NYCC Preview: Sonic Generations (3DS)
While I was playing the 3DS edition of Sonic Generations the second time around at New York Comic Con, I overheard another player remark out loud to his friends about what he just played. Among his more noteworthy words were “I’m just pressing buttons and cool things are happening.”
If you’re at, say, a science museum, or a nuclear power plant, those are nice words to hear. But when you’re talking about one of the most anticipated Sonic titles in some time, a game meant to make the hedgehog’s 20th anniversary proud and turn his fortunes around with skeptical longtime fans, only one word comes to mind: Alarm.
Interestingly, that quote came from playing the “official” demo–which was swapped in after Thursday’s more lengthy but more beleaguered demo went missing. Though the proper demo looked cleaner and felt easier to use, I can’t disagree with the idea; much of what I played in Green Hill and Mushroom Hill felt automatic, like there was no sense of challenge or reward. There are a number of understandable contributing factors to this; chief among them are apparent replications of the original stage’s level layouts and music for classic Sonic, which reeks more of laziness than nostalgia. But where classic stages repeat, modern Sonic stages were supposed to re-imagine the same way the console stages do. Instead, they look and feel uninspired. While there’s some platforming in the modern Green Hill Zone I played, there were also a whole lot of places to grind, and boost. That may be what modern Sonic is all about; that doesn’t mean the game should feel like it plays itself at times.
Even with that, modern Sonic’s speed in-game felt unexpectedly restricted, despite the boost ability. That became an issue when racing the falling totem pole at the end of Green Hill Act 2; unless the boost is spammed quickly, players will not make it out from under the shadows. I actually died a couple times attempting that chase. Between that and the areas where I felt no control was necessary, that sense of inconsistency troubled me greatly.
The problems were worse in Thursday’s demo, which had more stages to play and also had a homing attack enabled for classic Sonic. That homing attack actually helped more than hurt when I tried it out in Radical Highway against a couple strings of badniks. But the stage design itself felt poor and monotonous, aside from one neat point where Sonic is bouncing between a blimp. Those badniks, by the way, looked pretty deliberately set up to take advantage of that attack, in much the same way as how strings of badniks were seen in Sonic the Hedgehog 4: Episode I. In Generations, however, the pattern is more overt. I never lost a life in my play time by refusing to use the mov
, but in order to access certain paths, if it’s not a requirement, it’s pretty damn close.
Classic Sonic in Emerald Coast, however, felt out of control. The area includes, just as it did in Sonic Adventure, a bevy of springs, some of which throw you right into trouble. The whale chases you in Act 1 as well, and it requires some quick thinking through some obstacles, as the animal charges fast and furious. Classic Sonic tended to respond slowly in this build, which did not help me get far during.
All that considered, it surprised me when both boss battles on display, as it turned out, were a piece of cake. I raced Metal Sonic in Casino Night, and while Eggman’s metallic recreation had an almost unfair head start, a couple pits allowed me to catch up and leave Metal Sonic in the dust midway through. Whether that’s rubber-banding or not, the experience lacked the sense of urgency and danger the original from Sonic CD–or even its expected re-imagination in Generations’s console counterpart–flawlessly executes. Big Arm wasn’t much better. Not once was I caught in the machine’s claws, a rarity in the original. The skill required to beat Eggman was minimal, his attacks easy to dodge.
Clearly, the better experience of the two was that of Sega’s presumed intended, limited demo that had been shown publicly in previous conventions. But choosing favorites here is like choosing between Dumb and Dumber; you’d prefer to just hitch that ride with the Hawaiian Tropic girls instead. Both demos showed fundamental problems with control, level design, and general consistency to a point where I think a delay to 2012 to tighten things up may be quite useful.
If that delay does not occur, and we’re left with what I played Thursday especially, I am quite concerned. Sonic Generations for 3DS at the show did not feel like a proper anniversary memento for Nintendo fans. To recall that guy across from me at the show kiosk, it simply felt like I was pressing buttons.
Sega really needs to delay this game to 2012 pronto. The only good thing about the 3DS version is the music. I’m sorry but I’d rather spend my money on the PS3 version of Generations. Least I’ll be playing something enjoyable and rightfully executed.
And I was looking forward to getting it…in 2012 haha, yeah the 3ds version is lacking, more so than the difference between sonic colors on the wii and sonic colors on ds, ps i own both versions of sonic colors, I’m also hoping it takes longer than a day to beat and the red rings do something that won’t go against you, ps no red rings in this version, or build
Ouch. Well… Looks like I just saved $40.
