Sonic the Hedgehog 4 – Episode 1 (Review)

“A decent game, but a huge disappointment for Sonic fans.”

Before I get this review started, I feel the need to say that I’ve never been a huge Sonic fan. I’ve enjoyed the Sonic games, but I am anything but a nostalgic fan who looks back on the past with rose tinted glasses. I enjoyed the previous Sonic games and, oddly enough, Sonic 2 on the Game Gear was my favourite. All I want to say here is that my views on this game are not clouded by nostalgia. With that out of the way, let’s begin.

It’s been sixteen years since Sonic & Knuckles, which is an awfully long time for a series to go before getting a proper sequel. Sonic’s rival, Mario, even had a rocky return to 2D platform with New Super Mario Bros. on the DS, but the Wii version was significantly better and felt like a proper Mario game. It’s expected that Sonic 4 would be a little rough around the edges, just like Mario was on the DS, but that in no way justifies the quality of this hollow husk of a Sonic game. Sonic 4 suffers from many glaring problems that keep it from being a decent platformer. Pretty much all issues I have with this game are gameplay related, so let’s dive right into what’s wrong with it.

For starters, the graphics are not terribly impressive. I can tell that the graphic artists spent a fair amount of time on them, but the fact of the matter is that the graphics in Sonic 4 lack character, personality, and soul. The graphics look fine, but they evoke no emotions from me. They are remarkably generic looking, which isn’t good for a game that is supposed to be a triumphant return for Sonic the Hedgehog.

To accompany the fairly bland graphics are overly long levels that, honestly, go on longer than they should. I found several levels to be somewhat interesting at the start, but when they drag on for several minutes at a time with no interesting changes? Well, that just gets very dull and repetitive. Some levels made me want to turn the game off because they were so long and boring, but I forced myself to carry on.

What really makes these long levels unenjoyable is the poor level design. Everything just feels really uninspired and mashed together. There’s no coherent point or purpose to anything in every level, and the same obstacles are repeated over and over again. Poor pitfall placement hampers the levels even further, as it is difficult to tell when a hole will lead to another path or to Sonic’s death. There are far too many gigantic, open gaps. Once you are out of the tight corridors, the levels just feel really barren and lifeless.

The difficulty is a bit of an interesting subject. Overall, Sonic 4 is very easy most of the time. I would rack up tons of 1-UPs only to encounter one spot in almost every level (outside of the first zone) that made me lose several of the lives I had earned. I’ve breezed through a few levels only to get through about three quarters of each before I hit some kind of bizarrely difficult spot that kills me several times. It seems unusual to have these difficulty spikes.

Working hand in hand with the difficulty spikes are the game’s enemies. They enemy placement in Sonic 4 is positively dreadful. Many enemies are placed so that you will slam into them at high speeds and lose your rings. Taking into account how fast Sonic moves at times, it’s almost impossible to dodge a lot of enemies your first play through because they literally come out of nowhere. Sonic 4 does not make itself difficult by presenting you with legit challenges that require skill, no. Instead, Sonic 4 makes itself harder by placing enemies and obstacles in unfair locations. The fourth zone is the worst offender, constantly putting things in locations that makes Sonic getting hurt an inevitability.

A few other minor things bother me as well. First is the lack of Knuckles or Tails, which is very unusual. Tails, at the very least, should have been in this game. Instead, all we get is Sonic. Second, the non-linear level select makes Sonic 4 feel like an ordinary budget game by indie developers. You can essentially play any level whenever you want, rather than being forced to play through each level one at a time like in a regular platformer.

That’s a lot of strikes against Sonic 4, and it’s probably very evident that I don’t like this game much. There are a few good things worth mentioning, however!

Boss battles are very simplistic, but I found them to be pretty enjoyable. Last boss aside, they’re not horribly difficult and are somewhat based on older Sonic bosses, so you should have a basic idea as to how to defeat them.

