When Sonic Generations dropped in 2011, it was almost like a reinvigoration of the franchise; taking classic and modern Sonic and pairing them together, experiencing the best of 2D and 3D worlds, and paying homage to the history of the series in a neat little package. Thirteen years on, we finally get an updated version for modern consoles; but with it comes Sega’s push for their edgy, darker counterpart to take the spotlight – putting Shadow the Hedgehog front and centre by re-releasing Sonic Generations as Sonic X Shadow Generations.
The game is split into two components – the first being Sonic Generations, a remaster and update of the 2011 release with sharper graphics, reworked cutscenes and a few gameplay tweaks. At Sonic’s birthday party, a mysterious being known as the Time Eater warps Sonic and his friends into White Space – where past and future collide. Sonic meets himself from the past, and together they travel through their history to save their friends and stop Dr Eggman from teaming up with himself as he tries to erase his failures of the past and rewrite history.
But the Time Eater doesn’t just affect Sonic and his friends; Shadow Generations sees Shadow the Hedgehog also dragged into White Space by the Time Eater, where he is confronted by the imminent return of his greatest foe, Black Doom. The being that helped create Shadow, Black Doom seeks to return from the past and take over the world – so it falls upon Shadow to travel through his history to set things right, while obtaining new dark powers and being reunited with old friends.
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The problem with Sonic X Shadow Generations is that it doesn’t seem to know what game it wants to be. Is it a remaster? Is it a sequel? Is it a wholly new experience? Effectively it is two games in one – a remaster of Sonic Generations, while attempting to do Shadow the Hedgehog justice by tagging Shadow Generations alongside it. Sega are really making a focus on the “Year of Shadow” this year by releasing this game as well as having Shadow star in the Sonic the Hedgehog 3 film, set for release later this year. But in order to do both games their due diligence, you almost have to forget that Sonic’s game was released thirteen years ago, and view it as if it was just released – otherwise Shadow’s game seems like an afterthought.
To that extent, it’s probably better that Sonic Generations is paired up with Shadow Generations, so that you can understand the story behind both titles. Credit where credit is due, SEGA did a great job on remastering Sonic Generations for a new audience who may have missed it the first time around.
With two acts per level, you get the opportunity to play as both Classic Sonic and Modern Sonic through a variety of historic Sonic stages; with Green Hill Zone, Chemical Plant Zone and Sky Sanctuary Zone to name a few. The flip side to this, and something that makes the game that much more enjoyable, is the ability to play as Classic Sonic on levels released well beyond the years of the Sega Mega Drive (or Genesis for you international friends) such as Crisis City and Planet Wisp from more recent instalments where 3D gameplay is king.
As you bring colour back to White Space by finishing the levels and saving Sonic’s friends, you’ll come up against bosses from Sonic’s history, as well as unlocking collectibles and beating challenges such as time trials. This all leads up to the climactic battle against past and future Dr Eggman and the Time Eater, to save the world and restore time and space to normal.
When I say that Sonic Generations does its history justice, it isn’t just looking at things through rose-tinted glasses – Classic Sonic plays exactly like it should, and Modern Sonic is fun and fast. There’s nothing overly complicated about how each Sonic plays, and aside from maybe going a little too fast in certain sections, plenty of care has been taken to make each character play with a degree of familiarity.
Modern Sonic took a while for me to get used to as not only was it a jump from 2D to 3D (or 2.5D in some situations) but you also get lock-on and boost mechanics that extend your jumps and attacks – there is some fun to be had in bouncing from one enemy to another before boosting away to grind on a rail. In true Sonic fashion, going fast is the aim of the game regardless of whether you play as Classic or Modern Sonic, and it almost feels punishing if you aren’t going fast.
If SEGA weren’t pushing the “Year of Shadow” content, then we could end the review there, say that Sonic Generations is a great remaster of a decent Sonic game, and we’d be done with it. But Shadow needs time in the spotlight, and this is where things diverge just a little bit. If you’re not familiar with Shadow the Hedgehog, you’re given a narrative backstory which tells us about how he was engineered to be the Ultimate Life Form, being infused with DNA from the evil alien Black Doom. Created by Gerald Robotnik on the Space Colony ARK, Shadow befriends Robotnik’s daughter Maria, who is plagued with a terminal illness that Gerald seeks to cure through Project Shadow.
When the government becomes concerned about Project Shadow, they send forces from Guardian Units of Nations (G.U.N) to shut the project down; but Maria is killed in the process, and Shadow seeks to enact revenge for losing his friend. Shadow is captured and placed into stasis for over 50 years, and on his release he sought to ruin the world. Remembering Maria’s last words to him, he forced himself to stop – and became the anti-hero we now know today.
We open with Shadow on Space Colony ARK, tracking a strange signal. Rouge the Bat calls him reminding him of Sonic’s birthday party – and at this time the events of Sonic Generations take place, as everyone is dragged into rifts created by the Time Eater. Shadow fights off a being known as Doom’s Eye, later discovered to be Black Doom’s third eye set out to monitor Shadow in an attempt to revive Black Doom. In scenes reminiscent of the mirror dimension from Doctor Strange, the fights with Doom’s Eye are pretty crazy, and usually culminate in Shadow earning a new power if you manage to land a hit.
Shadow then finds himself in a similar White Space to Sonic, being forced to relive elements of his past in order to save the day. Where Sonic Generations’ White Space keeps to a 2D plane, Shadow Generations opens up the White Space to three dimensions, allowing you to practice and test out the Doom powers that Shadow will acquire on his journey. As you encounter Doom’s Eye, Shadow unlocks more dark powers to use on his journey – with the ability to surf across water or unleash devastating attacks on enemies unlocking through progression.
Shadow Generations’ White Space feels very awkward compared to Sonic Generations, and it isn’t just the jump from 2D to 3D in the hub space. In fact I found this was a flaw with the game as a whole – the controls for Shadow feel extremely clunky even though they have clearly taken example from Sonic’s 3D gameplay.
Some moments are too sensitive, others are extremely floaty, and there doesn’t seem to be any middle ground when it comes to controlling Shadow. The game allows you to keep the quick time event controls on screen when they happen, but even then it doesn’t seem to feel natural when attempting to perform it. Just like Sonic Generations, the game wants you to go fast – but sometimes it feels like it’s also a curse, as one wrong button press or slight adjustment to the direction and you’ve sent yourself flying off the side of the course and into the abyss.
Shadow’s Doom powers add an extra layer to playing the character that at times feels very fluid and inventive, and other times just feels like another button sequence to remember without being practical. In moments that feel very ‘blink and you’ll miss it’, you’ll be able to target multiple enemies with Doom Spears – but you may have already rocketed past them by boosting consistently, so it doesn’t really change things.
Filling the Chaos Control gauge makes for strategic moments where you need to pause time to get through a difficult obstacle (like falling or breaking platforms) and the game conveniently hands you everything you need to do that at the right places, but everything feels very on-rails when you’re in a level and so not as necessary to plan ahead. Overall, rather than feeling like a new or a different character, Shadow just plays like Sonic but with extra steps and bonus powers.