(Originally published to Glitchwave on 7/2/2025)
[Image from glitchwave.com]
Sonic Generations
Developer: Sega, Sonic Team
Publisher: Sega
Genre(s): 3D Platformer
Platforms: Xbox 360, PS3, PC
Release Date: November 1, 2011
What I’ve ultimately been alluding to with the high school reunion parallel is the premise of Sonic Generations: a remixed, modernized collective of levels from past Sonic titles, reverting all the way back to the first Sonic game from 1991 to the entries still fresh in gamers’ memories to celebrate the blue blur’s 20th anniversary. The game gives the impression that it’s dialing things down to basics as a means of capturing the simple fidelity of classic Sonic when the player is immediately catapulted to a glossier, polygonal version of Green Hill Zone with no context. After completing the genesis point of Sonic’s two-decade career once again, we are reminded that we aren’t in the primitive days of his early pixelated era when an ominous, demonic presence appears in the sky during a cutscene. Exposition is further detailed when the scene diverts to a lankier, talkier version of Sonic being treated to a surprise birthday party by all of the notable, friendlier Sonic characters, with cake and chili dogs by the barrelful. If they had waited to celebrate the blue blur’s 21st anniversary a year later, Sonic’s compadres could’ve bought a keg, but I digress. This joyous scene is then halted when the dark presence seen previously vacuums up Sonic and his friends into a swirling, black portal, which means the celebration has to be postponed. Sonic regains consciousness in a sterile, blank dimension, and Tails deduces from the entrances to familiar territory the series has covered that they’re trapped in a fractured realm suspended across time and space. Tails also comes to the conclusion that the only way to restore balance between the universe’s vitalities is by revisiting each time period of Sonic’s past, reconnecting the severed chronological chain between them as a result. As much as the narrative conflict ultimately boils down to a glorified string of Sonic’s history, simply playing each level back to back like the opening suggested would be drier than a week-old turkey sandwich. Hey, Sonic Generations presents what is by far the neatest time travel premise the series has seen thus far, so I’ll give them credit for not convoluting this already-sensitive thematic construct like a previous entry that this game is going to contractually revisit.
Sonic Generations arguably also showcases the most restrained example of another Sonic ingredient that has been overcooked since the Genesis era, with the influx of multiple characters being injected into the mix of gameplay. While the opening cutscene displays a treasure trove of Sonic's “pals” that we’ve all controlled at some point or other, Sonic Generations, thankfully, only features two playable characters. Actually, it’s two variations of a single playable character, 2D Sonic representing the blue hedgehog’s winsome, prosperous days, and the newer 3D Sonic embodying the collective embarrassment and irrelevance of his current status. The paradoxical premise of two Sonics interacting together may sound insufferable, but the older, more cartoonishly cherubic Sonic is verbally mute due to the lack of voice acting technology in the rudimentary days of gaming. He’s also lacking the finer traces of subtle edginess he once exuded, but perhaps modern Sonic has evolved to the point where he can flaunt enough attitude for the both of them (ugh)! In addition to the clear contrast between their appearances, demeanors, and punchability, the greatest dichotomy on display between opposite spectrums of the blue blur’s timeline is the differing gameplay modes, hence why the two Sonics’ dimensional differences serve as their discerning nicknames.
As the restricted axis of pixelated gaming would dictate, 2D Sonic operates solely in the depthless, spatially-limited gameplay constrictions of two dimensions. I realize that I’ve made the 2D half of Sonic Generations seem like the lackluster, less-refined portion, but as the general gaming public will tell you, Sonic transitioning to 3D was a greater, reputation-annihilating disaster than the misguided reign of New Coke. Even though the polygonal graphics are distractingly contemporary, I find it unlikely that the Sonic purists who have been clamoring for a return to the classic flat form would chastise 2D Sonic in terms of his gameplay. The 2D Sonic seen here still erupts in a zooming burst of unmitigated speed when he charges himself with the patented “spin dash” maneuver, and attacking enemies reverts to simply bouncing on them from above in a rolled-up, spiked ball form instead of violently homing towards them. Springs, speed tubes, rollercoaster loops, arrays of vertical platforms, and other staunchly 2D Sonic setpieces litter the foregrounds of these levels, and veteran fans will equally recognize the layered level design that’s as complex and sinuous as a hyperactive hedge maze. The blast processing component of the Sega Genesis that enabled Sonic’s lightning-quick swiftness through these winding courses is no longer a relevant factor, for the technical capabilities of seventh-generation consoles have surpassed the now-quaint selling points of Sonic's debut system by units squared. Still, now that facilitating speed is a given, it's wonderful to see that the developers have channeled their efforts into rekindling the intricacies of 2D Sonic’s level design that had been relegated indefinitely to Sega’s archives when 3D became all the rage. While the lustrous graphics smack of dissonant newness, 2D Sonic’s gameplay efficiently evokes the bygone gilded era of the blue blur without question.