Equally enjoyable are the Lost Labyrinth levels. I can’t say much against them and they were really quite fun, easily standing out against the rest of the zones. The second level of Lost Labyrinth was a little bit on the long side, but overall it was pretty well made. I enjoyed the wealth of puzzles, and it was nice being able to control Sonic more than 40% of the time, since in other zones it seems that Sonic is usually always being pushed, propelled, or shot in various directions. Lost Labyrinth gives the player lots of control and feels more like the classic Sonic games.

Several levels are very replayable for speed runners. In fact, it is encouraged since there is even an achievement that requires you beat the first level in under one minute. I’m not much of a speed runner, but the game has plenty for gamers of that sort to do. That’s definitely a plus for them.

Overall, I feel that this game suffers tremendously from several glaring issues, and I’m shocked at how few innovations there are between Sonic & Knuckles (1994) and Sonic the Hedgehog 4 (2010). If anything, it feels like Sonic 4 took a few steps back. However, there’s still a bit of fun to be hard here, and diehard Sonic fans from the 1990s should enjoy the game.

Final Score

6.6/10

Dead Rising 2/Sonic 4 First Impressions

So I’m playing two games at once right now, and they are Dead Rising 2 and Sonic the Hedgehog 4: Episode 1. These two games couldn’t be any more unlike one another, and this is reflected in my feelings towards them so far after clocking about two hours in Dead Rising 2, and about an hour and a half in Sonic 4.


I never played the original Dead Rising since I do not have a 360, so I wasn’t able to experience the exploits of Frank West. That did not stop me from wanting to check out the sequel, though.

Dead Rising 2 uses the Games for Windows or Windows Live sign-in crap, which plagues so many other PC games these days. I was a little upset to see that in here, but what really irked me was the lack of any sort of key configuration options, and apparently the only gamepads that this game has support for are 360 ones for the PC. I had to go into an ini file and remap the keys manually, which was fairly annoying. It took me about an hour before I was truly happy with the controls.

The gameplay so far has me hooked, and I can’t really fault it much. My only gripe is having to find Zombrex for Chuck’s daughter. I don’t even know where to start looking since I always have, literally, dozens of zombies lumbering after me at once. Taking the zombies down is a lot of fun, and is even downright gruesome in a few instances. If you have a fire axe, you can slice a zombie in half – and I mean VERTICALLY, so from the head and down. Ouch.

The characters are pretty good. Katey (Chuck’s daughter) isn’t too interesting, but the rest of the supporting cast is great so far. Rebecca is pretty much the most blatant use of sex appeal I’ve ever seen in a video game of this kind, but she’s also a well developed character personality-wise, so she has the looks and the character. Sullivan is cool too, I definitely like his no nonsense approach to things as he manages the safehouse/shelter. I’ve only talked to him a few times and he’s already changed his feelings towards Chuck twice. I like this guy.

I haven’t played the game enough to write a review, that’s for sure. Still coming to grips with a lot of things in Dead Rising 2, but I predict a pretty good score for it.


A new Sonic game in the original series, what’s not to like? Unfortunately, a lot. The game isn’t that bad, don’t be misled by what I just said. The problem with Sonic 4 is that it feels like the developers don’t know how to design Sonic levels anymore.

The Splash Hill levels were pretty decent, but they felt far too large and I never really knew how far into the stages I was. There are too many routes and secret passages, and it’s just far too overwhelming. Big levels are good in a lot of instances, but these levels are just too big.

I actually felt like the casino stages were really frustrating. Far too many stupid gimmicky props and such, and a few things, such as the cannons that shoot you around, really annoyed me. I felt that, in the casino stages, I was mostly just being pushed through the levels by the huge abundance of springs and other devices that would propel Sonic forward. Honestly, it’s a little questionable when you barely even have to press any buttons to progress through a level. In the casino levels, the game progressed Sonic for you.

The ruin levels seem promising so far, but I’ve only played the first one. It was a little Indiana Jones-esque, which I actually enjoyed. In a few instances, I had to flee from rolling boulders and then ride smaller boulders over bottomless pits. With the slower pace and the game not relying on springs and such to shoot me forward ALL THE DAMN TIME, the first ruin level was actually pretty enjoyable.

