Sonic the Hedgehog 4: Episode 1

Console – Xbox 360/Playstation 3/Wii-ware
Game Type – 2D platformer
Players – 1
Publisher – Sega/DIMPS
Price – 1200 MS Points
Reviewer – Iain Stewart
Hume Note ~ This review was played on the Xbox 360 version.
So here we are, folks. The moment many have waited for or dreaded, depending on your thoughts on Sega attempting to continue the original Sonic series with a sequel that's taken well over a decade to appear. The question on every players mind will be the same.
“Is this fit to be called “Sonic 4?”

Sonic 4: Episode 1, taken as a game in it's own right is fairly short, trying to aim more for a “quality over quantity” slant. It includes 4 Zones with 3 Acts plus a boss each, plus one extra boss rush for a final level. In addition there are 7 Special Stages. In total, you are looking at perhaps 2 hours of gameplay with perhaps an extra hour to unlock everything. The plot is simple enough to be summarised in one sentence. Robotnik is being evil in an undefined fashion, Sonic is out to stop him. Depending on your stance on Sonic stories, this will either be what you always wanted or feel utterly empty. However given Sonic 3 and Knuckles and it's use of “cut scenes” with silent animated sprites and almost cinematic presentation of certain scenes, Sonic 4 almost entirely lacks these outside of a couple of very basic scripted moments. As a refreshing release from the over plotted nonsense of the 3D games it is incredibly pleasing. But when one considers Sonic 4 as a “sequel” to Sonic 3 and Knuckles it seems strange for the series to take such a massive step backwards.
In fact, Sonic 4 does this quite a lot. Characters are stripped back to just Sonic and Robotnik. Special stages go back to the Sonic 1 method of entering. There is no multiplayer. The bubble shields come in only their stock basic variety. It almost feels like the game is trying to be Sonic 1 re-imagined than the sequel to Sonic 3 and Knuckles. Once again, this is both refreshing in it's simplicity and yet a little infuriating in that it is not evolving the series it is supposedly continuing.

Sound design is potentially the largest marmite soundtrack in the Sonic franchise around already. It uses a blend of chiptune and modern music that sounds quite unique. Whether it is any good however is another matter entirely. Some of the tunes are, to be somewhat blunt, flat out some of the worst pieces in the history of the Sonic series. Robotnik's boss tune in particular which sounds like something a circus band with no budget might play. Ironically, it's an un-used tune from Sonic 3D. It becomes painfully obvious why it never was when heard in a boss fight. Most areas have music that either sounds acceptable to pretty good. Lost Labyrinth and Mad Gear especially have great music that elevates their quality far higher than the other zones. Sound effects mostly use old Megadrive sound effects, however the menu uses new age 3D Sonic game effects which can be pretty jarring and severely mars the overall tone Sonic 4 was apparently going for.


The levels play out similar to the graphical and sound comments above. Splash Hill Zone is utterly dire in it's design, going from monotonous and generic to utterly stale and forgettable in equal amounts. In theory...yes...it's a starter level. But look at Angel Island Zone or Mushroom Hill Zone, both also starter zones but possessing more flair and imagination than this one. It's not a good start.
Casino Street Zone improves in terms of eye candy, however it's layout and gameplay area is still a step beneath expectations with bottomless pits, some odd jumps and massive leaps of faith via cannons. It introduces a new card mechanic where you can collect cards by running by them, which admittedly is cool (as is seeing Sonic run about on playing cards through the air) but not entirely adding to gameplay due to it's entirely automatic nature.

Mad Gear Zone is more about speed and danger. It's got some lethal traps and badniks in it (Haters of the Slicers from Metropolis Zone may start crying now) and maintains the “3 Acts, 3 Styles” gameplay with the themes being steam, cogs and “Impending Doom.” The latter this reviewer shall let readers discover for themselves, as it makes for an exceptionally exciting and tense level.
All that's left to mention are the bosses and special stages, of course. The latter is rather easy to summarise and review. You play the Sonic 1 special stages, but control the maze, not Sonic. Collect rings to open gates and try and reach the Emerald in under a time limit. These range from challenging to frustrating in equal measure. Whomever programmed the bumpers to be THAT powerful needs a clip around the ear, that's for sure. The bosses meanwhile follow the “Zone pattern” we have seen thus far. The first two are almost carbon copies of bosses from Sonic 1 and 2. The latter two, while visually the same as Sonic 1 and 2 again, play out differently and can be very challenging. However it is good difficulty and will make a player sit up and remember when games didn't hold your hand all the way. It's a sharp reminder...but a very welcome one. The final boss meanwhile is...not fun. Ranging from absurdly easy to absurdly cheap it makes for a horrific ending to the game.

