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During the Sonic 25th Anniversary Party, SEGA announced two new Sonic games, Sonic Mania and an unnamed title.
But before I get to that, I want to take a retrospective at how far the franchise has gotten, with all of its loop-the-loops and pitfalls.
The Sonic videogame franchise has had more downs than it did ups in the last ten years.
Clunky controls, clunkier physics, terrible ports, swords, werehogs, and guns.
The issue is invention.
Sonic Team’s greatest sin is the habit of reinventing the wheel.
Instead of sticking with gameplay formulas that have proven to be successful, the developers continued to add features or replace the gameplay altogether.
Some fans may argue that this habit started with Sonic’s jump into 3D, but actually it started all the way back during Sonic’s early days.
In Sonic 2 we had Tails, who provided a little more attacking power.
In Sonic CD we had a time travel mechanic.
In Sonic 3 we had Knuckles, whose abilities allowed the player to access new paths and locations.
These were all fine as they were new elements that still kept the core gameplay unaltered.
Then the massive changes came with Sonic Adventure, a game which featured numerous characters that all played completely differently.
It was not just a Sonic game; it was a game that had Sonic but also robot-shooting, puzzle-platforming, treasure-hunting, and fishing.
At the time, these changes were welcome.
This was a period in which having more meant being more.
Throwing in additional content was the way developers managed to stay fresh.
But Sonic Team didn’t learn when to stop.
Storylines got darker, gameplay changed further, and the ensemble cast grew far too much.
Eventually the Team realized that they strayed too far from the original games and decided to shrink down the cast and streamline the gameplay.
Yet, even then they still couldn’t resist adding new elements.
Sonic 4 was meant to be a return to roots, but its wonky physics plus an unneeded homing attack led to a product that was trying to be both an emulation of the classics while still being new, and ultimately resulted in a mediocre experience.
Sonic Unleashed was worse; its speedy daytime stages were praised for having the best Sonic gameplay in years but ultimately the game was tainted by its nighttime stages.
During the night, Sonic turned into a werewolf hedgehog with stretchy arms and the game became a bland copy of God of War.
For Colors and Generations, Sonic Team finally decided that less was more.
They took the daytime gameplay mechanics from Unleashed and turned it into the core formula for the series; and it worked, reviews started to become positive and sales went up.
It appeared that Sonic Team finally found a footing that works for Sonic in this day and age.
Then they created Sonic Lost World, which went for a different format of gameplay that, while not bad, was still a step down from the well-received speedy style of its two predecessors.
Instead of the boost-and-dodge system, we were given a parkour system to use on Sonic Team’s interpretation of Super Mario Galaxy.
The idea was solid; players could still move quickly but they could also slow down for tighter controls.
However, the level design sometimes clashed with those controls, often with a large number of bottomless pits, instant death obstacles, and silly experimentation.
It sends the momentum into an abrupt halt, and in a franchise where the main character is advertised as the fastest thing alive, the slowdowns are jarring and make for a worse experience overall.
The franchise hit an even bigger roadblock with the release of Sonic Boom.
Though Boom was not developed by Sonic Team, instead by Big Red Button Entertainment, it was still under the SEGA name and the damage was painful.
The game was filled with boring level designs and an array of glitches, with the most infamous one being Knuckles’ infinite jump. Before it was patched out, the glitch allowed players to skip obstacles and entire levels of the game.
It was the worst game since Sonic 2006; maybe even worse because 2006 at least had good music and passion behind it
If anything, the only entertainment people get from Sonic Boom is from laughing at the game’s many faults.
The franchise was finally climbing out of its pit only to fall right back in.
However, SEGA’s announcements at Sonic’s 25th Anniversary celebration showed that the company might have finally gotten its grips.
Two new Sonic titles are in development, Sonic Mania for Spring 2017 and an unnamed title for Holiday 2017.
Sonic Mania is a return to form; it’s a 2D platformer that looks like the old Genesis games and, based on the footage, plays like the old Genesis games.
This attempt at regaining the original purity worked spectacularly for Capcom’s Mega Man series and it’s about time SEGA did the same.
It is to be noted that Mania isn’t being developed by Sonic Team or Dimps (known for the Sonic Advance and Rush series).
Instead it is made by the development teams behind a number of Sonic ports and fangames.
Now, fanmade content often has a bad rap, especially with Sonic.
He is the posterboy of endless godawful recolors, fan characters, and fanfiction.
However, the fangames have often been excellent.
In fact, they captured the quality of the original games for years while Sonic Team was still trying to figure out why their innovations weren’t getting good reviews.
It’s a wonder why SEGA took so long to hire these guys as lead developers.
The unnamed title, currently dubbed Project Sonic, looks like it may be a successor to Generations.
The teaser trailer showed modern Sonic running alongside with his classic counterpart.
However, the same teaser also showed Sonic angrily staring at an apocalyptic city set on fire by giant robots.
It may be a return to Generation’s gameplay, but it also may be a return to the grimmer storylines that took part in the franchise’s downward spiral.
On a brighter note, it shows that SEGA might finally have a business plan that makes proper use of the blue hedgehog.
The Sonic playerbase has been divided for years now; half prefers the oldschool 2D games while the other half prefers the 3D installments.
Releasing these two games means that SEGA can appeal to both crowds and maybe even relight some faith in the series once more.