Aside from the weird level design and the game’s reliance on devices that constantly shoot you around the level, the other thing I did not like is the placement of enemies. A lot of them are positioned in places where, unless you’ve already played the level and know what’s coming, you’re going to get hit and lose all of your rings. A few enemies come out of absolutely nowhere and are positioned in spots where you are destined to hit them unless you are a remarkably fast thinker and can take them out in half a second. Unlikely.

It’s still early days for Sonic 4, so my feelings may change. At the moment, I’m going to say that this game is just fairly average overall. Despite it’s flaws, it is still fun. It’s just not memorable.


And that’s about it for these two games so far. I’ll be writing more detailed reviews on each later in the week. Sonic 4’s review should be Friday, and Dead Rising 2’s review will be over the weekend sometime.

Return to October 2010 Articles

Shining Force 2 (GEN, 1994)

INFO: My “Retro Vault” reviews are not scored. Instead, I just talk about why I have fond memories of whichever game I’m writing about at the time. Generally, I won’t pick out any bad games for the Retro Vault feature, so scoring them is essentially useless anyway. Enjoy the read.

1994 was a good year. In this year, a game and a service were both released which were quite amazing. The service was Sega Channel, which allowed Sega Genesis users to play up to 50 Sega Genesis games for about $15/month. You can check out Sega Channel on Wikipedia for more information on that, because this article is not about that service, no. This is about a game that I first played on Sega Channel called Shining Force 2.

I remember it quite clearly. One of my childhood friends named Eric had the Sega Channel. I was at his house and we were playing Vectorman over the service. Not having the cartridge but still playing the game was really awesome. Eventually, Vectorman started to get a little boring so we started looking through the games list for something that sounded cool. This is when I pointed out a game near the end of the list that was unknown to me at the time. Shining Force 2. Eric would eventually develop into a fan of RPGs, but this was well before that time so he allowed me to play Shining Force 2 and he would watch.

From the opening theme song, I knew that we had selected a pretty epic game. Few games have opening themes on the main menu that are truly gripping and phenomenal, but Shining Force 2 sure did! Imagine hearing this when loading up a game in the mid 1990s! It was truly awesome.

That track also served as the overworld theme, which was even better! To this day, “Wandering Warriors” is one of my favourite overworld theme songs and is surpassed by only two others – Terra’s Theme from Final Fantasy VI, and Over the Hill from Final Fantasy IX.

Shining Force 2 had a wicked soundtrack, and this showed in the first battle sequence in which you battle evil spirits in a tower. Everything about the game felt immediately epic, from the awesome soundtrack to the truly amazing visual presentation of the game. Every single fight felt like a truly heroic experience, which was quite an accomplishment since Shining Force 2 is a tactical RPG similar to Fire Emblem or Tactics Ogre.

The gameplay was a lot of fun. There wasn’t a heck of a lot of exploring and the game was pretty linear, but the fact that we could travel a world map freely was enough of a reason to put this game ahead of it’s competition. Most tactical RPGs only let us move a cursor over a simplistic map, which doesn’t really satisfy one’s thirst for exploration at all. Shining Force 2 had a gigantic world map, and you could easily get lost on it. It felt a lot like the overworld from the first Breath of Fire, which is certainly a good thing. It was massive, but it was tons of fun and the music was great.

The storyline, overall, wasn’t the best at all. Truthfully, I think that Shining Force 2 actually has a very underwhelming story. As I said, it is the gameplay and soundtrack that make this game the ultimate classic that it truly is.

The amount of recruitable characters in the game felt absolutely massive at the time. The final roster numbers close to two dozen, I believe. This was an astounding number for a game released in 1994. Each character had their own unique sprites, portraits, and classes as well. To make things even better, each character could be upgraded to a second class. Upgraded characters would have new battle sprites as well as new battle themes! It was really quite cool to upgrade a character and experience the new battle sequences for the first time.

