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Saturday, August 11, 2012

3DS Review: Sonic Generations

System: 3DS
Genre: Platformer
Developer: Dimps/Sonic Team
Publisher: SEGA
Release: Nov. 22, 2011 USA / Nov. 25, 2011 EUR  / Dec. 1, 2011 JPN
Players: 1
Rated: E for Everyone


Through Sonic's ups and downs on the consoles, he continued to thrive on the portable scene throughout the 2000s (with Sonic Battle being the exception). Dimps' Sonic Advance trilogy on the Game Boy Advance served straight up 2D Sonic action. These games didn't play exactly like the Genesis games of old, but they were fine games and a great source of comfort for those that sought out a fresh Sonic fix. Sonic would find further handheld success on the Nintendo DS with Sonic Rush and Sonic Rush Adventure, also developed by Dimps. There was a DS version of Sonic Colors but it was no where near as good as it's big brother. SEGA celebrated Sonic's 20th birthday with the release of Sonic Generations, featuring two Sonics with two distinct forms of gameplay. The console version of Sonic Generations was met with much acclaim, catering to fans of 2D and 3D Sonic. Sonic Generations on the 3DS may not have received as much attention as it's HD brethren, but it offers more than enough differences to make it worth a look.

Sonic Gereations tells a tale of a meeting of the past and the present. Its Sonic's birthday (don't ask how old he is because SEGA isn't sure these days) and Tails was throwing him a surprise party but he showed up early. Like, really early. I mean, when Sonic arrives, only Tails is there. Before the rest of the gang can arrive, some creature appears, sucks Tails up and Sonic finds himself in place void of color. Sonic eventually meets up with his Classic self along with Classic Tails. The creature that appeared is the Time Eater and is responsible for sucking the life and color out of all the past locals that Sonic once visited. The two Sonics team up to put an end to the Time Eater's rampage that leads them to an all too familiar face. Story is pretty weak for a 20th anniversary game. Yeah, Sonic Color's yarn was no masterpiece but Generation's defeinitely comes up short. But it does get Modern Sonic to meet Classic Sonic so hurray for that.


Act 1 stages have you playing as
Classic Sonic...
While Act 2 stages place you in control of
Modern Sonic.



There's an overwhelming feeling of nostalgia that comes with Sonic Generations' levels. Each Zone comes from one of Sonic's past adventure, consisting of two acts each. Act 1 has you playing as Classic Sonic who controls a lot like he did in the Genesis games. Classic Sonic has the Spin Dash and no Sonic 4: Episode I physics. While Classic Sonic plays a lot like he did on the Genesis, it doesn't feel 100% like Genesis physics, but he comes so close that nitpicking would just be stupid. Since it's been more than 10 years since gamers played a Sonic game with Classic Sonic, it will no doubt feel like coming home. Act 2 places you in control of Modern Sonic, who controls very similar to the way he did in the Sonic Rush titles, though he has the Homing Attack. Some people have complained about Classic Sonic learning the Homing Attack. About midway through the game, Modern Sonic shows off the move and Classic Sonic picks it up. While Classic Sonic learning a move that Modern Sonic uses may turn off some, these Sonics still feel different enough. In fact, Classic Sonic's Homing Attack doesn't feel as reliable as Modern Sonic's. Maybe its due to Classic Sonic's age but I found I had to be even closer to enemies to get Classic Sonic's Homing Attack to work properly, otherwise, I'd lose my rings. Switching between the two Sonics can also be jarring. You may get so used to using the Spin Dash that when you try to do it as Modern Sonic, all you'll do is slide. Or you may want to Boost through a pack of enemies as Classic Sonic only to get hit because you for got to use the Spin Attack. Classic Sonic gaining one move that Modern Sonic uses doesn't change the fact that the differences between the two is like night and day.

The 3DS version of Sonic Generations isn't just a slimed down version of the console versions. Once you leave Green Hill, you'll be going through stages that are not present in the HD versions. Yeah, this game also has a Casino Night, but instead of merely being a pinball machine, it has two full Acts. As fun as it is to speed through familair Zones as Classic Sonic, his Acts from the Genesis era are carbon copies of the originals. I've ran through the original Green Hill Zone more times than I can count and I thought the 3DS incarnation of Green Hill Act 1 looked familar. Just to be certain, I fired up Sonic the Hedgehog on the Virtual Console and did a side by side comparison and sure enough, Green Hill Act 1 on the 3DS version of Sonic Generations is the Genesis version of Green Hill with a fresh coat of paint. Same deal with Mushroom Hill Act 1. It just screams of taking the easy route with level design. As iconic as those Zones are, it would have been nice to see them get an overhauled design like Modern Sonic's Act 2 stages.



