In November of 2012, Sonic and All-Stars Racing Transformed dropped to a positive critical and fan reception. Some considered it a contender with Mario Kart, while others would argue that, at the time, it may even have surpassed it. Transformed, unfortunately, had its fair share of bugs, some of which were sorted but many that, to this day, haven’t been. Fast forward to today, and after a healthy delay, we now have Team Sonic Racing. Gone are the transforming vehicles and colorful SEGA cast, instead replaced with Sonic mainstays and a focus on cooperative gameplay. And while in a few areas, Team Sonic Racing feels like a step or two towards improvement, it takes several flights worth of stairs tumbling backwards.
So, Sonic Forces. It’s tough to know what to say about it. The game has been out for a while now and admittedly this review is coming a little late, but if Forces shows us anything it’s that the franchise itself needs to slow down and take time for a bit of reflection. Having had longer to digest the game, perhaps we can have a better idea of what went wrong, what went right and just how we got here.
The first trailer for the game in 2016 could be described as confusing. Announced as Project Sonic 2017, many fans (myself included) really didn’t know how to parse what they had just seen. After what had then been years of light, fluffy, Saturday morning cartoon-esque stories, we had a trailer showcasing a seemingly ruined world, overrun by Eggman’s giant Death Egg Robots destroying everything – and wait, Classic Sonic’s here too? Just what is happening? That question, along with the fact that this was being developed by the team behind Colors and Generations, was enough to raise eyebrows and generate significant interest in the title, even alongside the also-announced Sonic Mania. It’s fair to say that expectations were tempered (especially after Lost World) but many fans were expecting a return to the ‘boost gameplay’ that, love it or hate it, has probably been one of Sega’s more successful attempts at doing Sonic gameplay in 3D yet.
So is that what we got? Well, kind of.
SEGA seems quite happy with the success of last year’s release of Sonic Mania. Sonic Team took a risk with passionate independent developers has paid off. After it became quite possibly the best commercial iteration of 2D Sonic, SEGA thought it would be best to entice players with not just added content but also a reason for players to put it on their shelf. SEGA is giving you several ways to experience Sonic Mania Plus, the expansion for the original Sonic Mania coming out for all digital releases of the game including Steam as well as disc and cart based versions for all consoles containing the full game and the Plus content. SEGA was kind enough to give us a Nintendo Switch copy for review a week before launch.
Much of what you come to expect from Mania echoes from Neo Hazard’s review when the game originally released. A lot of it’s key points remain the same here, such as sharing significant connections with the development team that could show bias in this review. If you want to know more about the main game, you can read about those thoughts in Neo’s original review. Surprisingly the development team also saw fit to make changes to the main game to tighten up the experience in some areas which does not need the Plus expansion. This includes revised boss patterns, updated level layouts to accommodate for the new characters and making certain challenges easier to handle. Whether you’re buying into Mania for the first time or looking to check out Encore Mode with Ray and Mighty, this review will cover what’s changed and what’s new. The Plus in Sonic Mania refers to the fact that it really is just more of Sonic Mania. While there is one new level the Plus content is more of a remix of what all is available. This is ideal for those who have mastered Sonic Mania along with more features that are enticing to newcomers and the small price is like leaving a generous tip at your favorite walk-in restaurant.
By the fans, for the fans. Truer words have never been spoken when it comes to Sonic Mania, a game does the unthinkable in 2017: get everyone excited for Sonic the Hedgehog again. And by everyone, we’re not talking about just fans of series, but folks who have been withdrawn since the days of the Genesis, people who haven’t considered playing a Sonic game since 1995. And there’s good reason for that too, after a year of development, Christian Whitehead, Headcannon, PagodaWest, and a whole gaggle of friends, members, and family from Retro and beyond have created one of the series best entries ever.
Its the final minutes until the big 25h anniversary party for our good buddy, Sonic, but wait! Those aren’t rings falling from the sky, its a bunch of weights and a myriad of bombs which means its the last few rounds of Saturn Bomberman before we share our verdict on the game. In the last part of the episode, the group talks about the sudden death mode, discovers a connection with Bomberman and wrestling and share our strategies of playing the game. Also how did people play the game in the mid to late nineties? The round table discussion features my friends Chance, Krys, Randy and Chelsea.
Did you play Saturn Bomberman back in the day? How did you set up the game to play with friends? Do you think other Bomberman games do the job better? Be sure to sound off in the comments!
Wondering what to look for in a SEGA Saturn game now that Saturn game encryption has finally been cracked? Why not one of the biggest multiplayer experiences on the console? Multiplayer Showcase continues to take a look at Saturn Bomberman by covering our favorite stages, gimmicks, exploit the dinosaurs and try to figure out what the kick power up looks like. The round table discussion features my friends Chance, Krys, Randy and Chelsea. (Who didn’t play with us but has actually played the game before!) We talk about the simple wide stage. What are your favorite levels or gimmicks from the game? Do the dinosaurs break the game for you or your friends? Sound off in the comments section.
Why stick to fireworks when you can use bombs? A new Multiplayer Showcase installment is out featuring one of the most popular SEGA Saturn multiplayer experiences, Saturn Bomberman starring Hudson Soft’s all-star lineup in a massive free-for-all. We’ll be taking a look at the different stages and examine the differences in the eight and ten player modes, the Saturn’s six player adapter, and how the title holds up to the rest of the Bomberman lineup.
This episode is going to be released in smaller chunks which allows the episode to come out faster. Be sure to subscribe to the channel to keep up with new installments and more multiplayer matches.
Multiplayer Showcase is the review show where you get to see me and some friends of mine play multiplayer games that have been long forgotten and give it a proper analysis by sharing our opinions on the game in a roundtable discussion to see how things have held up for gaming’s past brightest stars and lowest points.
This episode compares the boxing gloves to the green shells with the Mario Kart-inspired Sonic & SEGA All-Stars Racing. I never got to play this game much with friends locally. I’ve certainly played it online some time ago, but as you might recall, there are limitations added when playing online, so playing with a group of people with everything unlocked lets everyone dig in for some four player action coupled with SEGA nostalgia.
The Dreamcast era was a special moment for many a SEGA fan. At the time, it was the company’s last great hope, but soon transformed into its swan song. For fans of the SEGA brand, even if the system had no hope on tackling the PlayStation behemoth, it was an unbridled time for ingenuity and creativity. One of the draws for the company had always been its lack of fear when it came to innovation, and games like Jet Set Radio and Phantasy Star Online were offerings other players at the time just couldn’t provide.
Of course, the return of Sonic the Hedgehog as a full-fledged icon was more than welcomed. It was the hedgehog that drew many people to the system in the first place. How many would have played through Streets of Rage or Ecco the Dolphin if they had not first bought a Genesis to run through the one video game that could take on Mario? That’s what made the unexpected arrival of Sonic Dreams Collection all that more alluring. The website in which the unassuming program was released sets the stage: that during the prime of SEGA’s developmental creativity, a small, previously unheard of studio within the halls of the company wanted to use the Sonic brand in all sorts of wild, new, game-changing directions.
SEGA’s mascot had already been in numerous platformers, a handful of racers, a fighting game, a balloon in the Macy’s Thanksgiving Day Parade. The idea that he could have been the face of numerous off-the-wall concepts is not all that far fetched, especially considering the time and place. Loading up the Arcane Kids offering was nearly irresistible, and once going through it, well…
Sonic Dreams Collection might be the greatest Sonic the Hedgehog game of the past decade.