Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Wednesday, December 3, 2025

Sonic Heroes (Xbox)

Note: This review contains spoilers for Sonic Adventure 2 and Sonic Heroes.

Following the release of Sonic Adventure 2 (SA2), the previously unthinkable happened when Sega went third-party and started developing titles for non-Sega consoles and handhelds, including Sonic Advance, which officially ended the long-standing rivalry with Nintendo. When Sega showed interest in developing a multi-platform Sonic game, Sonic Team USA landed on a team-based concept to take advantage of the capabilities of newer hardware. Since the new title, Sonic Heroes (Heroes), would celebrate the series’ twelfth anniversary, they also decided that they would create a standalone experience closer to the Genesis games instead of a third Adventure entry, both due to the number of numbered sequels hitting the market and out of a desire for accessibility. The final game would launch in 2003 to mixed reception, but still sold very well and led to the development of 2005’s Shadow the Hedgehog.

Unlike some of the other Sonic games I’ve reviewed recently, I actually have more of a personal history with this one. When it first came out, it was one of the first Sonic console games I owned, so I played it obsessively, yet I couldn’t ever finish the game. At some point, I didn’t have my PS2 copy anymore, though an original Xbox that I bought still had a copy in the disc drive, so I ended up playing that copy for the purpose of this review (the disc had seen better days, but the data layer still looked fine). Fortunately, the disc held up well as I finally completed Heroes over twenty years later and concluded that it’s built around a neat idea with a tedious and frustrating execution.

Wednesday, June 25, 2025

Sonic Lost World


As part a three-game deal on Nintendo’s ill-fated Wii U console, Sega released Sonic Lost World (Lost World) in 2013, as a follow-up to Sonic Colors (Colors) on the Wii. Although the game has since been released on PC, I opted for the Wii U version (specifically the Deadly Six edition with a code that no longer works) when that console’s storefront was being shut down. While going back through Sonic’s back catalogue of games after watching Sonic the Hedgehog 3, I decided to finally play Lost World, only to not quite finish the game due to a number of factors stemming from the game design.

Wednesday, April 23, 2025

Sonic Unleashed (PS3)


Note: This review contains spoilers for Sonic Unleashed.

Back in 2005, Sonic Team had conceived a third Adventure entry called Sonic World Adventure, though development wouldn’t start until after the critically panned Sonic the Hedgehog (2006) (Sonic ’06). As development continued, with no set completion date and coinciding with the creation of the Hedgehog Engine, enough innovations distinguished the game from the Adventure style, including the addition of Sonic transforming into a “Werehog” during nighttime, that the title changed to Sonic Unleashed (Unleashed). Additionally, the game saw two separate builds in active development, one for HD consoles (PlayStation 3 and Xbox 360) and one for the previous generation (PlayStation 2 and Wii). Both builds of the game would launch to mixed reception from fans and critics, with more favorable scores given to the PS2 and Wii builds, though Unleashed would gain more of a cult following over the years and now has a more positive reputation than before (though this opinion isn’t universal).

As for my own experience with the game, I remember getting excited for it after the disastrous Sonic ’06 (which I may still review in the future) to the point that I played the free demo. Upon playing it as a sixteen-year-old, however, I found myself getting stuck too often because, quite frankly, I sucked at it and had a hard time finding certain items to continue very far in the game. Seeing that the fanbase had warmed up to it more, however, made me curious enough that, right after I finished Sonic Colors: Ultimate (Colors), I gave Unleashed another chance. Now at about double the age at which I had played it initially, I found myself liking it a bit more and I could see some of what fans liked about it. However, as it dragged on, I found that the final design had also held itself back from reaching its full potential, no thanks to its technical issues in the final stretch, the Medal mechanic and, most of all, those Werehog Stages.