It ain't Stardust Speedway, but at least you can
still race against Metal Sonic.
Just like the Genesis game, the fall setting
of Mushroom Hill Act 2 is presented here.




Even with the rehashed Act 1 levels, the Zones represented here are pretty sweet. There's the aforementioned Green Hill, Casino Night, Mushroom Hill Zones along with Emerald Coast, Radical Highway, Water Palace, and Tropical Resort Zones. Both Acts of each Zone is populated with loop-the-loops but some elements are tailor made to cater to a specific Sonic. In Emerald Coast, Classic Sonic has to jump across the docks to escape the orca. In Green Hill near the end of the stage, if Modern Sonic doesn't Boost for all he's worth, he'll be crushed by a huge falling totem pole. Some of the stages are actually easier depending on which Sonic you're playing as. Racidal Highway is a fairly lengthy stage no matter which Sonic you're playing as, but Modern Sonic definitely has an easier time with the level than Classic Sonic. There are plenty of different paths you can take to reach the goal but a few of Modern Sonic's stages actually have you jumping back and forth into the foreground, which can be a tad confusing at first. You may be inclined to speed through the levels as fast as possible (which is required to get an S rank), but there are still plenty of sections in the levels where both Sonics will have to slow down or they'll fall into a pit. You're alerted to these pitfalls thanks to orange signs, much like that of road signs that show Classic Sonic's death spirte.

Boss battles, like the levels the Sonics visit are also straight out of their past adventures. The Big Arm boss from Sonic 3 returns and he's learned some new tricks. The Biolizard and Egg Emperor bosses work like those in Sonic Rush, meaning you running on a circular field, evading attacks until you have a chance to damage them. A few of the encouters are rival battles, but these function more like races where you have to beat your opponent to the goal. Classic Sonic faces off agaisnt Metal Sonic but this time you can slow his progress by hitting him when he's not emmiting those nasty yellow sparks. Modern Sonic has two rival battles, one against Shadow and one against Silver. Unfortunately cut and past design rears its ugly head once more. Races against Metal Sonic and Silver are regulated to Casino Night and Tropical resort. Seriously, was adding the actual levels these boss encounters took place in too much effort? Ah, well. At least the actual races are fun.


The orca isn't picky about his meals and will try
to devour any Sonic that passes by.
Real life road signs should be like this one.




You can turn up the 3D for some added depth and it looks quite nice in this game, though I actually played with it off. Speaking of 3D, the only real 3D sections of the game are the Special Stages. While it is regrettable that these Special Stages are yet another rendition of the half pipe from Sonic 2, the main objective here is to keep up enough speed to catch the Chaos Emerald before time runs out. As you run you can pick up orbs that are the colors of the Chaos Emeralds to keep Sonic's Boost Meter full. Again, an interesting take on the Special Stages, but can't Sonic Team and Dimps think of something else besides reusing the half-pipe over and over?

With only seven Zones, the game is rather short. You can easily breeze through this one in a day but there's a sizable amount of bonus material to keep the game crammed into your 3DS. There's a collection for all kinds of unlockables like art, models and music. You can add things to your collection by completing various missions in the Mission mode. There are up to 100 different missions to play with differing objectives. You can unlock missions under certain conditions like getting a higher ranking on certain Acts, clearing certain stages, or alternative, you can use Play Coins to buy missions. There are 50 different tracks you can unlock for Sound, but sadly, these are for listening only. The console version of Sonic Generations allows players to listen to the music they've unlocked in any stage. Why wasn't such a great feature available in this version, too? It boggles the mind.