Then I suppose that it’s the 3D Sonic half of Sonic Generations that will inspire wincing and dispirited groans from the greater gaming community. When the long-deferred old school Sonic fans are finally granted a full-course meal of 2D Sonic levels, being forced to endure the strand of Sonic that marked his downfall will probably still deter old school veterans from humoring the game altogether. Even though they tend to be a stubborn bunch, I still implore every detractor of 3D Sonic to swallow the blue hedgehog’s more nuanced dimensional range like medicine for their own benefit. Sonic Colors instilled a strong sense of confidence that Sega had experienced a bout of introspection regarding how they were directing Sonic further into the depths of despair with every ill-conceived gimmick and inappropriately lofty narrative premise they devised, and finally decided to show a sense of humility. The sense of self-awareness that Sonic Colors conveyed extends into Sonic Generations by further refining the modern Sonic formula that Sonic Unleashed established and proverbially dragged it through broken glass at every waking moment. Like the previous Sonic entry, the developers have managed to make the newfangled boost mechanic a feasible stride in 3D Sonic’s gameplay evolution by not inflicting punishment on the player for using it. Levels that incorporate long winding tracks with obstacles seldom impeding the player’s trajectory allow Sonic to practically throw caution to the wind and burn the rubber of his sneakers to his heart’s content. When the player is zooming around like lightning and comes across a pace-breaking set piece, such as a platform, enemy, or grind rail, the momentum of the boost mechanic can be both easily halted and course corrected, so Sonic doesn’t careen off a cliff as he would for most instances of boosting in Unleashed. Not only has this instance of innovation from Unleashed been refined to nothing short of total agreeability, but the drift mechanic used to turn at sharp, angular ridges on the extensive tracks has also met a satisfying middle ground between the uncooperativeness in the title of its debut and the constricted rigidness of Colors. Ramps that would engage poorly implemented quick time events now restore Sonic’s boost gauge when he performs flashy midair poses, and chaining Sonic to a streak of enemies with the homing attack is far more precise than it has been lately. A balanced and accessible 3D Sonic is certainly commendable, but what if I told you that this degree of accommodation surpassed mere competency? One reason why former Sonic fans decry the 3D entries is that they tend to condense the levels into a more linear trek compared to the meaty 2D levels that offered alternate paths to victory. One might think that’s the inherent appeal of 2D Sonic, but the branching paths are no longer an exclusive facet of his gameplay. If the player’s reflexes are acute enough while encountering the various modern Sonic set pieces like the rainbow-colored boost rings, their impeccable skill will transport them to a quicker path to the next checkpoint with less resistance. It’s one thing for 3D Sonic’s gameplay to reach a standard of adequacy, but the fact that it's on par with its 2D counterpart in terms of level design quality is something unfathomable. The prevalence of sequences during the 3D levels that flip the camera to the X-axis may continue the argument that Colors instigated, in that the strength of the game lies in harkening back to the foundation that made Sonic a contender for gaming greatness. I’ve tended to object to this assertion, and now that 2D Sonic serves as a clear juxtaposition, I have evidence to support the claim that 3D Sonic’s periodic shifts are fundamentally different from the classic kind of Sonic’s gameplay in design and overall objective. It’s one sum of 3D Sonic’s multifaceted parts that makes the third dimension all the more intriguing, especially since it has managed to hone in on the 2D era’s secret formula for crafting exquisite levels.