Wednesday, March 5, 2025

Sonic Colors: Ultimate

Following the release of Sonic Unleashed, Sonic Team and Dimps decided to try a new approach based on fan feedback that saw Sonic returning to his roots. Not only would they make Sonic the only playable character, but the balance between speed and platforming would hearken back to the Genesis days and there wouldn’t be any gimmicks as in Sonic and the Black Knight. Additionally, there would be two notable personnel changes: Ken Pontac and Warren Graff, best known at the time for their work on Happy Tree Friends, would take over writing duties and the entire English dub cast would change once more, with the exception of Mike Pollock continuing his role as Doctor Eggman. This approach led to mostly positive reviews in 2010, though the game would only see a release on the Nintendo Wii and DS.

A decade later, Sonic Colors would receive a remastered release, Sonic Colors: Ultimate, due to both the influx of fans from more recent games and the first Sonic the Hedgehog film, as well as the fact that Colors remains locked to the Wii and DS platforms. Blind Squirrel Games would develop this remaster, based on the Wii version, and add in a good amount of new content, including mechanics meant to help beginner players. Unlike the original game, however, Ultimate would receive more mixed reviews due to a number of newer bugs and glitches. Although I bought a PS4 copy day one back in 2021, as I had never owned or played the original Colors, the controversy over the release led me to waiting until well after the “Play Date” had passed before taking a crack at playing it. I may be biased, but after coming right off of Sonic Superstars, I found Sonic Colors: Ultimate a rather enjoyable, if flawed, experience.

Wednesday, February 5, 2025

Sonic Frontiers (PS5)


Note: This review contains spoilers for Sonic Adventure, Sonic Adventure 2 and Sonic Frontiers.

Following the divisive Sonic Forces (Forces) in 2017, Sonic Team started exploring options for advancing the design space for 3D Sonic games, as producer Takashi Iizuka felt that they had reached the limits of the design philosophy established by Sonic Adventure (SA1). Director Morio Kishimoto felt inspired to go in an open-world direction, allowing players a greater sense of freedom than the previous linear style would allow. As development on Sonic Frontiers (Frontiers) progressed, the team also brought on writer Ian Flynn due to his work on the IDW Sonic the Hedgehog comics in an effort to bring out the emotional aspect of the story while downplaying the humor that had driven some prior games. Although the game would miss its intended 30th Anniversary launch, it would still receive an announcement in 2021, followed by a release in 2022, with mixed reception from critics but more enthusiastic response from fans.

While we did get this game shortly after it first came out on 11/8/2022, the existence of an update roadmap led to some waiting before actually playing it. Since Sega had already scheduled the final update for 9/28/2023, we considered that the “Play Date” (“the day you can actually bask in the glory of a working game”, per Mega64) and felt more confident once that day had finally come and gone. After playing through SA1 and Sonic Adventure 2 (SA2), Frontiers felt like a natural next step and while we enjoyed our time with it and appreciated how it advanced the Sonic design space, it still holds itself back from achieving its full potential.

It's almost like they're telling you when it will be fun.

Wednesday, December 18, 2024

Sonic Adventure 2: Battle (GameCube)

Note: This review contains spoilers for Sonic Adventure 2.

Following the success of Sonic Adventure (SA1), development began on its sequel, Sonic Adventure 2 (SA2), but not without incident. Dreamcast sales struggled in spite of SA1’s success, so Sonic Team downsized and a portion of them moved to San Francisco, where they established Sonic Team USA. From there, development continued in earnest, with the goal of streamlining the design of SA1 and appealing to American sensibilities, including a greater emphasis on action, giving the six playable characters more equal playtime and capturing an “American” atmosphere for the setting. Although this gamble paid off, with strong critical reception and selling over 500,000 copies worldwide, Sega had already discontinued the Dreamcast months before SA2 launched, giving the game the distinct honor as the final Sonic game released on Sega hardware. Around this time, Sega had transitioned to third-party development and, a year later, released an updated GameCube port with additional multiplayer content, Sonic Adventure 2: Battle (SA2B), which became one of the bestselling GameCube games of all time. From then on, starting with 2003’s Sonic Heroes, Sonic the Hedgehog became a multiplatform series.

