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Exploring a vibrant canvas of awe and spectacle, the Sonic Adventure era was an
auspicious attempt by its developers to pull a gaming institution, undiminished,
into the new frontier of 128bit 3D. Comprehensively flawed, the products of this
difficult transition toyed with the style, mechanics and - crucially - the speed
that fans had come to expect. Sonic was trying to provide the complete package
of Mario64 while at the same time safeguarding its own lucrative assets. Few were
impressed. The nostalgic and the 2D hardcore predictably, and somewhat understandably,
looked for a greater purity of experience. Eager to please, Sonic now thunders
on into this faster, more streamlined episode like a junkie who’s exhausted
all avenues for reform.
Initially, the theory behind Sonic Heroes seems promising: single out those
break-neck high points of the last two (flagship) instalments and push the dynamic
of the game up a notch. Demanding the control of three characters ‘at
once’, this is a committed application of some long-standing ideas –
ideas evident in the tandem-play of Knuckles Chaotix and/or its prototype, Sonic
Crackers. Superficially, the formula seems successful and the result suggests
imminent, if not immediate enjoyment; you’re ready to fall in love with
Sonic once again.…until something goes horribly wrong.
Insidious and unforgiving, the agents of Sonic Heroes’ undoing are part
complacence and, for a considerable part, not even Sonic Team’s fault
at all. Their implications, however, are catastrophic.
New opportunities and expectations have arisen within platform games; those
almighty ripples that The Matrix sent crashing through entertainment culture
have imposed on us the need to be empowered – to amaze ourselves. Having
finally struck the platform genre, that influence is threatening to render much
of what came before it obsolete. Finding itself bound to the sensation of speed
and exhilaration, Sonic Heroes has ironically little room for manoeuvre against
this sudden backdrop of exciting developments such as those offered by Prince
of Persia: The Sands of Time. With games inspiring awe on an ever more regular
basis, the question is raised: what can Sonic Team do to stop this institution
from falling into an abyss of apathy?
Based on the evidence at hand, the answer is: little.
From a series of low-res menus the game branches into four main routes, each
based on a different trio of characters. Each team has a specialist in ‘Flight’,
‘Power’ and ‘Speed’. Team Sonic is your effective ‘normal’
mode, consisting of Tails, Sonic and Knuckles. Team Dark offers a more challenging
game thanks to longer jumps, different level paths and an increased volume of
enemies. Team Rose is the easiest mode, while Team Chaotix attempts to impose
a mission-based structure upon the games singular series of levels.
The team dynamic itself is simpler than many will have expected. Players select
a leader from their team, who they then control while the other characters enter
formation beside them. In the case of Flight characters, team-mates will hang
underneath them as they take to the air. Embellishing the team concept, attacks
are performed as a group and are appropriate to the status of the leader (e.g.
a Power leader throws the other characters like fireballs). It’s certainly
an interesting development; it certainly isn’t, however, enough of a departure
to justify the game around it. The combined skill-set of your three characters
is nothing that would over-burden a single character.
This is where Sonic Team become accountable for their part of the demise –
Sonic Heroes sporadically features new little ‘bits’, yet so very
much is familiar. The same abundance of rails and channels are there because,
without them, those supersonic moments would be impossible to navigate within
a 3D control system. This was fine when those moments were still impressive,
but the corkscrews and spiralling chicanes just don’t stimulate the senses
any more. Worse still, the nasty cracks in this latest generation of Sonic engine
are still there and as annoying as ever. For example, the semblance of control
you have as Sonic thunders through a network of tangled chicanes is just that
– a façade – yet it’s still enough to guarantee the
occasional ‘deadly mishap’ that feels both unnecessary and unfair.
Similar lapses of control occur elsewhere – moments where your dominance
of the situation dissolves in a second of unforeseen misdirection.
The engine also fails in an arguably more serious capacity – frame rate.
It requires little comment because to apply that term to a Sonic game is like
sounding a clap of thunder. But there are points in Heroes where, contrary to
your high hopes for this PS2 version, everything suddenly starts to grind.
This particularly affects the more ambitious boss encounters, effectively ruining
these sparse moments of genuine excitement.
Moments of design laziness permeate throughout, quickly establishing it as
the foremost undermining element. The levels themselves are frequently repetitive
in nature, reusing the same tricks and devices time and again for no better
purpose than length. Casino Park is the real offender in this respect, throwing
players from one king-size pinball table to the next (a section which would
have been far more enjoyable had the physics changed to suit the situation).
And, of course, these are the same old stages that Sonic has, for this reviewer,
served up just one too many times. Busier and better textured as they are, the
environments on offer are an unforgivably lethargic selection from an overly
stale pot.
It seems extremely harsh to lay this level of criticism upon a game that is,
in essence, competently produced. But games are made to excite and entrance,
to immerse and challenge. Sonic Heroes achieves none of these; its tricks are
old and it offers no challenge but for the irksome nuisances of its design.
Granted, there will be some who find this a far more palatable prospect than
others; the opportunity to blister through a proficiently recycled Sonic 'episode'
is, for them, enough. Others, however, will reach a certain stage and quietly
resign their controller to the floor, feeling the loss. Significantly, these
games are the beating heart of the Sonic tradition around which the various
spin-offs and licenses revolve. The heart has stopped with this game, and it
isn’t hard to imagine Sonic Team fervently, yet unsuccessfully searching
for a means by which to restart it.
Sonic the Hedgehog: 1991-2004.
They loved him for the speed and he lived by the speed - lived until there was
nowhere left for the speed to take him.
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