged Sat Am and the videogames for many, but even small retcons and/or a soft reboot couldn't cover everything.  


The most accurate of the cartoons is Sonic X since it adapted several games, added many "modern" characters, and even had Sonic Team's support. Original characters Chris and Cosmo were both created by Sonic Team. The Japanese voice cast for the series were the same as in the games, and the English cast was added to the American games in 2005, while the show was still on-air. In the Japanese version, some in-game music is heard.     


Sonic Grinding, as in the games. 

Adventures of Sonic the Hedgehog was also accurate for America and for its' time. Tails was described as being with Sonic since he was a "cub," seen in the series alongside his name, Miles. Dr. Robotnik also had his first name, Ivo. Scratch and Grounder were based off enemies in Sonic 2, and Sonic and Tails were designed like their box-art counter parts. Occasionally certain items would show up (versions of Rings; Chaos Emeralds), and Sonic would tap his foot often like his idle animation.

Sonic mimicing "Classic" artwork in the AoStH pilot 

That leaves Sat Am and Underground (and Boom, but I'm not bringing that one up today!). Despite the lack of Tails, though, Underground is more accurate for a few other reasons.   


The most obvious answer is Knuckles. His voice is a bit annoying, but he gets tricked similar to in Sonic 3 and fights with Sonic a bit, too. He only appears a few times--less than Tails in Sat Am, but as mentioned in Part 2, Tails didn't have a very impactful role in Sat Am anyway (being far more memorable in AoStH).

The other reason Knuckles' appearance is more important is simply since it hadn't been done in a DiC cartoon before. Tails was in AoStH and Sat Am. But Knuckles didn't make it into either! 

"Time Stones"

Sat Am also had Rings while Underground did not. But while the "Power Rings" often helped save the day, they were rarer and had more abilities than those in game. That's fine, really. But the "Time Stones" were even less accurate, used more like a plot excuse to use time travel than the mystery gems seen in Sonic CD (where the "Future" and "Past" posts along with Sonic's speed caused the time travel).  

Though it did not have those, Underground had two versions of Chaos Emeralds to level the playing field. The first took the place of the Master Emerald rather than introduce the concept all at once. Not super accurate, but it was green and emerald-like. The second proved a bit more chaotic, but similar and hinted at more to come (though the series was cancelled). There were also several jewels in the series similar to the emeralds.   

NOBODY WHAAAAT?!

Robotnik was too cruel in Sat Am to match his egg-shaped game counter-part. Though a threat, Eggman was created to be silly. "Julian" Robotnik was nightmare-fuel instead. I discussed this in part 2, but it's not just the Robotniks...it's their reign of control, too.

In Sat Am, Robotnik has taken over Mobius. In Underground Robtnik's control is reaching farther and farther all the time, but he hasn't gotten to/robotisized everyone.

In the original games, Robotnik is trying to take over the world, but Sonic keeps wiping out his robots, beating his boss-machines, and destroying his dominating creations (Death Egg). If he already had world domination, the zones would look a lot worse (such as the bad futures of Sonic CD and later-made Eggman Land). So Undergound gets a slight edge. 

Underground also gets a point here because, like in later-made Sonic Forces, Robotnik's damage needs to be reversed little by little before a bigger attack. Though Sonic/Sally's finale-moment is similar to a Super Sonic attack, the world can't be taken back all at once, like Sat Am abrupt "end" sort of implies (the freedom fighters didn't accomplish much pre-doomsday). 

Also: while both series had characters that betrayed the heroes or Robotnik one way or another, ARRT in Underground was similar the E-series robots of Modern games. Bonus points.

The most important difference between these close series: travel. Sonic goes all over in the games, and Underground creates locations reminiscent of old zones and in a variety. Deserts, tundras, towns, cites, a resort...

NOW the scarf makes sense.

Sat Am meanwhile usually stays in Robotorpolis or around Knothole. They visit others, but it's not memorable. Usually dark and bland.

"I'm gonna fire my travel agent."

Undergound has a version of Knothole (Sanctuary), and Robotropolis, but the triplets weren't bound to those areas in the same way as Sonic, Sally, and the others were in Sat Am.

The shows are built around many of the same ideas--which contradict many of the later established game-elements--but they had creativity and used ideas where they could. Still, Underground has a slight lead in this category, making it another reason it's a better show. 

Monday, July 27, 2020

ShtH is better than Heroes (Part 4)

This is a little detail that can be a hassle just the same:

Scoring



Sonic Heroes, like most Sonic games, is a calculation of speed, rings, and enemies defeated. There are also points for what levels the characters are at. It seems ideal to get through the level without dying, but even that can result in an E-rank if taken too long.

Heroes high-scoring system is annoying, and it's harder to get A-ranks than in other games. Since many of the levels are longer, and there are bonus missions for each, getting all A-ranks seems like a long, grueling task.


Though Shadow the Hedgehog is built around the same principles, it has a few different factors. Playing "neutral" is similar to most Sonic games. For Hero and Dark mission, filling the Hero/Dark gauges (or not filling them) heavily impacts the score. Taking "dark" action while on a Hero mission will subtract points, while "hero" actions will add to them.

