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Apotos/Shamar Adventure Pack Review

Ryan Bloom | May 24, 2009

More levels, but still all over the map.

Three weeks ago I had an epiphany regarding Sonic Unleashed DLC – why should we pay $3 for 6 short levels every two weeks? We shouldn’t. It seems that many agreed with my sentiment, because here we are, three weeks later, staring down the barrel of a two-for-one deal: Adventure Packs for both Apotos and Shamar, bundled together in one download, for the same $3 we’ve paid for past Downloadable Content packs.

For those excited at the prospect of 12 levels for $3, cool your jets: In reality, the Apotos/Shamar Adventure Pack comes out to around 9 levels. Apotos features five levels (3 day, 2 night) and Shamar gets four levels (2 day, 2 night). In general, these levels are longer than most of what we’re used to for Sonic Unleashed DLC – whereas daytime levels in the Spagonia Adventure Pack could be completed in around one minute flat, day levels in the Apotos/Shamar pack are around double that length.

For the number of them and their length, the quality of the design in this pack is pretty all over the map. Arid Sands Act 3 deserves special mention for being a daytime level that focuses exclusively on explorative gameplay, asking the player to find 10 Chao in 10 minutes. It’s really an interesting concept that reminds me a little bit of the classic 2D Sonic games, where sandwiched between high-speed rollercoaster segments, you had slower, more exploration-focused platforming challenges. Windmill Isle Act 1-2 is equally as interesting: while the original Windmill Isle Act 1 stage was intended as a super-short tutorial level, Act 1-2 remixes the layout so that you play through it backwards first, and then forwards, breaking up the two with a segment that feels like something out of Super Mario Brothers. It’s this stuck-on-a-moving-platform segment that actually highlights a problem in 3D Sonic games in general.

For the types of platforming gameplay these DLC packs sometimes attempt, Sonic Unleashed was simply not built for the type of precision the game sometimes demands. In particular, Windmill Isle Act 1-2 is actually a little bit frustrating as a result – when not running 300 miles per-hour, controlling Sonic for the more precise platforming stuff feels kind of like trying to steer a bowling ball with a leaf blower; Sonic is simply too momentum heavy. Early levels in Sonic Unleashed got around this by making platforms very wide – so wide that they were actually hard to fall off. At its core, this is a universal problem that all 3D Sonic games share: building controls for running really fast vs. controls for more suitable to the aforementioned Super Mario Brothers platforming challenges.

For platforming, generally you want very tight, very responsive controls, so that landing on a platform or an enemy is an easy task. On the flip side, for something fast moving, you generally want controls with drag and momentum – like driving a car. Every 3D Sonic game to date (Unleashed included) has wrestled with just how sensitive Sonic’s controls should be in order to strike a perfect balance of controls that work for both moving fast and platforming, just as the old 2D Sonic games did – usually with disastrous results. Though one could argue that a true balance could never be obtained thanks to the addition of the third dimension, most 3D Sonic games simply swing too far in the direction of one type of gameplay: they are either too sensitive for running fast (Sonic Adventure 2, Sonic 2006) or too insensitive for moving slowly (Sonic Heroes, Shadow the Hedgehog). Sonic Unleashed takes a unique approach: not only does Sonic’s control sensitivity seemingly change depending on where he is in a level, but the distinction between Sonic and the Werehog is literally the distinction between running fast and doing slower platforming. Of course, when they start introducing precision platforming segments in to gameplay that was not designed to handle them, problems arise. So while the platforming in Windmill Isle Act 1-2 is certainly a welcome sentiment, the presence of that type of level does not mesh very well with the mechanics of Sonic Unleashed. There are, of course, possible ways to integrate both types of gameplay without having to separate them in to two different characters – but this is neither the time or place for backseat game design.

The rest of the levels in the pack are, in many ways, sort of predictable. Windmill Isle 2-2 and Arid Sands 1-2 are your standard “Hard Mode” levels that consist of punishing you for your memory of how to play the level. Windmill Isle Act 4 consists of a quick step gauntlet, mixed in with more intricate platforming. Like the Mazuri Pack before it, the Apotos/Shamar Adventure Pack contains a previously lost level, this time featuring an area we were given a glimpse of in the Shamar Teaser Trailer for Sonic Unleashed in the form of Arid Sands Act 2 Night.

But, bar none, this pack contains what may just be not only the two worst levels of this pack, but the two worst DLC levels period: Windmill Isle Act 1-3 Night and Arid Sands Act 3 Night. Windmill 1-3 Night is essentially a five minute combat endurance run with some of the most annoying enemies in the game. Power-ups and healing items are in limited supply, and if you die at any point during the level, you have to start all over again from the beginning. But that pales in comparison to Arid Sands 3 Night; though it starts out harmless enough, the final battle pits you against a Dark Gaia Titan on a ridiculously small platform suspended over a bottomless pit while being assaulted by three fire wizards. Given the Titan’s numerous attacks that knock the Werehog back, expect to be thrown in to the bottomless pit more times than you can count. I’ve never had much trouble with the Werehog stuff in these DLC packs, but this one section, from the two times I played the level, cost me nearly 30 lives total. It doesn’t get any more ridiculous or frustrating than that.

