Gut Reaction: Sonic Lost World

Get Ryan’s thoughts on this new direction for Sonic I don’t hate it. But if you have to start your opinion off with four words, “I don’t hate it” is […]

Get Ryan’s thoughts on this new direction for Sonic

I don’t hate it.

But if you have to start your opinion off with four words, “I don’t hate it” is a dark portent of things to come, right? Because those four words set up a dreadful fifth: “But…”

it’s not the Sonic game I was hoping for.

Sonic Unleashed surprised the hell out of me (and to be specific, I am talking about the HD version). Early trailers made me cautiously curious about what that game was, and once it was finally in my hands, I gradually fell in love with it. Unquestionably, the Werehog and the medal collecting bits were a huge bummer to deal with, but once you got past that, it was the most fun I’d had with a Sonic game in years, if not ever. It turned Sonic in to a game exclusively about speed. Boost wasn’t a win button, it was a gas pedal, and the game favored racing game etiquette like proper drifting and cornering technique over traditional platform hopping. And while full of plenty of scripting to keep you on the right path, the comparison I’ve always liked to borrow from Errant Signal is that it kind of turned Sonic in to Guitar Hero – sure, a lot of it involved rote memorization, but it was about how well you could ride the game’s flow while being almost uncontrollably fast. Measuring accuracy under extreme pressure turned out to be remarkably engaging.

Sega had finally done it. They’d discovered a way to make Sonic’s extreme speed work in 3D, and above all else, I wanted more of it. A lot more.

Further Sonic games took the formula established in Unleashed and tried to “fix” it. Sonic Colors was a great game that ultimately felt kind of unfulfilling and frustrating, given an undue focus on hopping around slow, cramped environments with controls that were better suited for blistering speed than precision platforming. Sonic Generations more deftly balanced the runny-fasty bits with the jumpy-platformy stuff (my review here), but the game still felt like it was dragging its feet a little bit whenever Sonic wasn’t breaking the sound barrier. Both games simply lacked the raw thrills to be had with Unleashed, and it was largely due to a greater focus on slowing you down.

Super Mario 3D Land

Super Mario 3D Land

So, naturally, you can imagine that upon viewing the Sonic Lost World trailer, I’m a little less than enthusiastic. The natural comparison is that this is Sonic the Hedgehog by way of Super Mario Bros. The aesthetic resemblance to games like Super Mario Galaxy and Super Mario 3D Land is more than a little obvious, with abstract, skybound environments. Some maintain that Sonic was always a platformer, and at a glance, Lost World looks to be more of a platformer than any other Sonic game to come before it. But to what end? Outside of Sonic Team openly admitting that Mario was their inspiration for Colors, Sonic’s never encroached too deeply on the plumber’s territory before. You could even say that this franchise was specifically founded on the idea that Sonic wasn’t just another Mario. Do we really need a Sonic game that can best be described as “kind of like Super Mario Galaxy, but a little bit faster”? Is that what Sonic the Hedgehog should be?

Of course, the argument could be made that nobody at this point knows what Sonic the Hedgehog should be anymore – largely due to Sonic Team’s own indecision on establishing a gameplay “base” for Sonic throughout his 3D career. A slower platformer like this definitely isn’t an unacceptable direction for them to be taking; we’ve witnessed everything from RPGs to fighting games starring this blue rodent. But Sonic’s defining characteristic across all media has always been his speed, and the games we were getting before embraced the embodiment of speed better than any others. If that isn’t the perfect way to define Sonic the Hedgehog in a game, then what is? Based on the 80 seconds of footage we were treated to yesterday, it might not be Lost World.

That’s not to say there isn’t merit in what Lost World is trying – everybody always focuses on the fact that Sonic can defy gravity by running up vertical walls and across ceilings, but I always saw that as a simplistic way of showing that he’s acrobatic. The real Sonic the Hedgehog would move something more like what we saw in the intro to Sonic CD – bouncing off walls, trees and rocks with free-running parkour techniques. Lost World touches on these elements a little bit, by introducing wall runs and ledge grabs. It does beg the question, however: if most Sonic games were comfortable expressing Sonic’s acrobatics with loops and other extremely sloped environments, does the addition of a wall-run ability mean Lost World will consist of mostly straightforward, hard-angle stages? Sonic’s always done better with winding, rollercoaster-like slopes and valleys, and outside of a few brief glimpses of more snake-like loops, most of what we were shown involved running down an oddly flat-yet-curved environment with very few changes in elevation or gradient.

Sonic Lost World

Not seeing much in the way of slopes here… but it looks cool.

Of course, what was shown was pretty visually striking – with abstract configurations of tubes and half-pipes stretching across the skies. It gives the game a pretty distinct look, and while it does summon comparisons to Super Mario Galaxy, it does enough to define its own unique visual aesthetic separate from Mario’s. I do worry, though – there was a time where bottomless pits were considered to be the most notoriously awful part of 3D Sonic games. More recent games like Unleashed and Generations have made it a lot harder to fall out of level boundaries, but Lost World seems to introduce level designs that have a considerable number of bottomless pits and 90 degree hairpin turns. And while the art direction itself is striking, the visual fidelity leaves something to be desired – I’m seeing a lot of flat textures and simple, blocky geometry. Not that it looks especially ugly, but after Unleashed and Generations, it can look a little plain in certain places. Thankfully, these early screenshots seem to be making up for that with a bold sense of style.

Ultimately, it’s probably a little too early to be making definitive judgement calls on how Sonic Lost World will turn out. I’m certainly open to the possibility that the game will pleasantly surprise me much like what happened with Sonic Unleashed. But part of me also hopes that Sega still has a “normal” Sonic game planned for the other consoles. Because that’s the thing – in spite of Takashi Iizuka telling IGN that this was the new direction he wanted to explore post-Generations, Lost World simply feels like another spinoff game to me – something not too dissimilar to Sonic & the Secret Rings, or even Sonic Colors (something that is reinforced by the reveal of Lost World‘s “improved color powers“). The fact that Sonic Team would start over fresh after finally finding their groove with games like Unleashed and Generations is still something I’m having trouble wrapping my head around, because it doesn’t make a whole lot of sense except in the context of this being a weird experiment born out of their contract with Nintendo. And I’m completely fine with it being just that – the real question is where this franchise goes after Lost World. Unfortunately, it could be years before we’ll have a sufficient answer.