Thursday, November 26, 2020
Quote of the Month
-Sonic the Hedgehog, Sonic and the Black Knight
Monday, November 16, 2020
Uncle Chuck--The Legend
In early canon, "Uncle Chuck" was a very important character. A good inventor opposed to the malicious Dr. Robotnik, early works credit Chuck with inventing the "power shoes" (speed-up shoes) and "power rings" (rings).
Of Sonic's relatives, he's the most reoccurring. The details change, but at its simplest, Chuck was close to Sonic and helped inspire him to take on Dr. Robotnik.
Sat Am
In one of Sat Am's most emotional moments, Sonic reunites with his robotized Uncle Chuck and tries to use a power ring to save him. Eventually (in Season 2) they are able to restore his personality and Chuck is able to help them. However he remained robotsized on the outside. It was also revealed that "Charles" himself created the Robotsizer--to prolong life--but "Julian" Robotnik took the design for his own dark purpose.
Underground
Uncle Chuck reappeared in Sonic Underground as a part of Sonic's origins. While his exact relation to Sonic/Aleena is not made clear, it's assumed (via appearance) that they are still related. At some point Sonic met Chuck in his early childhood, and after his adoptive family was robotisized (and his home burned to the ground), Chuck took him in. Chuck taught him to be a freedom fighter, but like his Sat Am counterpart he was robotisized.
"Grandpa Chuck" of Sonic X
Despite relying more on the games and Sonic Team for background on Sonic X, some elements of Western canon leaked into the anime. One of these elements: Grandpa Chuck (Chuck Thordyke). Chuck is Chris' grandfather, rather than Sonic's uncle, and he's a human. However he shares his intelligence and talent for inventing. Over the series Chuck would grow closer to Tails, becoming a role-model with an almost uncle-like relationship to him.
Comics
Uncle Chuck was faithfully adapted into the Archie Comics as Sir Charles the Hedgehog, brother of Sonic's father, Jules (and brother-in-law to Bernadette). Later in the series run, he was restored to his Mobian self, defended Sonic and the others as a member of a council, and helped with the Secret Freedom Fighters (featuring the likes of Sally's brother, Elias, and Silver the Hedgehog).
Following the reboot, Sega created the condition that game characters could not have family members unless they already appeared in the games (such as Cream's mother, Vanilla). Ian Flynn got creative and brought Charles back with the label "Uncle to Everyone," under the guise that his relationship to Sonic was adoptive (this character was allowed to return because he came from the Sat Am TV show, rather than Penders-written comic characters like Jules and Bernadette).
Despite this, Sonic was shown to be very close to his "Uncle" and Charles likewise tried to look out for Sonic. Over the course of the Unleashed-adaptation, Charles was also revealed as a friend of Professor Pickle. His role in this series, though, would be his last.
Uncle Chuck survived a comic reboot, appeared in 2 cartoons, and inspired another character. Many have tried to mimic the emotional bond between Sonic and Chuck, but the character remains one of the closest to Sonic, even visually. It's a shame the character's gone for now, but who knows? Perhaps he'll inspire someone else...
Friday, November 13, 2020
Sonic Advance 2 Review
Summary
Hello Cream and Cheese.
Characters and Gameplay
Sonic, Tails, Knuckles, and Cream are each playable characters. There's a bit more of a story to this one, as Eggman has kidnapped Sonic's friends (and Cream's mother, Vanilla). Sonic frees the characters as he goes (Amy is unlocking after beating the game with the characters and emeralds). While there's a bit more to it than Sonic Advance, it's still fairly simplistic.
Like with the previous title the game makes use of the differences between characters. Notably polite little Cream uses Cheese to attack, showing the newcomer's docile stance. The sprites' designs are cute and expressive.
Simple controls reflect the spirit of the classic games.
Level Design and Music
Music Plant is a personal favorite in both design and sound. Ice Paradise seems just like winter. As with the previous title, in general the music is nice but not of the same quality/not as memorable.
The levels are a bit more unique. Music Plant obviously incorporates instruments. Hot Crater incorporates some different industrial themes, and the Techno Base is colorful. However there are still familiar themes with the hill-like Leaf Forest and the lit-up Ice Paradise. Generally the levels are better or equal to those in Sonic Advance.
Sky Canyon--while attempting to create a unique location, is terrible--especially as Sonic. I consider bottomless pits a big no-no in 2-D gameplay, and Sky Canyon has far too many for only being the 5th zone.
Final Thoughts
- Cream and Cheese are adorable, and this her best gameplay style.