But the ultimate question will always be: 9 levels set in two continents for $3. Is it worth it?

The truth is? I don’t know. If based purely on the number of levels in the pack, I’d say yes – it’s hard to argue with 9 new levels for only $3. But the quality and the thought put in to these levels varies so wildly on a level-to-level basis, that, though there may be 9 of them, only three of them do anything unique or interesting. That comes out to about $1 per level, if you consider it like that. If that sounds like your kind of deal, then by all means, do not hesitate to grab this DLC – otherwise, it’s probably best just to save your money and watch the Youtube videos I have provided.

Comments

21 Responses to “Apotos/Shamar Adventure Pack Review”

  1. Mike on May 24th, 2009 2.04 am

    Wow, they took you all across that island in 1-2 didn’t they?
    Act 4 was kinda cool too.

    Still not buying any of them until they’re all available in one big adventure pack.

  2. Kogen on May 24th, 2009 2.15 am

    Not sure why you keep saying it is like ‘Mario Bros.’ gameplay. Platforming worked fine in the 8/16-bit games.

    Unleashed is still too fast, of course. That is what happens when the designer says ‘Sonic is all about speed and being cool’, basically not knowing what Sonic gameplay is.

  3. Ryan Bloom on May 24th, 2009 2.23 am

    @Kogen: The whole “stuck on a moving platform while having to avoid obstacles” is totally a Super Mario Brothers thing.

  4. omegasmash on May 24th, 2009 2.41 am

    HAHAHA! The part of you dieing against the Drk Titan in arid sands act 3 was hilarious!

  5. Mike on May 24th, 2009 2.42 am

    Also lol at you dying over and over again in Act 3 Night.
    9:32 was just wonderful.

  6. gabsonic on May 24th, 2009 7.27 am

    Windmill Isle act 1-2 is just pure awsomeness!

  7. PJMan on May 24th, 2009 9.00 am

    Arid Sands Night Act 3 requires some strategy to it. If you run into the titans without a full Unleashed meter, there is a very good chance that you’re going to be screwed.

    But there are ways to get around this of course. at the beginning of the level, there is a small chest on top of two blocks off to the side. Push the block to that crate and break the chest to find a full unleashed power up thing. Use this against the first Titan. Whenever the titan is about to attack, unless you are absolutely certain he won’t hit you, use your shield. This is really the only time the shield is useful, as it cannot break no matter what the enemy does (This is while you’re in unleashed mode). Whenever the thing is about to do that jump attack you absolutely must use the shield. Not only will Unleashed mode save you from dying over and over again, but it will also help you kill him faster.

    Use the same strategy for the second titan. If you need more on the Unleashed bar, kill the three wizards surrounding the second titan. Killing these three alone will fill the bar up just enough for you to go and kick the titans ass.

  8. Osnic on May 24th, 2009 10.10 am

    Looks cool. The DCL’s is getting better I think. But why not give the DCL’s a score? This is a review but, why no score? Is this 7/10 or is it a medicore DCL with 5/10? I want to see score’s.

  9. Ryan Bloom on May 24th, 2009 12.15 pm

    @PJMan: Thing is, when I got to the Titan in my practice run, I had a full Unleash meter. It didn’t matter. He still threw me off the platform, eventually. When you’re in the middle of a combo and you can’t break out of it, it’s basically impossible to avoid that stuff. That was most of my problem. I’d run up, get stuck in a combo animation, and he’d knock me off before I could avoid his attack. Blocking his stomp just drains your shield meter to zero, so that’s kind of useless, too.

    @Osnic: If you read the review you shouldn’t need a score to go by. I tell you everything you need to know to decide for yourself.

  10. Kogen on May 24th, 2009 1.27 pm

    Ryan: Sonic games have moving platforrms. A lot of platforrmers use this…

  11. Venom on May 24th, 2009 3.12 pm

    “The whole “stuck on a moving platform while having to avoid obstacles” is totally a Super Mario Brothers thing.”

    Though it has appeared in many other games including Sonic games before this. But yeah, it’s only natural to draw comparisons- Mario platformers are very basic and many other platformers take the basics from Mario and build on it(for better or for worse).

  12. Yamishi on May 24th, 2009 3.23 pm

    I thought the small-platform-with-a-Titan was cool, even though I died around 8 times when fighting him the first time. I just try to keep my distance when he’s about to jump, and then hop over the shockwave when he lands.

  13. Kogen on May 24th, 2009 6.28 pm

    Nothing cool about doing a level perfectly then dying 8 times due to stupid design at the end.