The overall tone still feels so akin to wanting to be like Sonic 1 again in this game. Many mentions have been made here as to the game “evolving” beyond Sonic 3 and Knuckles as a true sequel. Unfortunately, despite some little shows, the overall feel is a step backwards in content from Sonic 3 and Knuckles. The levels aren't quite as interesting and unique in their mechanics and flair (although Lost Labyrinth and Mad Gear show massive promise if EVERY level showed their polish and tendency to go outside the box) and the story has stepped down from where the old games left off, not giving us any sense of a narrative...even as the credits roll. Without Sega saying there would be an Episode 2, you could be forgiven for thinking the entire story was over.

The ball is in Sega's court, Sonic 4 has arrived and it's first Episode shows both promise and disappointment in equal measure, which will no doubt lead to more fan discussion than any game yet. Whether Sega goes up or down from here will decide whether this game truly is “Sonic 4” of our childhood dreams or not, but for now....I'd not like to put an outright answer to that question.
Graphics – 80
Sound – 70
Playability – 75
Overall - 79

Half the Zones are absolutely brilliant!
Some great graphical flair
Shows promise for the future episodes

The other half of the Zones are very “meh”
Boss music is terrible!
Can feel like “Sonic 1 HD” at times
Sonic the Hedgehog 4: Episode 1 (iOS Edition)
Console – iOS (iPhone and iPod Touch)
Game Type – 2D platformer
Players – 1
Publisher – Sega/DIMPS
Price – £5.99
Reviewer – Seumidh MacDonald
In addition to the version of Sonic 4 found on the three home consoles, there is one final version found on the iOS. While extremely similar, the game has enough deviations from the home console versions to warrant its own mini-review. With that in mind, this will be more of a comparison than a full review.
To get straight to the heart of the matter, there is no point in picking up iSonic unless you are desperate for the game on the go (or indeed, on the toilet). While not broken in any way (no more so than the console versions, anyway), the game has an extreme feel of being watered-down throughout. The most obvious example of this is Sonic’s model – gone is the sleek and smooth model of the console versions, replaced with a clunky, jagged model which looks a bit poor, even for the iPhone. In addition, it takes a jarringly long time for Sonic to get up to his “blurry legs” phase – he moves at the same speed as in the console versions, but the animation is different - he looks like he’s jogging, for the most part. You need an incredible amount of speed to get to the blurry legs, and as such, it feels decidedly scripted when you do, as only certain slopes or springs will give you the speed you need to reach that moment of blurry bliss.
The next big change on the list is the two alternate levels. Act 2 of both Lost Labyrinth Zone and Casino Street Zone have been completely changed from their console counterparts. Lost Labyrinth, instead of being a torch puzzle, is now a minecart ride, which is controlled by tilting the device. Casino Street Act 2 consists of a single pinball screen, which you must get 10,000 points in to clear. While neither are offensive in any way (no control issues, etc.), they both suffer from a severe case of dull. Neither are particularly exciting or engaging (the minecart level can be completed by tilting the console right and occasionally pressing jump, and the pinball table is very small), especially the fifteenth time you do them, which you will probably need to in order to collect all of those elusive Chaos Emeralds.
Which leads nicely into the final point about the iOS version, the Chaos Emeralds. More specifically, the Special Stages. They are infuriatingly difficult; while on the consoles, the analogue stick provides a nice, smooth way of controlling the stage, the motion-control in iSonic will have you lurching about like jelly on a boat trying to guide Sonic to the Chaos Emerald. However, it will usually be to no avail – Sonic will, most times, find himself stuck trying to get through a small gap, or career into a Goal balloon, with little to no chance of the player being able to prevent it. When you have to replay a level upwards of ten times just for one Chaos Emerald, you’ll be tempted to just not get the Chaos Emeralds at all. That said, it’s not a fault of the device’s motion controls (which respond surprisingly well), more of Sega’s expectations of the player: wider corridors or different Special Stages than the console version would have been preferable.
Other than the above factors, iSonic 4 is just a handheld version of Sonic 4. However, it really does feel like the inferior version. Everything feels watered-down, and the fact that your thumbs cover half the screen (not really a fault of the game, more of the touch screen of the iPhone/iPod Touch which makes it inconvenient for gaming) really doesn’t lend itself well to the experience. If you’re desperate for Sonic 4 on the move, it still works, but the console versions’ superiority makes it difficult to recommend.
Especially as you can buy Sonic 1 and 2 on the iOS for only a pound more.
Game Type – 2D platformer
Players – 1
Publisher – Sega/DIMPS
Price – £5.99
Reviewer – Seumidh MacDonald
In addition to the version of Sonic 4 found on the three home consoles, there is one final version found on the iOS. While extremely similar, the game has enough deviations from the home console versions to warrant its own mini-review. With that in mind, this will be more of a comparison than a full review.
To get straight to the heart of the matter, there is no point in picking up iSonic unless you are desperate for the game on the go (or indeed, on the toilet). While not broken in any way (no more so than the console versions, anyway), the game has an extreme feel of being watered-down throughout. The most obvious example of this is Sonic’s model – gone is the sleek and smooth model of the console versions, replaced with a clunky, jagged model which looks a bit poor, even for the iPhone. In addition, it takes a jarringly long time for Sonic to get up to his “blurry legs” phase – he moves at the same speed as in the console versions, but the animation is different - he looks like he’s jogging, for the most part. You need an incredible amount of speed to get to the blurry legs, and as such, it feels decidedly scripted when you do, as only certain slopes or springs will give you the speed you need to reach that moment of blurry bliss.
The next big change on the list is the two alternate levels. Act 2 of both Lost Labyrinth Zone and Casino Street Zone have been completely changed from their console counterparts. Lost Labyrinth, instead of being a torch puzzle, is now a minecart ride, which is controlled by tilting the device. Casino Street Act 2 consists of a single pinball screen, which you must get 10,000 points in to clear. While neither are offensive in any way (no control issues, etc.), they both suffer from a severe case of dull. Neither are particularly exciting or engaging (the minecart level can be completed by tilting the console right and occasionally pressing jump, and the pinball table is very small), especially the fifteenth time you do them, which you will probably need to in order to collect all of those elusive Chaos Emeralds.
Which leads nicely into the final point about the iOS version, the Chaos Emeralds. More specifically, the Special Stages. They are infuriatingly difficult; while on the consoles, the analogue stick provides a nice, smooth way of controlling the stage, the motion-control in iSonic will have you lurching about like jelly on a boat trying to guide Sonic to the Chaos Emerald. However, it will usually be to no avail – Sonic will, most times, find himself stuck trying to get through a small gap, or career into a Goal balloon, with little to no chance of the player being able to prevent it. When you have to replay a level upwards of ten times just for one Chaos Emerald, you’ll be tempted to just not get the Chaos Emeralds at all. That said, it’s not a fault of the device’s motion controls (which respond surprisingly well), more of Sega’s expectations of the player: wider corridors or different Special Stages than the console version would have been preferable.
Other than the above factors, iSonic 4 is just a handheld version of Sonic 4. However, it really does feel like the inferior version. Everything feels watered-down, and the fact that your thumbs cover half the screen (not really a fault of the game, more of the touch screen of the iPhone/iPod Touch which makes it inconvenient for gaming) really doesn’t lend itself well to the experience. If you’re desperate for Sonic 4 on the move, it still works, but the console versions’ superiority makes it difficult to recommend.
Especially as you can buy Sonic 1 and 2 on the iOS for only a pound more.
Sonic Colours