- The bosses are too difficult, especially as Sonic. Sonic's the starter character--it should be easiest for him (it's easiest for Cream, but that's of little help when Sonic is the one to save everyone).
- This is most frustrating since they are a part of the level, rather then separate. Dying after one of these bosses means the entire stage--both sections--must be completed again.
- And the game only gives 2 lives, rather than the standard 3.
- Getting the Chaos Emeralds, again, way too difficult. If this were an easy game, collecting special rings to access the Special Stage may be possible. But it's not. And collecting all those rings is only a chance at getting the emerald, not a guarantee.
- And this has to be done over and over for all 7 and (to unlock things) for all characters?! That's crazy.
- Looks like I won't be seeing the real ending anytime soon...
- Despite the challenges it's still ideal for a classic fans (and/or those with a Gameboy/DS, of course).
Final Ranking: B
I think it's an improvement over Sonic Advance and a worthy sequel. Unfortunately it's not much more.
Adding Cream was a clever way to spice up the simple story and give the character a bit of a backstory for up-coming games. Still, there are irritating portions in design that disrupt its appeal. As cute as the game is, some may lose interest.
Monday, November 9, 2020
Sonic and the Secret Rings Review
Rank @ end.
Summary
Not as bad as I remembered...
Plot and Characters
The storybook series, while insanely random, works. Sonic is sent off on an adventure to a new and exciting world. New characters and new versions of characters surface.
Sonic bonds with Shahra, "the Genie of the Ring," who asked for his help. I like their "promise" and how their friendship grows. Near the end, Shahra even reveals her own wish.
Also, I like how Shahra is a nice/kind character but isn't perfect, either. She grows fond of Sonic, but is hiding her past with the Erazor and her feelings for him. She has to decide to do what "is right."
While I tend to look at the Erazor as a B-villain, he does do some good for the story overall, such as attacking Sonic/Shahra with the Flame of Judgment. This, along with the "collector of the rings shall offer his life in sacrifice (SAY WHAT? I'M SUPPOSED TO BE SOME KIND OF SACRIFICE?!)" idea adds tension to the plot and keep things moving forward.
I also like the running-gag of the Erazor calling Sonic a rat; it's hilarious.
The rings are interesting, but I wish they played on the emotions part a bit earlier. Sonic notices it at the start, but doesn't really identify what it is (rage, etc) until halfway or more through the story. The transformations and effects are unique, but otherwise they're kinda' just the Chaos Emeralds.
I consider the scene after gathering the rings one of the best pre-final-boss cutscenes. It is very climatic. I guess it would have been more impactful if Sonic didn't undo what happens with Shahra, but this is a story within a story--might as well give it a happier ending. The final 3-D cutscene is awesome--this game did Sonic's attitude well. The "mountain of handkerchiefs" line was not the best, though. Luckily there is a bonus cutscene mid-credits which is a better goodbye.
Tails and Knuckle are here as Ali Baba and Sinbad ("Sailor of the 7 Seas! Adventurer of Adventurers"). Eggman is also here as King Shahryar. I like Sonic's interactions with them (especially Knuckles), but their roles are rather small/almost pointless compared to those in the Black Knight (more involved). Felt a little awkward with the "king of bones" King Solomon-character.
Graphics/Visuals and Locations
The cruddy graphics have not aged well. 06 probably had better visuals, there. This is most bothersome in the dark lighting of Pirate Storm. Somehow the shinny floors and glass surfaces in Night Palace look really cool, though.
The levels are set in unique settings that the Sonic series has not touched upon, such as the ash-lined Skeleton Dome and the windy Levitated Ruin. Deserts and jungles have been done before, of course, but they have a new twist. Sand Oasis includes water and buildings, while the palms and cacti of Dinosaur Jungle are joined by--yes--dinosaurs. Each seems to have something to offer.
This is the first of the Storybook Series, where most of the cutscenes are 2-D. While not a complete animation like the Sonic Riders Opening, the scenes sort of fade into each other--like an animatic? Regardless, the cutscenes are beautiful and have helped the story age well. The watercolor type of theme really worked. I noticed there are a few "cells" reused, but overall it's expressive and shows the action.
The first 3-D cutscene is not too impressive. Sonic's flame appears/disappears, etc. The ending 3-D cutscene overall looks good for a Wii game, and I like how Sonic is animated to match his personality.