Getting an A-Rank is easier in Shadow the Hedgehog because many levels rely on time and the gauges, more so than anything else. In some cases, if the time is fast, the character can get an A-Rank with nothing in either gauge.     

That being said, as long as the player knows the level well, collecting A-ranks can be faster.


Though ShtH has more levels, Heroes has 4 teams playing through variations of the same levels. This means there are more A-ranks to gather with a less variety in location.

Each game "rewards" the player with Super Hard Mode and Expert Mode respectively.

I liked Expert Mode's style and the "hints" but I can't really judge Super Hard Mode because I have not unlocked it yet. 

From personal experience, the scoring system in Sonic Heroes is more frustrating and disappointing than that of Shadow the Hedgehog.

Friday, July 24, 2020

Best Villain (Part 7--Conclusion)

For me, the "best villain" is an obvious three-way tie.


Robotnik, for his continued perseverance. For having the deepest connection to Sonic and the franchise. His history. His hilarity. Nostalgia, too.


Mephiles, for being a threat like no other. For his creepy way of twisting the truth. For pitting characters against each other. His dark need to destroy...his actions in Shadow's story. 


And Merlina, for being understandable. For the plot twist. For being persuasive and relatable in comparison. Being kind at heart but on the outside sad, cold, malicious, and deadly.

Thursday, July 23, 2020

Best Villain? Part 6: EEEVIL

If asked which enemy in the Sonic series is the most evil or the "darkest," there is one obvious answer. Mephiles!


Sonic 06 is a controversy in many ways. Some have praised it's intentions, and some have found silver linings in the notoriously glitchy game. Most, however, loathe the game and everything associated with it.

Even with such a reputation, many fans were intrigued with with "the dark" villain, Mephiles. Some even call for Mephiles to make a reappearance, or at least for a threatening character "like Mephiles." 


Mephiles is one half of Solaris, an "eternal flame" of "hope." Though the "true Solaris" is beloved by the people of Soleanna, what Sonic & co. have seen paints a different picture. Regardless, Solaris was accidentally split.

Mephiles is the intelligent side of Solaris. Extremely manipulative and clever. He may be physically weaker than Iblis, but is stronger in many other ways.


Due to time travel, Shadow the Hedgehog caught Mephiles and sealed him with in an object, the "Scepter of Darkness." Years later the dark entity would be released and take the form of Shadow's...shadow. The "ironic" moment allowed Mephiles to gain the upper hand and exile the hedgehog (alongside Rouge) to the ruined Crisis City area.

In spite of his hatred for Shadow, he tried have the hedgehog "join" him. He would also reveal some painful facts about the future and attempted to divide Team Dark. Meanwhile he tricked Silver and Blaze while also avoiding Eggman, who was apparently looking for him. 

Much of Mephiles' motives are a mystery. Many players point out that Iblis was in the future, and since Mephiles can time travel he should have simply merged with the beast and became Solaris again. In the end, Mephiles does the unthinkable by "killing" Sonic...but why send Silver after the "Iblis Trigger" if he could just do the deed himself?

The creeper giving a speech.

Whatever the case, Mephiles enjoyed fooling, tempting, taunting, and/or manipulating characters. He often laughed at them and used information and illusions to his advantage. Shadow noted that Mephiles only craved "destruction."

The character was also very powerful. He was able inflict a version of time travel on others, and transport himself as well. He was able to transform his appearance in different ways and summon shadow monsters and enemies. Visual illusions and manifesting "clones" of himself were easy tasks to him.


Most villains in the Sonic series have an understanding motive, like greed or revenge. Mephiles wasn't simply upset from being sealed away. No, he was evil from the start, and he wanted to spread his darkness upon the world. As Solaris, he wanted to end it.

Mephiles is the "pure evil," a type of character that--as the name suggests--is darker than any of the others. Even his name was inspired with evil origins (Mephistopheles).

There is some debate on whether this character is "too dark" or if he's just a "dumb reskin," but many have praised the character and his role in Shadow's story.

Mephiles gave a heavy contrast to other enemies like Eggman (even he has helped to save the world--if it's gone he can't conquer it!). In the end Mephiles did what no other villain ever could--he won. Solaris may have been defeated, but only after Mephiles completed his task with a mouthless "smile."

"NICE SMILE!"

Wednesday, July 22, 2020

Best Villain? Part 5: Relatable?

It's been said that a great villain needs a great motive. Two characters stand out, in the Sonic series...


Professor Gerald Robotnik used to be a kind man who wanted to perfect the world through "the power of science." He wanted to help and protect the people of Earth.


That all changed with the Ark shut down and the death of Maria Robotnik. Imprisoned for a crime he did not commit, Gerald went insane and became intent on destroying the planet he once strived to protect. He was later put to death, but not before setting his revenge plan into motion...

