![]() ![]() ![]() ![]() Rather than repeat the Sonic 2 halfpipe for the umpteenth time they have instead gone for a Sonic CD like stage where you must chase down a UFO that is carrying the emerald that you want. For this section of the review i could easily list off the things that made me smile with surprise, but there simply isn’t enough time.Īs with all Sonic games, there are the special stages to consider. These elements breath new life into familiar territory and transform them into into something unexpectedly different. Other shifts can be less involved but still effective, such as with Flying Battery where you are able to traverse outside of the airborne base ala Wing Fortress zone, with the added caveat that there are raining and wind weather effects to contend with. To temporarily stop this from happening you must find switches that flush the air similar to how you would turn the lights on in Sandopolis Zone from S&K to banish ghosts. In act 2 however, fire comes into play with the oil itself, toxic fumes permeate the air and saps rings. The first act plays on as you would expect and in familiar mode. The return of Oil Ocean is intriguing to say the least. Much like moving from act to act in Sonic 3 there are background transitions that change the way in which the level looks, but also in some cases, how the level plays entirely. For the opening few seconds it will feel like you are playing Sonic One again, but after a few seconds you will realise that this is not the world you remember as it breaks up and branches off in several, carefully conceived directions.īut things get really interesting when you enter each stage’s Act 2. The opening act of Green Hill Zone demonstrates this perfectly. Each level maintains that retro feel thanks to Christian Whitehead’s faithful Retro Engine while also at the same time being a beast all to themselves. The levels at first glance can give the impression that this is simply another anniversary title in a similar vein to Generations, where previously you would be met with slightly off physics and simple geometry rearranging. Robotnik isn’t alone, he now has a crack team of egg shaped robotics known as the hardboiled heavies whose prime directive is to get in your way and generally be a nuisance as boss fights. There is a loose narrative of Robotnik (It’s based on the classic games, so it’s Robotnik, so you can shut it.) getting hold of a time warping stone that transports Sonic, Tails and Knuckles through time and space. The storyline, as you would expect from an 2D sonic title is light and all the better for it. Sonic Mania is a representation of the series at its simplest, the kind of entry that Sega seemed almost frightened to release, but now it is here and it’s about damn time too. Ignored are the melodramatic storylines of the 3D titles, the overabundance of friends that came along to muddy waters and the shonky guitar laden soundtracks. A direct/ clip show sequel to what many claims to be the last good game of the franchise, Sonic 3 and Knuckles. Sonic Mania is basically the game we never got. An expectation that was born when the Sega Saturn came and went without a mainline Sonic title to accompany it. Not only were they presenting a love letter project, they were also carrying the burden of two decades worth of fan expectation. It may never be known, but I will always wonder if Christian Whitehead and his legion of fan game designers knew what they were getting into when pitching Sonic Mania to Sega. Augin PS4 / Reviews tagged 2 / 3 / Knuckles / Mania / Sonic by Grizz ![]()
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