Thanks in part to SA2B, SA2 also maintains a reputation as perhaps the most important Sonic game ever made, not just for establishing a formula for the rest of the series moving forward, but also for its influence on the fandom. It not only introduced new characters that remain popular to this day, in particular Shadow the Hedgehog, but also has iconic moments that future games have referenced and a soundtrack that has proven memorable among those who have played it. SA2 would also not only get its own adaptation in the Sonic X anime alongside SA1, but influence the story of the upcoming Sonic the Hedgehog 3, which motivated me to finally play this game (through SA2B on GameCube due to cost and availability). Shadow the Hedgehog himself would get his own spinoff game, Shadow the Hedgehog, as well as his own Shadow Generations game alongside a remaster of Sonic Generations. I know that I myself wanted to play this game as a kid, but now that I finally have as an adult, I found it worth the effort, even if it’s showing some age now.

Friday, May 12, 2023

Sonic Boom: Rise of Lyric


In 2013, Sega entered a three-game exclusivity contract with Nintendo for Sonic the Hedgehog content, which ended in 2014 with the release of Sonic Boom: Rise of Lyric on Wii U and Shattered Crystal on 3DS. These two games also marked the beginning of the short-lived Sonic Boom sub-franchise, for which I was formally introduced to through the cartoon series that the first two games were supposed to be a prequel to. While I had heard all the negative reviews of Rise of Lyric, including info on its rocky development, I couldn’t play it for the longest time due to not owning a Wii U at that point, but I didn’t really understand why the franchise failed to last that long since I thought the cartoon and 11-issue Archie comic were of good quality. When the Wii U and 3DS eShops were announced to be shutting down, I finally got a Wii U so I could play some games that were still stuck on the system, Rise of Lyric included. After finally getting to play such an infamous game, I now fully understand why the Sonic Boom franchise fell off the way it did, as the game leaves a rather terrible first impression.

Wednesday, April 5, 2023

The Murder of Sonic the Hedgehog

Sonic the Hedgehog is no stranger to trying genres outside of traditional platforming, from early efforts like the pinball-based Sonic Spinball all the way to the recent open world of Sonic Frontiers. Most unusual, however, was the free April Fools Day 2023 release of a point-and-click visual novel, The Murder of Sonic the Hedgehog, which Sega jokingly presented as a response to fan feedback. Despite its nature as a self-parody, however, it’s clear that the project had a lot of heart put into it, resulting in a very enjoyable experience regardless.

Thursday, December 9, 2021

Sega Superstars


Within weeks of Nicktoons Movin’, Sega released their own contribution to the EyeToy peripheral, Sega Superstars, the only other EyeToy game made by a third party to be released in the US. Much like Nicktoons Movin’, this was a game I had to actively seek out when trying to complete my EyeToy collection, resorting to eBay as I could not find it in a physical store. After getting to play Sega Superstars, I found it to be a vast improvement over Nicktoons Movin’ in just about every way, to where this is what that game should have been.

Wednesday, November 17, 2021

Crazy Taxi (PS2)


The year 1999 saw the release of an arcade game from Sega known as Crazy Taxi, with its popularity and success leading to a port for the Sega Dreamcast in 2000. Not long after the Dreamcast was discontinued in 2001, ports of Crazy Taxi for PS2 and GameCube were released later that same year and has since been ported to other systems over the years. Of these ports, I happen to own the PS2 version that I found at a GameStop when they still sold PS2 games. I picked up this port since I had some experience with the arcade game, and only learned later that it retains all of the music and product placement found in both the original arcade version and the Dreamcast port. After deciding to give the game a closer look, I would agree with the idea that it encapsulates the time in which it was made, though found the port a little rough around the edges.

