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#that fact that this could be shadow from any sonic tv show tho
0vergrowngraveyard · 4 months
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returnerofthewrites · 7 years
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Thoughts on Sonic Mania
This review/essay assumes that the reader has kept up with the social media releases in regards to the game, such as the reveals of Flying Battery and Stardust Speedway, the videos on the Special and Bonus Stages, gameplay videos of some zones released by Youtube accounts, and so on. However, it will not have any spoilers about zones, mechanics or things beyond this.
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Everyone out there who’s already put out a review or video or whatnot on Sonic Mania has already started off by going into Sonic’s history, ups and downs and so on, so I won’t bore you with that. Everyone already knows about Classic Sonic, Sonic Adventure, Sonic 06 and Boom. There’s more interesting (and relevant) ways to do an intro for this anyway, and the 06/Boom stuff doesn’t bear repeating.
What does bear repeating, then? The fact that Sonic Mania is a very, very good game.
I’ve been a Sonic fan all of my life, starting with renting VHS tapes of both cartoons (AoStH and SatAM, not Underground) from the local Blockbuster, then eventually ending up with the PC versions of Schoolhouse and CD, and I’m willing to admit that, up until very recently, I was never particularly good at the games. As a child I always got stuck around Collision Chaos, and as I grew up and found out about emulation, I never exactly beat any of them, but it didn’t matter to me, because frankly, moving so fast, shooting through loops and the general feeling of momentum was so much fun.
The whole videogame news website meme of “Sonic was never good” thus understandably grates on me. The Sonic social media construct and everything else cracking jokes about his less-than-stellar outings and so on was cute at first, but it quickly gained that poisonous ironic tinge to it, like Sonic would never be able to step back out of the shadow of its own mistakes. Like when you see people on here or Twitter or whatever call themselves “furry trash” or “(X fandom) trash” or so on. Stop doing that. Don’t settle for acting like mediocrity.
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Sonic Mania is the opposite of all of that. It feels like the freshest, most interesting, but most importantly, most earnest Sonic game in a long, long time. It was obvious to most people when the game was revealed that the game was going to be something special, and I think the hype for it only grew as time went on, even in the hearts of anyone who managed to be skeptical at first. There were no jokes, no self-deprecating wisecracks or memes, none of that. They simply stood up, head held high, and showed off gameplay after gameplay.
This game is exactly the game that Sonic has needed, now more than ever. This year in general has been great for games (between Breath of the Wild, Nier, Persona, and many other upcoming games like Mario Odyssey and the like), and Sonic Mania is another excellent chip to add to the pile. The sheer amount of passion and love for Sonic as a franchise that the developers (Taxman, Stealth, Tee Lopes and the rest of the Sonic 2 HD crew, and so on) have is palpable, and more importantly, it’s wonderful.
I have experience with Taxman’s work through the excellent Sonic CD port from back in 2011, so when I booted up the game and started a save file as Sonic and Tails, I felt right at home. Controls, as expected, feel very natural, and the physics and momentum are virtually unchanged from the CD port, which itself was already about as accurate as you could possibly get to the originals. I have the Switch version, which meant that I was primarily using the left buttons to play rather than the control stick, and while I would have preferred a normal d-pad, it worked just fine anyway.
There’s something to be said about how easy it was to pick up the game and slip into a groove. I had gone in intending to look at the same the way I had when I streamed Sonic 3 and Knuckles a while back (my first time completing that game, no less), looking at the level design and seeing how the game itself worked. Instead, I ended up getting completely sucked into each and every level I played, and I was completely enamored with the game as a result. While I could see the machine and its cogs all working together, I needed a couple days to cool off and some more time to play it after the initial rush to get my thoughts in order.
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I suppose that, more than anything, is what speaks the most to the sheer quality of the game. The levels consist of a mixture of:
Recreated zones from older games, oftentimes with new mechanics or mechanics pilfered and repurposed from other games in the series
And entirely new zones like Studiopolis and Mirage Saloon, with their own unique gimmicks, setpieces and visual themes
And while it’s very easy to organize those things like that, the game itself is far more than the sum of those parts. Mania’s levels absolutely ooze with love and attention to detail, so much so that it took at least two full playthroughs for me to pick up on everything (and knowing me there’s probably more stuff I missed). The game feels like a best-of game, where it takes many of the fan-favorite or memorable things from all four of the classics (1, 2, 3&K, and CD) and mashes them together in order to get the most out of them.