The more enterprising aspect of the two types of gameplay is the levels that facilitate them, portals into Sonic’s past with a reinvigorated spark of modernity. It’s here where Sonic Generations hits that Smash Bros. synapse where veteran Sonic fans all sweat in anticipation for which Sonic level is going to receive a nip and tuck treatment. Nine previous Sonic titles are represented in the level roster of Sonic Generations, with one level per game making the cut. From the introduction, we can already conclude that “Green Hill Zone” is the representative for the first Sonic game, for omitting it in favor of any other level from that game would’ve been downright blasphemous. “Chemical Plant Zone” is naturally the contender from the first game’s sequel, for it was the level that truly succeeded “Green Hill Zone’s” formula for a fantastic Sonic bout when every other immediate successor from the same game failed miserably to capture the same magic. The original Genesis trilogy is rounded out with “Sky Sanctuary Zone,” but only if one counts Sonic & Knuckles as the second half portion of the third game on a technicality. This level arguably isn’t as iconic a pick as the former two, but I suppose its inclusion is meant to honor the homeworld of Sonic’s red, gullible echidna friend since he’s an integral character to Sonic’s pixelated prime. If there is a prevailing trend between each of these levels, it’s the exponential rate of refurbishment on display. Obviously, we’re used to seeing these areas exhibited in charming 16-bits, and Sonic, plus the greater gaming medium on the whole, has drastically advanced past the era of pixels these levels were initially designed in. Even regarding the 2D levels, all the commonality between the original versions of these levels and their depictions here is their names, similar setpiece motifs, and general aesthetic themes. Other than that, the developers have given the levels most synonymous with the Sonic series a total rehaul. Still, the developers understood the impact of these levels and treated their recreations with an admirable sense of reverence. The topography of “Green Hill Zone” is still colored with the charming checkerboard pattern of earth with the elegant green grass covering it like delicious icing on a cake, with loops, platform swings, and swirling corkscrews aplenty. “Chemical Plant Zone” still sees Sonic jetting through a series of scientific tubes in ball form and avoiding drowning in the rising, pink chemical liquid. The vertically rotating pulley bars and arcane red orbs that blast Sonic upward like a rocket are transported from the original version of “Sky Sanctuary,” and the climactic ascent up the crumbling Roman-esque tower to the finish line is recreated beautifully. The 3D sections also expand the breadth of the foregrounds and the scope of the area around the level, such as a cave with grind rails in “Green Hill” and the pronounced industrial landscape with its noxious, industry-addled sky surrounding “Chemical Plant” making the scene look as imposing as Eggmanland from Sonic Unleashed. They’re too state-of-the-art to earnestly state that they’re exactly how you remember them, but preserving enough recognizability matched with the modern flourishes is a surefire recipe to please those adamant old school fans and convince newer audiences of their prestige.
Seasoned Sonic fans may be disappointed that Sonic Generations has omitted the inclusion of a level from Sonic CD, likely due to the classic-era entry being released on a Genesis extension instead of the traditional hardware like the numerical titles. Unfortunately, slighting Sonic CD was a necessary evil to maintain the evident narrative theme of splitting Sonic’s timeline into three distinct eras. Following the “original trilogy” of Sonic titles on the Genesis leads to what we can classify as Sonic’s “middle era” with the two Adventure games and Sonic Heroes. These three earlier 3D games encapsulate my rose-tinted association with the blue blur perfectly, so this stretch of the game was naturally the one I was the most invested in. Because of my nostalgic correlation with these levels in particular, I have some discrepancies with the selections they’ve chosen as representation. Namely, Speed Highway as the delegate from the first Sonic Adventure. I would’ve picked “Twinkle Park” or “Red Mountain” due to my personal bias, but I understand that the majority of the population adore Sonic’s sixth Adventure level for the flexibility in level progression that it fosters. Maybe including “Speed Highway” feels redundant because another urban area from the same era in “City Escape” directly follows, but the SA2 representative is an unassailable pick because it’s practically the “Green Hill Zone” of my generation. While I’m content with “Seaside Hill” as the choice for Sonic Heroes, I can’t surmise a reasonable explanation why it was deemed more essential than the others from the same game. If Sonic Heroes doesn’t have what is considered to be a definitive level, then I’d at least suggest digging up “Rail Canyon” or “Lost Jungle” to reconfigure their finicky grind rail sections. Even though including the first level of Sonic Heroes seems arbitrary, the developers evidently had a spark of inspiration when repackaging the game’s introduction. Because the levels of Sonic Heroes tended to be longer than the average Sonic fare, the developers have repurposed the various set pieces that comprise the original level as the focal point of Generations’ deviating paths. At the midway point of the 3D level, the player can either hop across a series of platform islands or drive a kart down a slide with spiked urchins littering the track as deadly obstacles. The developers had also noticed that the oceanic setting of Sonic Heroes’ first level connoted that water would be an element of the foreground, so they factored it into 2D Sonic’s gameplay as a level where he treads under the drink with bubbles popping up as a source of oxygen. Still, extended time beneath the sea floor will only be relevant if the player doesn’t sufficiently reach the ideal path, as opposed to forcing them to wade sluggishly through liquid like a “Labyrinth Zone” scenario. “City Escape” allows 2D Sonic to supplement his standard movement for the automated momentum of a skateboard, while “Speed Highway” involves moving vehicles to take caution, as the intersectional roadway setting would suggest. Overall, the modernized innovation on display with this crop of levels boils down to minor gimmicks and shuffling of familiar level attributes, but that’s all that was necessary to give them a hint of discernibility from their original forms. As someone who cherishes these levels more than most people, I give their remixes my stamp of approval.
