Showing posts with label Sonic Team. Show all posts
Showing posts with label Sonic Team. Show all posts

Wednesday, September 9, 2026

Sonic Free Riders


Note: The review contains spoilers for
Sonic Free Riders.

While the first two games in the Sonic Riders trilogy were both multiplatform releases, an Xbox port was noticeably absent from the second game, Sonic Riders: Zero Gravity (Zero Gravity). Perhaps to make up for this, the third game in the series, Sonic Free Riders (Free Riders), released in 2010 exclusively on the Xbox 360, as a launch title for the Kinect peripheral. While not having an Xbox or Kinect at the time had something to do with it, this was a game I had actively avoided for the longest time because I had only heard negative things about it at launch, especially the mandatory motion controls, with said reception being what killed any chances of a fourth game and made the Babylon Rogues dormant in most Sonic media for over a decade. I eventually went back on this decision when the 360 store was shutting down and bought a physical copy along with an old Kinect, deciding I may as well complete the experience while revisiting the games. Because I still had the negative perception in the back of my head, I wasn’t looking forward to this entry when I got around to it, but persisted anyway.

As it turns out, it’s actually not nearly as bad as everyone had made it out to be, but much like the original Sonic Riders, I ended up having to cut my experience with Free Riders short.

Wednesday, September 2, 2026

Sonic Riders: Zero Gravity (Wii)


Despite the gameplay difficulty of the original Sonic Riders, it was enough of a hit to warrant a sequel in 2008, Sonic Riders: Zero Gravity (Zero Gravity). Like the first game, it received a multiplatform release, but skipped the Xbox platform entirely. Since I had previously sold the PS2 version I had as a kid, I eventually re-bought the game through the Wii version due to price and availability, as part of a desire to play though the Riders trilogy for the first time. On finally being able to see it through, I found this game to be an improvement over the original in many ways, creating what I thought was a more fun experience overall.

Wednesday, August 26, 2026

Sonic Riders (PS2)


Since speed is a core part of the Sonic the Hedgehog franchise, it was only natural that at some point it would enter the world of racing games. While not the first, one of the better-known attempts at this is Sonic Riders, which also features the first appearances of a trio of characters named Jet the Hawk, Wave the Swallow and Storm the Albatross, collectively known as the Babylon Rogues. This was also one of a few Sonic games I engaged with as a kid, and the Babylon Rogues’ reintroduction to the franchise through the IDW comics and the more recent Sonic Racing: CrossWorlds led me to revisit their roots. For the purpose of this review, I mainly engaged with the Story Mode, though the game’s controls and difficulty unfortunately led me to not finish it, as much as I really wanted to.

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 19, 2025

Sonic Superstars (PS5)

Sonic Mania’s success in 2017 convinced Takashi Iizuka, the head of Sonic Team, that fans wanted more “Classic Sonic” content. However, he wanted another angle to help attract a wider audience rather than rehash Mania, a game created for hardcore fans, with a direct sequel. However, the idea of another 2D Sonic the Hedgehog game wouldn’t come to fruition until 2021, when Sonic Team would collaborate with Arzest, a studio created by Sonic co-creator Naoto Oshima. After about a year-and-a-half in development, the final product, Sonic Superstars (Superstars), would release to mixed reception from critics and fans.

Although the idea of another “Classic Sonic” game intrigued me, since I loved Mania in spite of its flaws, I didn’t play it on release for one reason or another (including a previously-mentioned medical condition). However, the hype for Sonic the Hedgehog 3 (the movie), put me in the right mood for more Sonic content, which would include Frontiers and Superstars. Unfortunately, for every interesting and novel thing that Superstars does in exploring the potential of the 2D games, it does another that makes it an experience so infuriating that I couldn’t bring myself to finish it.

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 11, 2024

Sonic Adventure (Dreamcast)


Since his debut on the Sega Genesis in 1991, Sonic the Hedgehog made a splash with speed-based platforming, almost matching Mario in mainstream appeal and popularity, and spawned a successful multimedia franchise that continues to this day. During the series’ infancy, it dabbled in other gameplay styles, including a 3D isometric view with Sonic 3D Blast in 1996, which would lead to the blue blur’s first full 3D game, Sonic Adventure (SA) developed by the one and only Sonic Team. SA would launch in Japan in 1998 as one of the earliest titles for the Sega Dreamcast, but notably came over to the US as a launch title for the system on 9/9/1999 to critical acclaim and would become the best-selling game for the system. Due to its success, with 2.5 million copies sold, and the direction the franchise would take afterwards, this makes SA one of the most significant games in the series.

As for my own history with this game, I had always wanted a Dreamcast as a child, but never got to own one until several years later when I had started collecting retro consoles and games back in a time when that was easier and more affordable. This included buying a copy of SA, though a number of newer and older titles distracted me from playing past the first stage (as I write this, I’m sensing a pattern with how I’ve played other series-defining releases). Despite that, I still found myself obsessed with Sonic the Hedgehog growing up, which included watching most of the cartoons (and the OVA) and playing a number of the games, plus I did see an adaptation of SA’s storyline through the 4Kids dub of Sonic X during its original US airing.

Fast forward to now and the upcoming Sonic the Hedgehog 3 film, which takes influence from Sonic Adventure 2, gave me the motivation to finally give SA an honest try on the original hardware, warts and all. I even went through the effort of buying a second copy (the “Not for Resale” version) when my original disc stopped functioning right before an early Stage. After going through all of that effort, I must say that although the game feels janky nowadays, especially when compared with more modern game design, I still felt like a kid again and enjoyed myself the whole time.

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, 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.

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.