Despite his cruel actions his reputation was later respected once again after "Project Shadow" and his Eclipse Cannon proved vital in the Black Arms Invasion. Dr. Ivo Robotnik (Eggman) always looked up to his "brilliant" grandfather and called him "a great scientist."   


Merlina was introduced as a sadder version of Sharah, but really she was behind the world's darkness. She used deceit to get her hands on the sacred scabbard of Excalibur, which would grant her the power to create an "Eternal Kingdom."


Merlina was saddened by death and endings. She knew how the Arthurian legend ended: with King Arthur killed. Life became futile to her. Even flowers were "destined to wither."


She grew to hate the idea and wanted to create a better story--one that never ended. She becomes a powerful entity that seems unstoppable. Her corruption was understandable--Sonic even admits it seems like he's the "bad guy," but he doesn't mind it.

Because Merlina was wrong. Everything has to end, and if it doesn't than it's not special. It loses what made it wonderful in the first place. After her defeat Sonic helped her understand this.


Merlina and Gerald both suffered from grief and wanted to fix the world in their corrupted eyes. For Merlina, it was making it everlasting, no matter the cost. For Gerald it was destroying it, no matter who would be destroyed with it.

Both came terrifyingly close to their goals.

Tuesday, July 21, 2020

Best Villain? Part 4: The Eggman

Ivo Robotnik!


The most recognizable Sonic villain by far. Some say Eggman is the only villain the series needs (though even the character himself gets bored with the constant defeats). "Egg Salad" has had ups and downs, going from one extreme to another. The biggest challenge, it seems, is balancing his history and comedic traits while still making him a threat.

Sonic 1 introduced us to a dangerous foe, though his round appearance made him laughable, too. The classic era was spared of the funny/serious debate thanks to it's simplistic plot and balance.

Still, this was a problem bound to happen. It was even encountered in the Sonic cartoons. Adventures actually--despite being a slap-stick, funny show--was well balanced. Dr. Robotnik had a huge, ugly appearance and would do dumb things by mistake, but his hatred for Sonic seemed very real. His plans for Sonic gave the usually light-hearted show some tension.

HA

Sat Am set a very different standard. With Jim Cummings creepy voice and the different tone and script, Robotnik was a terrifying dictator. Though slightly redesigned, they couldn't mask his fat, (supposed to be funny) appearance. It was a sharp take on the character, but it didn't really fit with the Robotnik Sega created.


The OVA's version of Eggman/Robotnik was far more on the laughable side. Underground tried to compromise a bit by combining Sat Am Robotnik's forceful take and some of AoStH's mild stupidity. Unfortunately it wasn't a very memorable result. 

Then the problem hit the games. Sonic Adventure tied up the Eggman/Robotnik trouble, but this version of Ivo was more serious than expected. This continued for a while. He was now serious, but not quite as deadly sounding. He would often be over turned by other monsters or villains.

THE CREEPIEST THING ALIVE!

06 intended to make the character a threat again, reducing his comedic elements to an all time low and having him with sleeker, less cartoony robots. Unfortunately his "realistic" redesign is both creepy and hilarious as heck.

Unleashed also treated him in a similar way, but gave him a few funny moments. Generations let Eggman keep control over a monster and kept him as the main villain. Forces continued this.


Meanwhile games like Sonic Colors over-saturated his comedic energy. Though he was the main villain of the game, his constant presence and his failures (like trying to mind-control Tails) discredited his actions. And he made an Amusement Park that looks fun rather than the deadly trap seen in Unleashed.

06 and even Unleashed pushed the character too far one way, Colors and Lost World another. Adventure days and some of the other games are lackluster in comparison to either extreme.

So what's the balance?
The Movie gave the character a serious nature but left in a dance scene and other funny stuff, but he didn't feel like the same character.
Sonic Boom's Eggman is so far on the comedic side pretty much Sonic's friend. 
What does that leave?
Sonic X.


Sonic X handled Modren Robotnik--Eggman--the best. He would make jokes and use puns. He was also overconfident and bragged a lot. He's be defeated, but he's be back ("I'm like a bad penny. I always turn up." "I'm like a rubber ball. I keep bouncing back." etc).

But had his serious moments, too. He almost drowned Sonic. In the Season 1 finale, he beats the crap out of Sonic and dumps his body in the ocean. The adaptations of the Adventure games were handled with more energy. At the end of season 2 things started getting less serious, but the show was supposed to end...


Instead it came back with a threat bigger than Eggman, the Meterex--but the mad Doc wasn't out of the battle yet. He even joined the Meterex and gave them new technologies like the Star Shield. Still, realizing the intensity of the situation he helped Sonic at least twice.

The show had the freedom and time to show the different sides of Eggman. Maybe it's not possible to find that perfect balance in a game. Sonic Unleashed was close. Sonic Battle did a pretty good job.

Still, if one thing is for sure it's this: no villain will ever have the same determination (or history) against Sonic like Eggman does. 

BOMBS AWAY! YOU KNOW WHAT THEY SAY: THE MORE THE MERRIER! GET A LOAD OF THIS! I HATE THAT HEDGEHOG!