Sunday, February 16, 2020

Sonic the Hedgehog (Film)



As we’ve mentioned previously on this blog, the Sonic the Hedgehog franchise has gone through its ups and downs, but still remained popular. This popularity led to a film deal that went through its own form of development hell for decades before finally landing on the version that just recently hit theaters. Following a disastrous initial trailer and a far superior second trailer, I remained cautiously optimistic going in, but now I can confidently say that the movie won me over in the end. Like Pokémon Detective Pikachu before it, Sonic the Hedgehog has broken the video game movie curse.

Friday, February 14, 2020

Sonic the Hedgehog: The Movie (OVA)


Though a big budget live-action Sonic the Hedgehog movie is on its way into theaters, there was another animated Sonic the Hedgehog movie released in the 1990s, though its history is a bit interesting. In 1996, two Japanese OVAs were produced and released in collaboration with developer Sega and the studio Pierrot (of Naruto fame), “Journey to Eggmanland” and “Sonic VS Metal Sonic!!”, for the Japanese video rental market before seeing wide release later. In 1999, an English dub combining the two OVAs as Sonic the Hedgehog: the Movie was produced by ADV Films (now pronounced Sentai Filmworks), who had previously released a subbed version in its original two parts, and released straight to VHS and DVD, which has since gone out of print. Fortunately, I happen to own a copy of the English DVD as I had watched it when I was a kid, only watching it again recently in light of the new movie. For what it is, the movie holds up surprisingly well and stands as an enjoyable piece of Sonic media.

Thursday, February 13, 2020

Sonic Boom: Fire & Ice


Around 2014, Sega launched Sonic Boom, a short-lived side series to the main Sonic series set in a new continuity across a handful of games, a TV series and an 11-issue comic series from Archie Comics (before they would lose the Sonic rights to IDW Publishing); notably, it also introduced the character of Sticks the Badger, who has since made minor appearances in games outside the Boom continuity. Though I was initially unable to play any of the main games on Wii U and 3DS, I was a fan of this continuity from watching the TV series and reading all 11 issues of the comic, though during its run that comic was roped into the Worlds Unite crossover with Archie’s other Sonic titles and Mega Man (and a bunch of other Sega and Capcom properties). While I still haven’t played Rise of Lyric (due to not owning a Wii U) or Shattered Crystal on 3DS, I was able to play the follow-up 3DS title Fire & Ice, even getting the Launch Edition that comes with a DVD containing 3 episodes from Season 1 of the TV series the game is modeled after. Though the game has its shortcomings, I enjoyed it nonetheless.

Wednesday, February 12, 2020

Sonic Forces (+ Episode Shadow)


Note: This review contains spoilers for Sonic Forces.

The Sonic the Hedgehog franchise has had its ups and downs over the years, including a rocky transition to 3D, but nevertheless remained popular and profitable. To commemorate the franchise’s 25th anniversary, Sega announced Sonic Forces in 2016, which released the following year in 2017 and notably featured character customization. I had pre-ordered it at the time, mainly for the Persona 5-related DLC that came with it, and felt that the game was lacking at its initial $40 price point. Now, nearly two-and-a-half years later with a full replay of the game, my original opinion hasn’t changed all that much.

Tuesday, February 11, 2020

Sonic Mania Plus



Note: This review contains spoilers for Sonic Forces.

After the original Sega Genesis titles, Sonic the Hedgehog went through endless experimentation, including the original jump to 3D with Sonic Adventure, but there didn’t exist a true follow-up to Sonic the Hedgehog 3 & Knuckles. Dimps made an attempt to recapture the Genesis era with Sonic the Hedgehog 4: Episode I & II in 2010 and 2012 respectively, but the project was cancelled before they could develop an Episode III. Then, in 2017, Sega would release Sonic Mania, a game that was widely considered a true follow-up to Sonic the Hedgehog due to its deliberately retro style that aimed to replicate everything about the classic games, down to the physics and gameplay. Now that I’ve finally had a chance to play Sonic Mania, thanks to a PlayStation Plus subscription, I can totally see the hype and how well it modernized this style of game, but some annoyances still popped up here and there.