Nice preview here, Tristan. The 3DS version has never really looked that solid to me… But maybe this shows SEGA’s learned something from Sonic ’06. They’re extending the release date rather than rush it out for holiday.
Sounds like the 3DS version is not aimed at people who write here or come here. It’s aimed at the people who say, “I’m just pressing buttons and cool things are happening.” That is, people who play games for the spectacle. There is a surprisingly large number of such people, by the way–and a game like Sonic HAS to be easy because they mainly play shooters, beat-em-ups, and sports titles, with platformers being incredibly rare (outside of Sonic).
(I don’t think any higher or power of them for this–just that this is not meant for the core Sonic fans.)
P.S. I meant “lower,” not “power.”
In fact, every time I play a handheld Sonic in public, I seem to get a lot of stares of awe. That’s their selling point. It’s been this way since Sonic Advance 2 (Dimps was probably unsure of how Sonic Advance 1 would do), and it sounds like Sonic Generations 3DS is firmly in this as well.
………. snap…. I only have access to the 3DS version…
Perhaps I will revaluate getting the game at full price. You know I would have been happy if they released the hd version on the Wii U instead in order to satisfy us Nintendo fans. But I guess I could always buy the pc version (except my computer might not be able to properly run it).
Kinda funny you say that when every other place who’s reviewed the game says that it’s great, controls well, looks great, and is enjoyable. I can agree with some of the uninspired level design in some areas but think the game should be fun. Heck, it’s gonna even have online and that’s a huge plus for me
Oh, and Sega has confirmed it’s coming this November 2011 for US
I’ve said it before and I’ll say it again: CHEAP KNOCK OFF!!! When it comes to Sonic games, if there’s a different version that plays completely differently, then only one version will be good, usually the higher budget version.
Oh well, there’s still the PC version….
It is weird that every site I’ve been to said the game looks good so far…
I read the title as “Two Demons” and I was like
Yeah, i’ll buy the PC ver if this is delayed (i’ll get both eventually anyway).
I left a comment here before, and now it’s gone. Why?
krazeeKidd: Um….I’m not sure why. Might have screwed up moderation from my phone.
Post it again; it was fine.
-T
@JackTheInfinite
Yes, you’ve managed to spread your opinion to many places now.
SO STOOOOOOOOOOOOOOOOOOOOOOOOP, PREASE.
@krazeekidd: cuz it seems you were trolling.
I bet it’ll be fun regardless, but I am troubled by most 3DS games costing 40 bucks. It’s insane.
@DoctorEggman
I’m so godamn sick of you Americans complaining about 3DS (and every other console) game pricing. I have to pay $90-$100 New Zealand Dollars for every newly released, big name (i.e. Sonic) 3DS game, when, at a stretch, I should be paying $60 NZD to your $40USD.
Same goes for console games, a new one is $50USD over there, $120NZD over here. And no, importing is not a viable option for me (with region locks, and shipping prices too). So stop complaining and be thankful you aren’t paying the US equvelant of $100 NZD for your 3DS games (which is $80 USD).
The 3DS version sucks. Congrats on speaking the truth, Tristan.
That was pretty much my previous comment in a nutshell. I had comparisons to Modern Green Hill to Sonic Rush stages and more, but it’s past 11 where I live and I don’t want to put in the effort again, plus I don’t just happen to save each and every comment so that I could post in case shit like this happens.
@Timothy
lol. u still mad?
Every word of this article is a thorn in my face (not that it’s bad). Goddamn it, this is the ONLY version of the game I can get (PC version, and I have a Mac), and it’s not good? WTF.
Should’ve stuck with 3D gameplay, Dimps.
You’re sure the homing attack is optional. If it’s not, I will commit seppuku.
Come on, make it better, pleeeeeease… this is one of two 3DS games I was looking forward to (the other being SM3DL), and they both are looking less and less appealing…
@A i had to look that up. That’s horrible, why torture yourself? Seppuku the guys at Dimps.
Il still buy The 3GS version and no preview is going to stop me
@Blaze the hedgehog there’s a 3GS version? O.o does it have online everywhere? :3
WARNING: To anyone who reads this, expect a lot of opinionated pessimistic comments about the 3DS version.
…..I’m not surprised. From the very beginning it was announced I knew that this was just a quick cash-in to appeal to the Nintendo fans who weren’t getting a Wii port of the console version (which they honestly should had done from the start instead, even if it of cousrse wouldn’t be in HD). I mean, it really doesn’t have a lot of things going for it at all ever since it was announced….
