8:10AM

QCF: Sonic The Hedgehog 4: Episode II

 

Just shy of two years and having some releases in between, Sonic Team and Dimps join up again to release the next installment of their episodic series, Sonic The Hedgehog 4. Touted as the spiritual successor to Sonic CD, Episode II promises an experience catering to both new and old fans (the way Episode I intended to). But after two years, is it really worth the same excitement we wasted the first time around? Yeah, actually -- it’s worth that and a bit more.

In every previous effort, Sega attempted to deliver the ultimate new Sonic title that displayed the authentic “throwback” experience to the hedgehog’s Genesis heydays. And with each attempt, they failed. The main drawback behind the series’ tumultuous return to its 2D roots was the complete absence of the magic and charm that made the titles special to begin with. In determining what makes a good Sonic game, this "trademark charm" has been argued over repeatedly during the last decade. Was it the speed everyone so fondly remembers? Or was it the expansive stage design providing dozens of routes? Maybe it was all of the unique contextual fixtures within the stages offering frenetic movements of whimsical action. Regardless of which Sonic game trademark truly defined the blue rodent at his best, Episode II manages to capture all of it with a dash of refreshment (no pun intended).

The first major improvement is the visual presentation. The graphics within Episode II truly look reworked, from the subtle foreground decor to the ever-changing scenery that’s constantly animated in the background. The stage environments take place in familiar settings and manage to combine mechanics from various sonic titles, as opposed to Episode I just limiting its influence from Sonic 1 and Sonic 2. Whether you’re darting through a Scottish castle or winter land amusement park, the stages feature a rush of nostalgia while still feeling like a new world. Sonic no longer looks stale or stiff, but instead displays the gradual momentum of speed as he moves to put one foot in front of the other, taking to his familiar treadmill run that looks much more natural than the robotic movement of Sonic 4’s previous entry.

The overall response to the game’s feel comes as an extension to the improved visuals. The weight behind your spin jump feels much less like you're floating, but more grounded and properly proportional to the momentum. In Episode II, The pressure of your button press is akin to the series’ 2D roots. Platforming no longer feels hit or miss, as your success in foreseeing jumps or obstacles to spin through is determined by your reflexes.

The level design is improved with a much better application in it’s path layout, and also includes warning signs for bottomless pits so you’re no longer susceptible to a cheap death when scrolling towards the bottom of the stage. These additions, along with a few other new fixtures, do an excellent job of testing your ability to react effectively, and without ever feeling cheap or gimmicky. The addition of Tails accompanying you also adds a completely new dynamic of combination moves. The duo can perform a team flight/swim reminiscent of Sonic The Hedgehog 3, or a completely new super spin roll where Sonic and Tails grab their arms and legs to form a giant tumbleweed shaped fur ball of death, which is capable of destroying all obstacle and picking up faster momentum than the spin dash.

Boss encounters have also been improved into new experiences, instead of rehashes of old fights from prior sonic games. The encounters take cues from the wide palate of Sonic games, as you’ll find yourself racing and fighting Metal Sonic through engaging run sequences, or Eggman fights consisting of various mobile suits demanding more patience and pattern study than the average "what will this pod do" fights from series’ past.

Multiplayer options, however, are a bit spotty. Local Co-op attempts to emulate the same sort of feel prior games provided for novice players. But instead of ditching Tails in your dust and allowing the screen to continue scrolling, it will immediately stop dead in its tracks. This slows the pace down to a crawl since one player ends up waiting for the other to catch up. And at times, it can even become quite jarring, especially if there’s big difference between the players skill sets. Online Co-Op is a different story. Each player is offered the freedom of having their own screen. Unfortunately, another conflict will arise during those required team effort sections within the level, which again, depend on who you’re playing with. And most of the time, the lag is frequent and can be a real bitch.

The bonus content, known as Episode Metal, is actually the biggest smear this game has, as it's just Episode I acts reskinned (with the exact same physics and stage flaws to a tee) as Metal Sonic. It’s mind boggling to even justify the purpose of the content with how lazy it was done. If there’s anything positive to take from this, it's how it only helps flesh out all of the praises given to Episode II’s improvements. Playing the different modes side-by-side will make it all the easier to spot the difference for those who may have forgotten the disappointment that was Episode I. Episode Metal doesn’t affect the experience overall, but the wasted potential behind the concept itself is just a shame.

After games like Sonic Colors, Generations, and previous episode to this title, it’s safe to say that Episode II is finally that step in the right direction. This game brings new hope to not only Sonic The Hedgehog 4, but to the Blue Blur himself in his quest to remain relevant in today’s gaming generation.

 



Four out of Five Hadokens


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