Music and Dialogue/Voice Acting
The music is kinda' infamous for having lyrics in almost every level. It's a unique blend that keeps the energy up, but does seem kind of random. "How it Started" and "It Has Come to This" are pretty catchy. Skeleton Dome, Night Palace, and Levitated Ruin seem to be the best of the bunch overall.
"7 Rings in Hand" is awesome but overused with in the game ("Make-believes rebor-click-Make-believes re-click-etc). "Worth a Chance" is...nice, but not as good (as other closings).
As mentioned, this game did Sonic's attitude well. Both the script and voice acting (Jason Griffith) are a huge improvement of how Sonic was in 06. Shahra's voice during the Lost Prologue instructions sounds a bit off, like the actor (Bella Hudson) was experimenting a bit, but otherwise she did a great job. Overall I think the 4kids/"Sonic X" crew did pretty well with this game, with the exception of maybe Alf Layla Wa Layla--who sounds too distorted or over-the-top to take very seriously ("IT WOULD TAKE A MIRICALE TO AVOID MY ATTACKS").
I already mentioned it, but that "mountain of handkerchiefs" line...
Gameplay, Controls, and Level Layout
People criticize the Wii-based controls, but they are actually fair. It makes use of the Wii's various capabilities--that's what they wanted to do. A little arm movement doesn't hurt. Still it's a little complicated with all the different skills.
It's really the gameplay itself combined with some poor layout choices that make this game a pain. Sonic and the Secret Rings is an auto-run game--the problem? They weren't designing it like one.
There are countless situations where the forward movement is a restriction or a fast way to die. To be fair, this game doesn't have lives and respawns Sonic near where he died. But it makes the various missions, where death is a one-way ticket to "this just isn't my day," a HUGE pain.
Often Sonic will run or slide into a bottomless pit because he could not stop. In other places, there are enemies that will need to be taken out in order to move on that Sonic will run past (and into a wall).
While Levitated Ruin is beautiful visually, it is horrible to play through because of the wind, the spike-rings, and the building-insides. The parts where Sonic has to climb through the various cylinder-type rooms are some of the worst in the game.
Pirate Storm is arguably worse because of the poor lighting. There is a lot of water/bottomless pits that, combined with the oddness of the jump/skills, is a recipe for disaster.
Grinding should have been better explained (a simple till of the Wii remote will result in Sonic jumping to the next rail--necessary in some missions). The Magic Carpet and other gimmicks were okay except for the (slow) Flying Pot.
In general, if more levels were auto-run friendly like Sand Oasis, (most of) Night Palace, and (the outside of) Skeleton Dome, the gameplay would have been smoother.
Time Break and Speed Break are cool but occasionally they hurt more than help (fall off a cliff, etc).
While I like missions when they are optional, the set up in this game where "pointless" ones are required to move the characters forward is fairly annoying. The scoring system also seems pretty harsh.
Final Thoughts
- I tend to think that Shahra cured Sonic's cold for him, but they probably should have mentioned Sonic's cold at some point, even as a joke.
- "This just isn't my day" > "Gotta try harder" (Riders)
- Even though Sonic and Shahra are just friends, I can't help but think that this is how they should have handled Elise (Sonic 06). There's more development in this friendship than there ever was in that...uh, ship.
- It's outrageous how this game demands perfection. Many missions are nearly impossible to beat after one death, and are purposely set up for that death.
- Uhu, the Speed Genie, needs to %$#@!& off
Final Ranking: B
I honestly expected to give this game a C at the most. But returning to it revealed memorable moments and a great balance of humor and emotion.
While it's not the best of the best, it's still worthy of a high average.
Friday, November 6, 2020
Sonic Battle Review
Summary
Underrated and too easily forgotten.
Plot and Characters
Battle is a great example of combining an easy-going, comedic atmosphere and one that's more thoughtful and concerning.
Sonic's story is a lead-in, and as a whole not too involved plot-wise, but it sets up the basics and transitions the player into learning how to play. It's important, looking back, for both initially establishing Emerl as a "worthless" robot and creating a link (pun!) between Sonic and Emerl.
Honestly, Tails and Rouge's stories were rather lame and the characters were probably better outside of their stories (as support) rather than as main characters. Meanwhile Knuckles and Amy each had a funny element to theirs and it kept the story moving while developing Emerl.
The lengths that Cream and Emerl are willing to go to for each other in Cream's story is sweet. Also on the deeper side, Shadow's story debates "weapons" and purpose. The most emotional of the 8, Emerl's story shows how far the robot has come, the relationships he has formed, and the impact he leaves behind.
Overall this is one of the best handheld plots, if not one of the best in general.