The gameplay itself was not any different from what you would find in the games I mentioned previously, Fire Emblem or Tactics Ogre. Unlike in those games, the characters in Shining Force 2 have better identities and personalities, even in the midst of battle. But as for how the game plays, Shining Force 2 is the typical “move character a certain number of tiles on the map, attack if able, if not then finish your turn” sort of game. A true tactical RPG, and it was fantastic. The difficulty also spiked dramatically later in the game, making some fights very difficult! The AI would have a tendency to seek out weakened party members, so protecting your army was paramount.

Gameplay, soundtrack, overworld exploration, and character development are Shining Force 2’s key points which shine the most – no pun intended. While the storyline is weak, it’s really the only part of the game that isn’t fantastic. With this in mind, it’s not hard to understand how this game could be so special, which it is.

Shining Force 2, my favourite Sega Genesis game by miles. Definitely a classic, and a true gem in the Genesis library.

Shinobi (Game Gear, 1991)

INFO: My “Retro Vault” reviews are not scored. Instead, I just talk about why I have fond memories of whichever game I’m writing about at the time. Generally, I won’t pick out any bad games for the Retro Vault feature, so scoring them is essentially useless anyway. Enjoy the read.

It feels like an eternity ago when I first played Shinobi on the Sega Game Gear. This game came out in 1991, probably about two or three years before I played first played it on my Game Gear. I was a wee little munchkin at the time, only eight or nine years old. The fact that I enjoyed this game as immensely as I did back in the day when I was so young says something significant, because this was a very rough game!

There is very little that I can probably fault this game for as I look back on it now. Sure, there weren’t many features and there was practically no story, but it made up for all of this by having soul destroyingly difficult gameplay. Like many older games, Shinobi didn’t have alot of stages. This game only had five in total. “Only five stages?!” … is what I hear you cry out. Yes, only five, and the first four can be completed in any order.

Despite the fact that there are only five levels, only one of them happens to be anything less than hellishly difficult, and that is the highway stage. Take it from me, this is the level you’ll want to beat first! Even though the level is a breeze, the boss is pretty overwhelming. It is a plane that swoops down quickly from left to right while suicidal maniacs crawl up to you and blow themselves up over and over. It sounds rough and it certainly can be, especially when you take into account how hard the boss can be to hit. The plane moves so quickly and the collision detection with it is so odd that you’re bound to take a significant beating. Just check at the video I’ve posted at the bottom if you need further proof.

The point of the game is to rescue your fellow ninjas from the four initial stages before going after the final boss in the fifth and final stage. You can swap between your main character (red ninja) and any ninjas you’ve rescued at any point in the game, and they all have different techniques. The red ninja attacks with a sword, the pink ninja throws bombs, the yellow ninja shoots some kind of chi projectile, the blue ninja uses a grappling hook, and the green ninja throws shurikens. They all have unique special moves as well, and they have passive abilities such as wall climbing and water walking.

Aside from questionable collision detection, the second thing that makes this game very hard is the small screen size. I remember having problems on the Game Gear and I’ve also had recent problems when I emulated the game. The screen is just so small that most mobile enemies appear almost right in front of you and you’ll probably take damage unless you have quick reflexes. Thankfully, stationary enemies don’t cause as much grief.

This game sounds really awesome for a Game Gear game, and I remember rocking out to the soundtrack as a kid. Yes, I was that nerdy. I absolutely loved the music in this game when I was young! It’s still pretty cool to listen to, as I find it to be very nostalgic.

Shinobi was probably my favourite game on the Game Gear, and I highly recommend it even today, as it’s a challenging and fun platformer. I won’t give out any rom links or anything and I won’t openly encourage the use of a rom. I feel that I’m scott free since I used to own a legal copy, but maybe I’m not? Regardless, it was fun to play this game again recently. Check it out if you’re able to and you love old school platformers.

Sonic 4: Splash Hill Zone

How did I miss this? Sonic recently released a nice trailer for the first area of Sonic the Hedgehog 4, Splash Hill Zone. It looks very nice in motion and screams nostalgia.

Worth buying? I would certainly like to think so, as all signs currently point to yes! Looking good, Dimps and Sega.