Chemical Plant is probably one of the easiest examples to point to, and it’s just the second level. The second act’s arguably “major” gimmick is the chemical pools that can be altered into bouncy gel (both light blue and green), but it’s not the only gimmick the stage has on offer; there’s also sticky platforms that move on rails, pink bubbles that lift you from one area to another, as well as the classic pipes from the first act and the original zone.
That’s four different small mechanics, and I can happily say that all of them are integrated into the level design in very sensible yet surprising ways. The levels aren’t massive, but there’s still plenty to explore, and thankfully exploration isn’t quite limited to only Tails thanks to the addition of a carry ability you get when playing with Sonic and Tails.
Thankfully, the exploration never feels like it becomes the main focus (partly since the Special Stage rings are the only major thing to find, and partly because the game has a save system), and there were times during my initial playthrough where I was trying to explore but accidentally stumbled into a high-speed place, only to decide to just roll with it (hah) and see what I could find in the next section of the level I ended up in. It speaks to the heart and soul of Sonic as a game and as a character, and it’s a very, very happy feeling.
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The game’s difficulty is also worth noting, mostly since it’s probably the smoothest difficulty curve I’ve ever seen in a Sonic game. I’m rather curious to hear how the developers picked the old zones to remaster that they did, since it often feels like they were chosen not just for their memorability and mechanics, but also for where they showed up in their original games. Zones like Green Hill and Chemical Plant are obvious choices; some of the ones that show up later on, when the game starts getting harder and nearing its finale, are not quite so expected, and personally are very welcome surprises.
This also goes for the bosses, which often feel like they were designed more to be interesting and engaging rather than simply difficult. None of them are all that complicated per-say, but around the end of the first third of the game, things start to become much more challenging, and by the final act everything reaches its peak.
That said, I never got a game over and actually ended my first run with my lives in the double-digits, despite having a few deaths in earlier zones and dying a few times to the final boss. I attribute this to the quality of the level design more than anything else, though. Bottomless pits are beautifully rare (aside from a couple sequences in Flying Battery, naturally), and all of my deaths were due to my own recklessness rather than unintentional crushes, spikes or enemy placement.
And best of all, the Special Stages aren’t annoying. In fact, I’d say they’re probably the best in the series, taking the best elements of the previous games’ Special Stages and mashing them together. They get tough, but still quite fair, and are rather exhilarating. The Blue Sphere bonus stages are quite nice as well, though I do kind of prefer the 3&K ones which get you shields and extra rings and lives. Mania’s bonus stages only give you a medal if you win, which counts across all saves towards unlockables, like the sound test and other, more gameplay-related specialties (which, unfortunately, can only be used in the No Save mode).
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Also, have I mentioned the presentation? I talked plenty about the attention to detail in the gameplay, but the graphics! The music! Sonic Mania has catapulted itself into my top pixelart-y games ever. It is to 2D Sonic what Symphony of the Night is to Castlevania: rich, colorful, smoothly animated, and full of vibrant details and lots of foreground and background elements that are just as much fun to sniff out and spot as actual secrets in the levels. Seeing all of the goofy EGG TV things in Studiopolis, or spotting the ever-recurring Eggman face logo in various zones (stylized, of course, in the look of classic Robotnik’s face), had me smiling the whole way through.
The music, much like the rest of the game (as I keep repeating) feels like a mixture of the good of everything that came before it, and it’s often the highlight thanks to how the old zones, new zones, and their remixes/music respectively shake up the genres and moods. It’s very similar to Sonic CD’s soundtrack in that regard; the final zone’s music gave me a similar sense of foreboding that Metallic Madness’ US track did, and there’s the obvious, funkier comparisons to draw between something like Stardust Speedway and Studiopolis. And classic tunes remixed, like Chemical Plant and Flying Battery, amp things up nicely.
If there’s one aspect that I do feel like nitpicking, though, it’s the stage transitions. The game has an intro cutscene and does transitions between the acts and zones quite a bit during the first half of the game, but after a certain point things slowly start to go more of the Sonic 2 route of just going from zone to zone, with little tying them together aside from being in older classic titles. Like I said, though, it’s a nitpick, and certainly not enough to really put a damper on how good the game is.
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On the whole, Sonic Mania feels like an absolutely triumphant thing, not just for Sonic fans but anyone who loves videogames. It really is like a bolt from the blue (heh), coming at just the right time to remind everyone, fans, non-fans and newbies alike, of just why Sonic was such a massive hit in the first place. By the time I finished my first run, I immediately had the urge to play it again, and the only thing that stopped me was the fact that I really needed to go to bed and get to work early the next day.
As for right now, though? I think I’m off to play through another zone or two of my current Tails run. Gotta speed!
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