Consoles – Wii
Game Type – Platformer
Players – 1-2
Publisher – Sega/Sonic Team
Price – RRP £39.99
Reviewer – Drew Middlemas

The dastardly Doctor Robotnik (sorry, Eggman) is up to no good again. He’s constructed a gigantic galactic amusement park, apparently as a way of making amends for his past evil schemes. Naturally this is all a cover for his latest diabolical plan to take over the universe, using small aliens known as Wisps as a power source. Sonic and Tails arrive in the park, and once again set out to stop him.
The plot is much more back-to-basics than just about any entry in the series in modern times. No grim, labyrinthine plots about government conspiracies or the resurrection of dark gods and definitely no throwaway “Big Bad” at the end; just Eggman doing bad things and Sonic setting out to put him in his place. What also makes this a refreshing change of pace is that the story has its tongue firmly in its cheek, with a surprisingly decent script brimming with sly digs and smile-raising antics throughout. The much-smaller-than-usual cast brings some entertaining banter to the table, helped by some significantly-improved voice-acting.



As well as the main stages, there are also several special stages available in the Sonic Simulator. These levels have a more retro aesthetic, complete with 8-bit music, and as you collect more Red Rings in the main stages they become the means of obtaining the Chaos Emeralds (with that said, the emeralds are completely optional this time, with no bonus elements of the story needing to be unlocked with them). They’re an amusing diversion and offer two-player support, but the multiplayer is rather rudimentary; there’s no split-screen or online support. It really baffles me why it was decided not to include a Sonic and Tails co-op option for the main game, as that seems like the most obvious choice of a multiplayer component to me.

When broken down into its base components, there are still issues with this game. The parts that don’t work so well can really irritate, such as the 3D sections and some absurdly difficult areas. That said, it’s hard to hate this game as a whole, as in spite of everything it really is the most successful attempt at a Sonic game in a long time. The level design has more moments touching on the classic Sonic feel, it looks great and the mechanics are much more solid than before. It seems like the developers really did have as much fun making this game as I did playing it; it’s not perfect, but it’s still solid and very entertaining.
Graphics – 93
Sound – 80
Playability – 73
Overall – 77

Level design is a huge improvement
Excellent graphics
The Wisp abilities are very clever

Controls don’t always work so well
Some needlessly frustrating moments
A bit on the short side