Sonic Generations is a visually stunning game. Even with 2.5D graphics, all of the zones look jaw droppingly beautiful. It obviously isn't as good looking at the HD versions, but the likes of Green Hill and Radical City still look stunning, nonetheless. Being a Sonic game, the music is of exceptional quality. The title, menu and Green Hill these are the same from the console versions but once you pass Green Hill, you're treated to some incredible remixes that you won't hear in the consoles. Classic Sonic's Genesis era music uses a few drum beats and notes from the Genesis but they still sound different enough from the original tunes that they aren't copies. Once Classic Sonic waves bye-bye to the Genesis era, his music starts to sound more like what you'd find in Modern Sonic titles, which certainly isn't a bad thing by any means. Modern Sonic's music is mostly rock based with a few techno inspired tracks. Mushroom Hill Act 2 gets a rocking guitar remix by Jun Senoue and Radical Highway Act 1 is arguably better than the original track. Act 2 of Radical Highway doesn't sound as good as Act 1 but it did grow me. Neither hedgehog got the wrong deal in the audio department.

Sonic Generations on the 3DS may not be as good as its big brother but the different zones over the console version make it worth checking out, and besides that, it's a competent Sonic game. Like its HD brothers it is short, but the extra stuff like missions give it some replay value. This is also one of the 3DS games that isn't priced at $40. I found a copy for $30 at Best Buy and in time, it will probably be priced at $20.

Friday, August 10, 2012

Favorite Tunes #20: Kirby Themes

It may be past Kirby's 20th birthday, but that doesn't mean the celebrations have to end. So enjoy a small portion of some of my favorite themes from the expansive Kirby series.

Machine Passage - Kirby Air Ride (GCN)



Originally in development for the N64, Kirby missed the boat and wound up being a GameCube title. A racer that had Kirby riding on a Warp Star, the controls were rather simplistic with most movement being mapped to the A button. This tends to be a love it or hate it Kirby game even for a spin-off, but everyone is pretty much in agreement that Machine Passage is one of the best songs in the Kirby series.

Coo the Owl - Kirby's Dream Land 2 (GB)



Despite not being directed by Kirby creator Masahiro Sakurai, Kirby's Dream Land 2 is generally viewed as a good Kirby game. It's also longer than it's predecessor. The Copy Ability was present and accounted for and Kirby didn't have to save the day alone. Of the three allies Kirby can uses to aid him in his second portable platform adventure, Coo has my favorite theme.

Meta Knight's Theme - Kirby Super Star (SNES, DS)



Kirby Super Star is my second favorite Kirby game for a number of reasons. The plethora of games it has in a single cart, the Copy Abilities and the introduction of the hats Kirby wears with them and the music. If I were to rank which Kirby game has my favorite music, Super Star would probably win easily. When you finally clash with Meta Knight in Revenge of Meta Knight, the Halbred is going down but the valiant knight is determined to have a duel with Kirby to settle things. A cool character deserves a wicked theme and that's exactly what Meta Knight got here.

Nightmare - Kirby's Adventure (NES)



King Dedede was only trying to protect Dream Land from danger. He broke up the Star Rod into seven pieces. Unfortunately, Kirby was unaware of Nightmare's presence and by placing the complete Star Rod into the Fountain of Dreams, Kirby has played right into Nightmare's hands. Nightmare may look like a generic Vampire, but he's got a superb battle theme that's split up into two parts. The first portion of the track is short. As you're riding on a Warp Star, Nightmare attempts to shoot you down. Kirby dodges a few blasts, but one finally hits and he falls off the Warp Star. Once you land on solid ground, the second part of the theme kicks in and the final battle begins. Even on the NES, the quality of this final boss theme still blows my mind. I much prefer it over the GBA port in Nightmare in Dream Land.

Jigsaw Plains - Kirby's Dream Course (SNES)



Kirby's Dream Course is a highly unique take on golf. Kirby is the ball and he can use Copy Abilities by hitting enemies that have power-ups. It may seem impossible but scoring a hole in one on every hole is actually doable. How? That'd be telling. Of all the Kirby spin-offs, this one remains at the top of my list.

Rock Star - Kirby 64: The Crystal Shards (N64)



Another Kirby title not directed by Sakurai and one that many fans love. It's different from the other Kirby platform games to be sure. Kirby's flight is limited and thanks to the crystal shards, some backtracking is needed to get 100% completion and see the game's true ending. This is also the only game in the series that let's you combine Copy Abilities. Jun Ishikawa and Hirokazu Ando were reunited to do the Kirby 64's music and they hammered out some mighty impressive tunes.