Monday, February 10, 2020

Sonic Generations (PS3)


I would consider myself more of a casual fan of the Sonic the Hedgehog franchise, though when I was younger I was really into the character despite not being able to play many of the games, thanks to other media such as The Adventures of Sonic the Hedgehog and Sonic the Hedgehog (SatAM) via rental, as well as the Sonic X anime series (yes, the 4Kids dub), Archie comic and an official website that kept me up to speed on everything prior to the infamous Sonic the Hedgehog (2006) (Sonic ‘06). Fast forward to 2011, the announcement of Sonic Generations seemed intriguing to me, primarily in its goal to celebrate 20 years of the franchise’s history. Though it came out that year, I wouldn’t get to actually play it until 2012 due to receiving it as a Christmas present, though I didn’t get to actually finish it after finding the final boss fight to be a horribly-designed mess. Eight years later and almost to the day, I replayed every level of the game for this review before finally taking another shot at the final boss and actually won, allowing me to finally see the ending. Overall, I find the game to be a good representation of the franchise, though not without some issues.

Thursday, October 4, 2012

Hell Yeah! Wrath of the Dead Rabbit


The first time I heard of Arkedo Studios' Hell Yeah! Wrath of the Dead Rabbit was through a trailer Sega released all the way back in March. From this alone I got excited for the title, my anticipation growing as the later announced September 25 release date approached. Over the last week I used whatever free time I could get in front of my PS3 to finish it on time. While I did enjoy my time in the depths of hell, I think it also could have been polished a bit more to make the experience even more fun.

Hell was once ruled with an iron claw under King Hare, but upon his death, his duties were passed down to his son, Prince Ash. Ash ruled over hell through tyranny, but also harbored a love for rubber duckies. A paparazzi found out about this and took pictures of him playing with Ducktator, Ash's favorite duck, in the bath. The photos were then posted onto the Hellternet, pissing Ash off as he sets out on a journey to recover the evidence and kill the 100 monsters that had seen the incriminating photos.

Beyond this premise, the story is pretty much paper thin. We barely see any character development from Ash, or anyone else for that matter, besides that he wants the photos and hates it when monsters say that he's naked. Plot threads are found few and far between, though every boss encounter hints at something bigger in store that keeps interest up enough to continue. I'll admit that I really didn't see the associated twist at the end at all, so kudos there.

Personally, I think the developers have a solid, though imperfect, grasp on level design. Each area of hell stands out really well in their aesthetic to create a balanced variety of settings while surprisingly averting the use of certain generic world types (ice, jungle, etc.), though a level containing lava is arguably justified since the game takes place in hell. It's actually quite interesting to see how the unique art style is used to create these areas, including the designs of the monsters that inhabit them. Some of these levels also contain gimmicks, including a slot machine to potentially gain more money and a level containing a gun that fires a liquid rainbow (no, I'm not kidding) that can be manipulated with the surroundings to hit enemies in tight spots to avoid instant death spikes. Navigation isn't that difficult, thanks in part to a radar to locate monsters and a (mostly) helpful map that can be brought up with a single button press. Know however that you may be forced to memorize the level layout to make your way through.

There are a couple of ways that Ash can engage in combat with the monsters of hell. Ash drives a wheel machine that can best be described as a jet pack/giant buzzsaw/drill combination helpful both for getting through levels, by way of drilling through some surfaces and ascending to higher spots, and attacking monsters. The more generic enemies can easily be squished by the drill, while the special monsters can sometimes have a force field, necessitating the use of the drilling function to damage them. This won't work on most monsters though, which is where the many guns come in handy. Among the guns you would expect, including a shotgun or flamethrower, there's also a holy water gun and a gun that I have described to my brother while playing as firing "rave lasers."