Gameplay and Controls
Since this was released on the Gameboy, the controls should be simple. However, there are many combinations, even with only mainly A, B, and the D-pad. Though a new player should have plenty of opportunities to master this combination (as with any fighting-type game) it can be overwhelming.
It plays out much better than other methods (such as those seen in Sonic Chronicles) though it can easily lead to frustration. Since every level is virtually the same, it can also lead to annoyance and/or boredom.
While it's a fair fighting game, it's a fighting game, making this more of a spin-off in gameplay.
Music and Sound Effects
The music is not as good quality and can get annoying. Seems kind of loud/harsh in some cases, but it can still be enjoyable. For example, I like the Battle elements mixed with Green Hill (for Green Hill). Fairly good tempo, which is important since every level is a fight, but some of the lower quality/high pitched parts can get irritating.
Though they were limited to select phrases, the voice cast did an exceptional job. Everyone sounds in character and has the right energy, making lines like "Time to Party!" "Stone Fists!" and "Didn't even break a sweat!" memorable.
The effects for the moves were unique and work fine except for the annoying beeping with one of Gamma's moves.
Visuals and Design
The "Sonic Advance" type of sprites have actually aged well. It may have been more primitive, but it looks a lot better than other 3D sprites. The amount of variety in how the attacks are portrayed (as well as the variety in attacks) is admirable.
The character/cutscene art is accurate, but some characters like Rouge only have 2 different expressions while others have more like 4. The maps are colorful, though it is a bit off (would Angel Island really be so close to Central City, etc). I think the "Club Rouge" idea was interesting.
The locations during the battles, however, leave much to be desired. Rather lame, most have rectangles or squares that get in the way. Ultimately the background can be a nuisance.
Final Thoughts
- Using the cheat codes and getting Emerl's special moves are very important because the final boss is very hard.
- Tails' stupid virtual training is insane.
- There is a TERRIBLE challenge Rouge gives Emerl, which is torture and/or impossible without any good special moves.
- It's annoying when the cutscene makes it seem like you're about to fight 1 enemy but somehow you're fighting 3.
- Editing/collecting skills with Emerl was kinda' like a precursor to the Avatar (Forces).
- The Gerald's journals were a fascinating addition.
- There has been confusion over when this game is set, and I think after Shadow the Hedgehog makes the most sense.
- In Japan it was released before Heroes, but Shadow's reappearance as well as allusions to Team Dark imply it was after that game.
- In America it was released after Heroes.
- However, Shadow is not suffering from Amnesia as he was in Sonic Heroes-Shadow the Hedgehog, further implying the game is set sometime after the Black Arms invasion, but before the events of Sonic Advance 3 and than assumingly before Sonic Rush-forward.
- The Sonic Battle Arc of Sonic X was important for Cream and strengthened her character. However, it's a much looser adaptation than the adventure sagas, and I wish that was more well-known.
Ranking (S is best, E is worst): B
BLACK KNIGHT |
Monday, November 2, 2020
Sonic Pinball Party Review
Summary
Nice little game for Sega fanatics...but nothing too special.
General
Unlike in Sonic Spinball, their is an actual pinball so it can not be controlled. A disadvantage that makes expert flipper-aiming required. I'm also a bit confused as to why the controls are left and B rather than just A and B. The voice "BALL SAVED" is hilarious but the "Boooo" gets annoying after a while.
Again, like with Spinball boredom is the enemy, as even with the switching locations the gameplay can get tedious or simply too long. Sometimes losing is almost a relief because of the potentially long playtime.
To encourage the player to keep gaming, there is a "story" but it's fairly generic, just brainwashed characters challenging Sonic.
On the plus side, the designs of the courses are well thought-out. The Sonic one, for example, has chao than can evolve or even reincarnate after the ball falls into a certain hole. There are other familiar and changing features that fans of Sonic, Nights, and Amigo would find enjoyable. Music is familiar too!
There are also some bonus mini-games that are mildly entertaining, including a Tiny Chao Garden. However nowadays multiplayer or "party" mode is kinda worthless, unless player 2 also has a Gameboy Advance and a copy of the game.
Final Ranking: D
Pretty relaxed, this game is fairly fun and there's lots of little entertaining details. The reason for the lower rank, though, is that (as a Sonic game) it seems too long. Players would likely become impatient after awhile--or possibly frustrated, and it doesn't have the same personality as similar Sonic Spinball.
It still makes a nice supplement to other Sonic games, as seen with the various complications ("2 games in 1").