– Based on the E3 build, it’s very likely that the game most likely started development earlier this year, compared to the console version being in development for 3 years.
– Sonic Team once again co-creates the handheld version of the game with Dimps. Sonic 4/Rush physics, enemy placement, and level design. Enough said.
– The game had the possibility to feature remade levels from the Game Gear and Advance Sonic games, but those ideas were of course thrown out the window for console levels and boss battles that obviously could had been DLC for the console version. Also, remaking Green Hill Zone for the 3DS version was completely redundant considering the fact that it was being remade on the console version.
– Despite being advertised to have classic(-themed) gameplay, nevertheless the Homing Attack (which I personally have nothing against) was added to classic Sonic’s gameplay as an upgrade, apparently just for kicks.
– Although I personally have nothing against it, the level design for the classic levels were copied and pasted for classic Sonic, whereas modern Sonic was given linear “boost to win” level design, from the gameplay videos I’ve seen.
BTW Tristan, how were the physics for the classic Sonic gameplay? Just wondering.
Hi Tristan,
Have still not managed to find a link to any pics of the sonic/megaman panel. My husband was on the panel and I really want to find even one somewhere as did not remember my camera. If you could either give me a link or email me – I can give you my email (if there is a place I can privately message it) I would really appreciate it!!
Flip
Only two positive things I can say about the 3DS version-the remixed music, and the apparently from Sonic 4 momentum-based physics from Dimps (according to gameplay videos/previews).
Oops, meant to say apparently improved from Sonic 4 momentum-based physcs in my last comment.
@krazzekid102 and Ananze
The 3DS version’s been crap the moment it was announced. I feel sorry for the Nintendo fans having to get the inferior version of a great anniversary title. With Dimps on board, we know things have gotten worse.
The classic gameplay only has copy/paste level layouts from the originals, the addition of the homing attack as an “upgrade”, the physics are still not as good as its console/PC counterparts, and awkward enemy placement. Dimps has failed us AGAIN.
Now for the modern gameplay, it’s literally just “boost-to-win”. My god, the Sonic Rush games and Colors DS had better level design despite their linearity. Compared to the HUGE, open-world 3D sections from the console/PC version (thanks to the new footage of Sky Sanctuary and Seaside Hill), the modern sections of Mushroom Hill and Casino Night are just downright pathetic.
I’ve said it once and I’ll say it: the ONLY good thing about the 3DS version is the music.
sonicplayer that was suppose to be funny to you?
HEY GUYS! Want to know for the 50,000th time why it’s not for Wii? Because a) the wii lacks blast processing and b) IT’S FREAKIN’ S**T! Just look at Unleashed. A great game on 360 and PS3, turned into a repetitive, unimaginative, pop-in filled mess. The Wii just isn’t pwerful enough, yet it sells the best. This has happened a lot recently: The wii is the worst of this generation and the PS2 was the worst of last generation and sold the best.
@Bob the Goldfish
Don’t turn this into a stupid flame war over video game consoles, please. The Wii (while lacking in HD graphics and online support) is a great console. It as well as the PS2 are NOT the worst consoles of this generation, accept the fact that both has their fair share of fans.
I played an older demo of the game, with only Green Hill and Big Arm, and the game was amazing.
The songs are excellent, the graphics are very good for a fast-paced game using stereoscopic 3D, the classic gameplay was better that the HD version demo and the modern one was just like Sonic Colors DS (that was good game after all) with a linear level design, recalling Sonic Advance 2 (probably a reflection of the linearity of the classic Sonic act).
In the same way that Rush did not please everyone, especially with the cruel pits, I expected to hear some criticism about the 3DS version.
So, what really worried me were the comments in relation to the level design of the Radical Highway and Emerald Coast. But considering the previous comments (Big Arm needs to be harder? It’s the fucking first boss!), I think that I will take everything with a grain of salt.
My expectations for Sonic Generations 3DS is a mix of Sonic Advance and Sonic Colors DS in terms of gameplay, with online play and the awesome graphics and OST that we have seen.
Is not asking much, is it?
@Bob
Unleashed Wii was pretty garbage, I’ll admit (blame Dimps!), but Sonic Colors actually handled better than Unleashed 360, so they obviously figured out how to work around the hardware limitations.
It may not have been an easy port from a technical standpoint, but I feel like the console version of Generations would have still worked on the Wii just fine.