The guns of course deal different amounts of damage and have different ranges, makes them better in certain situations. However, I never found the need to use every gun, preferring to stick to a couple of favorites that fire in spread patterns. I'd also like to add that there's a helpful regenerating ammo meter, though sometimes I felt it drained a little too quickly. Switching between the guns can be done by pressing L1 or using the D-pad (a feature I discovered purely by accident), though either way can get a little tedious depending on how many weapons you have at your disposal. Since aiming is also dictated by the right stick, it can get a little difficult to move and aim simultaneously depending on your speed, resulting in wasted ammo especially if you can't see your target clearly.

Even after you deal enough damage to one of the 100 monsters by exploiting their weaknesses however, you will need to complete a mini-game to finally kill them with a finishing move. The mini-games are very diverse, which is a good thing, but it also creates an erratic difficulty curve, not helped at all by the fact that they get even more difficult to complete over time. A couple are very difficult anyway, including a sniper mini-game, and I felt annoyance when they came up. Some of the more involving ones are a lot more fun, like pressing buttons during a spinning kick or punch animation, and didn't feel like they disrupted the flow of the game as much. On top of this, some of the animations seemed pretty cheaply made, making me question at points how much thought was put into them.

The monsters themselves that Ash kills are all very original in design and are surprisingly memorable despite their numbers thanks to both their unique personality quirks and appearance. Each of them requires a different strategy to defeat, though some of them you can just shoot indiscriminately and I managed to figure out different strategy categories to approach the monsters, one of which I discovered purely by accident (zooming out to show the surrounding area, you're welcome). Until I stumbled across it, I thought that there must have been something I missed or some cryptic thing I overlooked. I didn't want the game to hold my hand in this situation, but I did want something to at least hint at using a feature I had long stopped using by that point.

Only a small batch of monsters, about two or three, are defeated through boss fights. Each of these fights span three stages, though the final boss has five, and have to be completed in their entirety from the beginning again upon your death. While I was able to anticipate certain patterns later, it gradually got more annoying that I had to cycle through every bit of dialogue and watch every animation again, which makes the replays more tedious than they ought to be.

In the in-game store, it is possible to buy not only new guns and upgrades with your money, but also many ways to customize both Ash's clothes and his wheel machine. In fact, these cosmetic upgrades take up most of the shop inventory and can get ridiculously expensive (up to 600 money). While I did stick with the default "naked" Ash with whatever wheel variant I was automatically given by the story, it's still good to know that people who like to customize their look will be busy with over 50 clothing varieties and several wheels.

One major complaint I have about the game is the health system. It's not that Ash doesn't have enough, he has plenty, but the fact that the ability to get it back is hard to come by. The only way to replenish your health is through a Fountaine location. There are two on each map and more often than not will be placed in areas that will require you to fight several enemies and avoid instant death traps just to get to them. What compounds this is that if you die after beating a monster, you'll respawn at a checkpoint with the health you had when the monster died. If it's really low, then your margin for error will be slim to none. I don't think I would mind the difficulty of the game then if health was more plentiful, such as being a random drop from enemies.

As far as replay value is concerned, there isn't a whole lot to draw you back in once you've beaten the game, though it could keep you busy for quite a while. Each area has at least three missions you can complete in isolated mission modes to earn extras for Ash to use, including clothes. There's also finding all of the hidden presents, which contain even more clothes he can wear. Otherwise, there's an element of monster management in a game mode known as The Island, where you can use the monsters you've killed as unpaid labor to grant you bonuses in the main game, ranging from money to health and even store items. I didn't get too much entertainment out of the exercise, but I did take advantage of the rewards that The Island offers.

So, in the end, is Hell Yeah! Wrath of the Dead Rabbit a game worth playing? Well, I would say that if you're looking for a game with top notch gameplay and satisfying bosses, then I would tell you to deeply consider your options. On the other hand, if you want a game that's memorable, has a great sense of humor, a wicked soundtrack and a rather unique premise, then I would tell you to go for it. This is one of those titles where I actually want a sequel made so that the ideas presented can be improved upon to create an even better gaming experience.