Return to June 2010 Articles

Sonic & Sega All-Stars Racing (Review)

“Sega combines their historic franchises to deliver an amazing karting experience.”

Racing games have never been terribly kind to Sonic the Hedgehog and friends, despite the fact that Sega has been responsible for some truly memorable entries in the racing genre. Sega and developer Sumo Digital look to make Sonic’s poor run with racing games end with Sonic & Sega All-Stars Racing. Have they succeeded? You bet your bottom they have.

All-Stars Racing takes the basic kart racer formula that has been popularized by Mario Kart and just runs with it, infusing characters from several different Sega franchises of varying popularity. Sonic the Hedgehog, Virtua Fighter, Super Monkey Ball, Shenmue and House of the Dead are all prominently featured while lesser known Sega stars of the past, such as Opa-Opa from Fantasy Zone, are also represented.

Selecting your character, as well as courses and game modes, are very hassle-free thanks to the game’s easily navigatable menus. Everything that you will be looking for is labelled and onscreen help is provided along the bottom each menu.

As is the case with Mario Kart and other popular Kart racers, All-Stars Racing relies heavily on easy to learn drift-dependent controls and weapon power-ups. Weapons are the typical staple items you will find in other games such as projectiles that home in on the racer in front of you, or stationary obstacles that you can deploy on the track to muck up the racing line of the characters behind yourself. Speed boosts and character specific special attacks are also present. Unfortunately, the specials are usually nothing more than overglorified speed boosts themselves, but they’re usually always interesting to watch anyway.

Drifting is done by holding L2 around corners and nothing more. Unlike in other kart racers, you do not need to wobble the analog stick or do any fancy tricks. As soon as you press L2, your character will be drifting and your boost will be powering up. The longer you hold L2, the higher level your boost will be, and the longer it will last when you let go of the drift button. With drifting being so easy to accomplish in this game, it is no wonder that it plays such an integral part in winning races.

There are quite a few different grand prix cups that you can compete in, numbering far more than a mere a dozen, and they span approximately twenty different courses which are all Sega themed. There are four races per cup, and winning a cup will net you a hefty amount of Sega Miles, the ingame currency used to purchase unlockables.

Aside from the standard cup racing, there’s also time trials, single race, multiplayer (local and online), and missions. The mission mode is pretty straight forward. You select a mission and are given a specific character to use who you must complete a task with. These tasks can be anything from beating someone to the finish line, completing elimination races, or collecting rings. You will receive a performance-based rank at the end of each mission that also determines how many Sega Miles you will rack up. Touching upon Sega Miles, they are used in the Sega Shop to purchase new racers, tracks, and music. To unlock everything, you will have to acquire hundreds of thousands of Sega Miles, and this should keep you very busy!

In terms of graphics, All-Stars Racing gets the job done. While the graphics are mostly just a little above average, there are so many things going on at each track that the graphics appear better than they truly are. This game is very flashy and the trackside of each location you will visit will be bustling with activity. In fact, so much attention to detail was put into the surroundings of each track that there is a bit of slowdown when the action picks up on certain tracks. The FPS will take a visible dip, but it will not harm the racing at all and is only a very minor concern.

Music in All-Stars Racing sounds repetitive at first, but it quickly becomes as catchy as the tunes in other kart racers. Ingame music becomes even more rewarding when you unlock nostalgic music tracks from the shop. Sound effects are what you would expect from a Kart racer, though there are many nostalgic sounds from previous Sega games thrown in to make you smile. Even the cheesy announcer who blurts out the most corny jokes ever should make you grin at least a few times.

In terms of content, this game is packed with things to do. Aside from winning cups, there are dozens of unlockables, time trials to perfect, and exciting multiplayer modes, and these should all guarantee that players have a lot to do in this game for quite some time. With downloadable content confirmed as well, expect this game to have a very long shelf life.

Sega and developer Sumo Digital have done a fantastic job bringing together Sega franchises to form a competent kart racer that not only matches the competition, but may very well beat it. In short, if you’re a fan of kart racers or Sega franchises, then this game is an absolute must own!

Final Score

9/10