Mt. Dedede - Kirby's Dream Land (GB)



For a while the only sinister song you heard in Kirby's first game was the boss theme. Once you arrive at Mt. Dedede, the fifth and final stage, your ears get hit with a menacing tune befitting for a self proclaimed king. There's just something about the way Jun Ishikawa used the Game Boy's audio that makes this version of this theme sound better than later versions. I suppose that in some cases, less really is more.

CROWNED - Kirby's Return to Dream Land (Wii)



I didn't think any Kirby game would dethrone Kirby Super Star from being my number one favorite. But the long delayed Kirby's Return to Dream Land came along and surpassed all my expectations. It has multiplayer that works extremely well, adds a few new Copy Abilities while greatly enhancing existing ones and worlds that are an absolute riot to blast through. Malogor also gets props for being such a cool villain. It makes you wonder if he has Joker Immunity because you fight him more than twice before he finally goes down for good. I so love his final boss theme. The use of the trumpets and violins come together to make a truly wow worth piece of final battle music.

Cool Cave - Kirby's Epic Yarn (Wii)



This game didn't feature the traditional style of Kirby gameplay but the visuals were so original and the experience so delightful that I really didn't care. Some feel that a threat has been removed from the game since you can never die, but I honestly didn't mind it all that much. Even without having to worry about the Grim Reaper, getting 100% is still no cakewalk. Epic Yarn's soundtrack is heavy on the piano melodies and I love it for that.

Kirby Collecting - Kirby Mass Attack (DS)



With four titles released on the DS, Kirby showed the handheld a lot of love. I'm currently playing through this game and let me tell you, it's some of the best use of DS touch screen. Guiding Kirby's past traps and flinging them at foes makes for quite an experience. The mini games that can be unlocked by collecting medals are very entertaining. This track is one of the earliest you'll hear in the game and probably one of the catchiest. Gotta love those bongo drums and voice samples.

Thursday, August 9, 2012

Game Art #47: Kirby Gallery

This month marks the North American and European 20th anniversary of Kirby. In honor of such a momentous occasion and because I haven't featured Kirby in this segment for some time, he's the star of this edition of Game Art. Enjoy.

By miemie-chan3
By jazaaboo
By anokazue
By vanillaDICE
By JessySketches
By CheloStracks
By Blopa1987
By torkirby
By torkirby
By VampireJaku
By VampireJaku
By inano2009
By torkirby
By DavefromAbove
Unknown Artist
By kotori
By Atyui
By Hainegom
By uinti
By Konnya
Pixiv ID
By kotori
Unknown Artist
Unknown Artist
By Caramel
By Caramel
By Hainegom
Unknown Artist
Via TEGAKI
By sonicspinEXE
By choco-chimbu
Unknown Artist
By hoshix3

Wednesday, August 8, 2012

Latest Purchases #33




These are purchases that I made last week that I'm just now getting around to posting.

Went inside fye and saw a used copy of Dragon Ball Z Season Eight. This was around the time I first got into DBZ. Technically, it was somewhere in the Season Seven episodes with the World Tournament Saga, but the Babidi and Majin Buu Sagas soon followed so I still consider these my starting DBZ episodes. Lots of good moments on these discs. Vegeta's selfless sacrifice (which ends up being totally pointless), Goku's incredible transformation into Super Saiyan 3 and of course, Buu wreaking all kinds of havoc. Only two more box sets to pick up and I'll have the entire Z portion of Dragon Ball. I still haven't picked up Season Seven yet because for some strange reason, it cost more than Season Eight.

I was surprised to find this cute Shadow plush toy. Yes, despite the scowl on his face, this Shadow is still all kinds of adorable. It isn't as cute as my Kirby plush but this thing was still tough to pass up. Now if I could only find a Robotnik plush.

I heard about the Ultimate Shooting Collection a while back. This compilation contains three Milestone shooters, Chaos Field, Karous and Radio Allergy. Chaos Field was ported to the GameCube for a North American release while Karous and Radio Allergy stayed in Japan. Radio Allergy was set to receive a Western release on the GCN in 2006 and I was very much looking forward to it, but it was canceled. So Ultimate Shooting Collection was my first time being able to play these shooters. I must say, this set is quite a treat. The games presented truly feel like they belong together, with each one giving you a heavy dose of screen filling bullets, and a sword to cut some of the opposition down. I was able to purchase this on Amazon new for under $17. This baby is scratching my SHMUP itch rather nicely.