  14. Danielle on May 24th, 2009 10.20 pm

    God I have been spouting “the controls in this game is like a bowling ball on a super smooth oiled surface” controls since the day I got this game.

    I am so glad I aint the only one that saw this issue. I talk to my fellow fans and they just seem to not relise how badly sonic controls when the game doesnt want you to quick step or dash forwards.

    I think the chaos challenge shows this issue glaringly. Sonic controls horribly.

  15. blackgenma on May 25th, 2009 3.23 am

    ryan. while playing as werehog, you can cancel combos by guarding. this can be done with almost any combo.

    when facing the titan, you there are a few things to keep in mind. first is, that no matter what, you don’t want to be right next to it. also, you don’t want to attack it from the air. you either want to dodge it’s attack by guarding and rolling out of harms way (if you guard his “jump” get away and jump over the following shock wave, because another attempted block will kill you. this is why you never want to be next to him, simply blocking the shockwave only takes 2 block stones, so that’s much safer.) and do combos from a distance, so no cartwheels.if you want short and simple combos, try the donkey kick combo. another good option is the straight charge punch. simply wacking the thing is a sure fire way to go flying.

    oh, and you didn’t mention the new electric mages! I don’t remember seeing them anywhere eles in the game.

  16. MayaTemple on May 25th, 2009 6.16 am

    @Danielle:
    You really aren´t the only one buddy, I have the same problem with Sonic´s controls. For example, I press the jump button and Sonic doesn´t jump and I´m dead the very next moment! :( If he builds up speed he controls very awkward, but I understand that a little, the game was made JUST for speed, but if you really want to do some platforming I see it everytime that this controls just aren´t made for that.
    Sure, some people might love it anyway, but you have to be really blind to not see these obvious flaws, I mean, seriously, who would put the boost and homing attack on the same button? There is one button unused, why couldn´t the put it on there or let you select different control chemes. But anyway, that doesn´t change the games gameplay to much, it´s clearly just not build for platforming.
    Maybe they will get it right in the next major Sonic!? I believe they will, since the Hedgehog Engine can do more than just Speed, I´m sure, not the engines fault, but the guy programs the general gameplay mechanics! Since Sega is constantly switching personell, maybe they will get the right person to it in the coming game (I know nothing is announced yet, but a next sonic WILL come)?

  17. DoctorEggman on May 26th, 2009 12.11 am

    I’ve got cool idea. Put the Titan on a balancing beam and throw in 5 wizards and 5 electric wizards… AT THE SAME TIME! The framerate will slow down to make things more challenging. But wait, it gets better! This is one of those missions where you start off with little-to-no health. And no checkpoints, items, or anything. As a special returning feature, the camera will change direction radically each time you take a step in a direction. This constant, radical change in perspective will make the battle exciting and unpredictable, as well as give you cool new perspectives of the action each second. You’ll be on the edge of your seat shouting in excitement over this epicly intense action. Don’t miss the EggmanLand DLC! Coming soon to take up more space on your harddrive!

  18. Ryan Bloom on May 26th, 2009 5.08 am

    @Kogen: But specifically, the “stand on a single moving platform while dodging obstacles” thing is a Mario staple. Super Mario World, Super Mario World 2, Super Mario 64 and New Super Mario Brothers had entire levels based around the idea that you stand on one platform for the entire duration of the stage and have to jump and move around to avoid stuff. As far as I’m concerned, they pioneered the concept and have put it to the best use. Did other games use the concept? Probably. But Mario games are the most notable usage.

    Thanks for the tips, you guys, but that doesn’t make the fight with the Titan any less stupid – The game never tells you that you can cancel out of combos by blocking, and the thought of fighting enemies with hand-to-hand combat while simultaneously trying to keep your distance is ridiculous, especially on a teensy tiny little platform like that.

  19. edge on May 26th, 2009 3.58 pm

    my god. THREE DOLLARS FOR SIX STAGES!!! NOOOOO!

    Shut the heck up. Seriously! You get your moneys worth!

    Honestly I’d much rather pay 3 dollars for six stages,rather than pay 3 dollars for one crappy song on a music game!

  20. Apotos + Shamar DLC Now Available on EU PSN | tssz|news on May 29th, 2009 8.19 am

    [...] you’re on the fence as to whether the DLC is worth the download, be sure to check out Ryan Bloom’s review of the adventure pack.  TSSZ News will continue to keep you infromed as new DLC becomes available [...]

  21. Moururi on June 1st, 2009 3.52 am

    Lol, wierd, i found the last battle on Act 3 night quite easy, as scary as it looked at first. If you act fast enough and have at least one unleash gauge it’s not too hard.

    After absolutely hating Shamar Night Act 1, i quite enjoyed the dlc shamar night levels.

    BOTH the Atopos Night levels in the pack were abysmal however.

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