After the divisive slew of Sonic’s earliest 3D escapades, most players, myself included, will feel a pang of dread if they’re up to snuff with their Sonic history. The next three levels circle around to Sonic’s dismal present day with his self-titled slop from 2006, Unleashed, and Colors, and I can’t imagine that anyone is excited to get pummeled by these (two) interactive abortions once again. Before you jump off this ship that is presumably sinking, heed this perspective. Although the goal of Sonic Generations is to pay homage to all the Sonic games that precede it, the developers can also take this revisitation project as a golden opportunity to correct the contemporary misdeeds of Sonic the Hedgehog. If the pixelated era was characterized by a rehauling, the middle era a remixing, then the final three levels are due for a reconsideration process to salvage Sonic’s dark days. Firstly, the inherent competence of Sonic Generation’s mechanics already ameliorates the notoriously atrocious Crisis City, and now the player gets to revel in its apocalyptic, firestorm setting instead of feeling like Sega has catapulted them into the agonizing seventh circle of gaming Hell. Conversely, Unleashed’s Italian-inspired “Rooftop Run” is an exemplary fan favorite, but the grueling length of the level, matched with its propensity to spontaneously strike the player with an inexplicable obstacle or platforming snag, had me less than convinced of its outstanding reputation. Now that the original level’s attributes have been split in half between the two Sonics and the steeper platforming challenges are consigned to quicker routes as a reward, I am now exclaiming “ben fatto!” in praise of this vibrant urban cityscape that showcases the captivating iconography of Europe’s boot. Regarding the dichotomy of verdant naturalism and virulent industrialism that is “Planet Whisp” from Sonic Colors, how does one approach a level that wasn’t rife with bullshit and is so fresh in everyone’s memories that it was probably in development concurrently with Generations? Botch it to kingdom come, evidently. In the name of crafting an “appropriate” challenge for the end-game, the developers have bloated both the 2D and 3D versions of the Whisps' homeland to an unnecessarily excruciating degree that fails to capture the essence of its original incarnation. Both the spike and rocket wisps return as fully-fledged mechanics for this level, but I’d rather they transcend their callback novelty to mitigate the slog of the level they’re included in. When the levels that were formally skidmarks on Sonic’s legacy have been completely bleached to spotlessness, it’s a shame that the one level that hadn’t vomited all over the franchise is now dragging them down.
