Sonic Generations: Demo Hands-On

 by Canana on  Oct 24, 2011

"Touché, Sonic!"




Developer: SEGA
Publisher: SEGA
Release Date: November 1st, 2011
Platform(s): 3DS, PS3, X360
Genre: 3D Platformer



Although the figure of the hedgehog has suffered erosion in its recent titles, SEGA spared no effort to make Sonic Generations not only as the greatest tribute to the character of its 20 year anniversary, but also their attempt for the series’ triumphant return. Scheduled for release on the 1st of November, a new demonstration of the title that combines the two versions of the hero was released and finally we can check the differences between their two generations. Does the combination of classical and modern versions work as promised?


The stages available in the demo are the first two acts of the Green Hill level, each of which must be played with Sonic. The first level uses the 16-bit version and its classic 2D style platforming, with slight perspective changes at specific times. Regarding the statement above, there is almost no change. The only major addition in Act 1 is the presence of Chao, a small creature that appears in certain areas to give players tips. He follows you for a short period of time, explaining some details that may be vital for beginners.
 


However, the star of the new version is the modern Sonic, who is playable in Act 2. Its gameplay is completely different from its classical counterpart, which begins with the camera on the back of the character and proceeds through the stage at high speed. Those who played Sonic Adventures on the Dreamcast will feel at home.


Moreover, this footprint over current characters is also very dynamic, especially because of their abilities. Apparently, it's not enough to be faster; he also has the Boost, which acts almost like a projectile. Other movements such as Dash and Homing Attack are back, making the gameplay in these phases not only a race against time, but requiring the player's ability to push the button at the right time.


Perhaps at this point the main problem may arise from Sonic Generations. Most complaints about the gameplay of past titles were exactly the character spinning around the mess that was to maintain high speed while trying to avoid obstacles and hit the enemies. In the demo, you can feel a little bit of difficulty, but nothing like a little practice helps relieve that problem, if only for a bit.
 


Another detail presented in the demo of Sonic Generations is that we can finally test the operation of three-dimensional effect in the Sonic universe. To our surprise, it is not just a throwaway feature, since it shows a lot of fun at various times. It must be admitted, however, that the stages with the classic Sonic are not as targeted by the new. By keeping the style intact, there is no room for the three dimensions to be explored, making the technology only serving to add depth to the scene as a luxury element.


On the other hand, the modern version of the blue hero more takes more advantage of the 3D. In initial moments, he moves with the camera on its back. The feeling of immersion is very large, mainly due to the objects coming towards the screen at high speed. The only problem is that you need an even greater time to adapt to the controls and learn the exact time of each movement. As the use of special glasses cause a mild discomfort in the eye, it’s very common you do not notice the approach of an enemy and lose all your rings, which altogether breaks the momentum and causing all kinds of frustration.


In addition, the technology turns out to be a risky bet for SEGA, because it makes clear the drop in frames per second. In modern levels with Sonic, you notice an oscillation that causes the image to be duplicated by a brief period. It is not enough to bother you, but it’s definitely noticeable. Nonetheless, it's great to see Sonic back on track once again and we will certainly take a closer look when the final version comes out on November 1st, for 3DS, PS3 and X360.



Marco Cecilio, NoobFeed

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