As the player progresses through the game, the white slab of oblivion that is the game’s hub blooms anew with color, or at least around the entrances of the stages to signify their completion. When an entire section is reinvigorated, a whole new slew of side objectives are unlocked on the upper floor of each stage. These pieces of secondary content consist of truncated challenges for the respective levels below them, which include a “ghost race” against a muted doppelganger of 2D Sonic, doubling 3D Sonic’s boost gauge to meet a strict time limit, quickening the offensive rate of the enemies, etc. Many of these challenges will also incorporate one of the series’ secondary characters that are saved from stasis when both of the main acts are completed. As per the condition of each character’s trademarks and relationships to Sonic, their utilization greatly varies on the scale of amusement. Hunting for treasure with Knuckles is almost adorable in execution, and Tails lending his hovering backside namesakes to propel Sonic above the toxic grounds of “Chemical Plant Zone” is as wonderful a platforming aid as has always been. On the other hand, Rogue bewitching enemies with her feminine charms compounds on her on-brand inappropriateness, and all challenges involving the members of Team Chaotix tend to be aggravating in their unique ways. Maybe it’s evidence to the claim that Sonic should’ve stopped socializing and stuck with the friends he made in his pixelated prime, but Amy’s hammer boost is one of the more tedious ones with its finicky launch meter. Even with the implementation of Sonic’s extended social group that varies in terms of tolerance, I don’t detest these additional tasks on their general merits. However, a hefty hint of annoyance occurs when I am constrained to complete at least three per section to progress the game, blowing away the circular mound of matter surrounding a key needed to literally unlock a section’s final portion. I understand that the game is too brief to warrant whatever initial price it was upon its release, but this is the most blatant instance of padding I’ve seen in quite a while.
The player must also proactively gather up the almighty chaos emeralds, but that process involves a more engaging series of objectives with fighting the game’s bosses. Similar to the levels, the daunting duels are also re-enhancements of battles from Sonic’s yesteryears. The ones that are given higher ascendancy as conclusions to a section tend to be the finishing fights for one of the representatives. The Egg Robot from the second Sonic game on the Genesis is a more multifaceted fight with Eggman’s bulky mech that allows for some damage insurance, and adding more platforms in the clash with Perfect Chaos alternates this non-Eggman-oriented final boss splendidly when the boost mechanic makes it all too effortless. Egg Dragoon is admittedly not the foe whose defeat rolls the credits of Sonic Unleashed, but allowing the player to target Eggman’s more modern mechanical marvel from two different weak points displays fantastic variation. Located alongside the side missions are “rival battles,” excursions involving antagonistic Sonic characters whose contentions relate to the blue blur often revolve around their physical similarities. I stated that Sonic CD was given the cold shoulder with its levels, but the game at least still decided to acknowledge its existence by remaking its breakneck battle with Metal Sonic. It’s probably the highlight rival battle included because the following ones against Shadow and Silver are either too confusing or demanding. When the collective power of the seven sacred gems grants the two Sonics the immensely golden glow of Super Sonic, confronting the foreboding time phantom, which is revealed to be yet another mech devised by the doubled brainpower of both Eggman and his former self, who was referred to by a different moniker, is fairly epic in scale. However, the exciting rush of facing off against the game’s final boss depletes quickly because the constant catching up to it grates on the player’s patience. Maybe this boss will prove to be better when another game is released to celebrate Sonic’s 40th anniversary? Until then, it's obvious that the final boss here is the only piece of Sonic content in Generations that wasn’t already supported by a familiar template.
Sonic Generations is a testament that no other video game character shares the same legacy as Sega’s mascot, for better or for worse. By taking the grand tour of Sonic’s storied career, we’re treated to the whirlwind of both his triumphs and tribulations, a dizzying nostalgia trip with more ups and downs than a malfunctioning elevator. However, if someone was introduced to Sonic through Generations, they’d think that Sonic’s history was smooth sailing throughout because of how the solid gameplay foundation of this “greatest hits” compilation brings about a consistent flow of high quality. Except for the mistreatment of “Planet Wisp,” Sonic Generations is both a stunning return to form for the deferred 2D gameplay that put our boy among the stars of gaming glory and the apex of the “boost formula” that defines Sonic’s current era. In fact, I’m going to boldly state that 3D Sonic’s half of Generations shines brighter over its reputable, older counterpart, and I defy all the skeptics to see this revelation for themselves. I’m glad to say that Sonic Colors was not a surprising outlier in a streak of absolute shit that Sonic had been defecating out, and Sonic Generations not only extends this pattern of good fortune, but excels beyond the winning formula of its immediate predecessor to what is possibly the gold standard of Sonic the Hedgehog all around. However, no amount of rewriting Sonic’s history can verge 2D Sonic towards the bright tomorrow that 3D Sonic promises him as he departs. Oh, Sonic…lay off the oxycodone.
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