Tuesday, February 13, 2018

Revisiting lost Sonics: 4E2 & Triple Trouble

at 12:00 PM
I finally got a run at the legendary Sonic 4: Episode II. My main response is wow, that really is the worst fucking title. Not only is it awkward and generic, it's extremely misleading - I'd have played the game five years ago had I not foolishly read into the subtitle the implication that there would be any relationship whatsoever to Sonic 4: Episode I. Seriously, even after hearing Golem's praise, my reaction was always "yeah but it's still Sonic 4, how much better could it be?". But it's still Sonic 4 insofar as Mega Man X8 is still Mega Man. It has the same map screen, and the same rebootish relationship to Sonic 2 as Episode I has to Sonic the Hedgehog, but that's about it. Not even the graphics are in the same style. How is this not Sonic 5?

Who would play Episode I with its Dimps-brakes and unflinching fixation on homing attack and say, "yes, obviously Episode II will completely throw out the physics engine and quadruple the player mechanics, and oh, it'll also be a direct sequel to Sonic CD"? The gameplay additions make perfect sense as reflection and growth - the physics were weird and everyone complained about them, the new mechanics are Tails-based, and homing attack was a fun but flat way of interacting with things - they just feel buried in an "Episode II". Especially considering that in between 4.1 and 4.2 was a totally different 2D reboot (Generations), and after 4.2 is yet another (Mania). It's actually kinda disappointing; I'd be more interested in Sonic 4: Episode II: Episode 2 than with more Maniac Sonic or Classic Sonic. How 'bout a Chaotix spinoff?

Anyway I thought it was quite good, enough so to do Chaos Emeralds and Red Rings (another thing grabbed from somewhere in the series not called "Sonic 4"). The partner actions are a solid expansion of the design space without feeling too contrived or gimmicky: flight is grounded in the long history of Tails-only runs, cartwheel is a neat spindash variant, and swimTails is itself a flight variant. There are segments that foreground the abilities, but plenty of places to improvise too, so they make for a nice harmony - not always in the spotlight, but always present. And the level concepts often bounce off them directly (e.g. Windy Desert Land). It took about 15 straight deaths on the final boss to realize I was actually supposed to be using Tails for everything - playing without still feels do-able and natural, yet playing with instantly makes sense. It's the best way for mechanics to co-exist. I feel like this is exactly what Colors should've been, and it's odd to see in an iteration that has no business being so experimental. Apparently reviewers hated this, because the abilities weren't activated by holding right. "Slows down too much to make you think" was an actual review.

I liked the bosses as well. They feel out of sync with the rest of the series (the idea of tweaking an old boss is right there in 4.1, but 4.2's versions are "tweaks" the same way Ninja Gaiden '04 is a "tweak" on Ninja Gaiden '88), but in a way that draws from the added complexity of the mechanics. There's an unusual degree of dynamism in the settings and counterpoint in the attack patterns (in fact, counterpoint is a very foreign idea to the Sonic boss). They feel inspired by Contra and Rocket Knight more than anything in Sonic history.

The visuals are a mixed bag. Definitely the oddest element to change, though I gather it was done to take advantage of the relaxed constraints of non-WiiWare platformers. As far as I can tell, 4.1 had pre-rendered sprite backgrounds based on polygonal models which are now lighted and rendered real-time in 4.2. Personally I find the new style to lack the personality and vibrancy of its precursor, but I'll admit an irrational bias toward pre-rendered 3D models. Up for no debate is that Sonic's animations look far more fluid and natural this time.

The Chaos Emeralds were scary easy, and the first set I've ever done (I like that both 4.1 and 4.2 say "let's take the old minigames and remove the random bullshit" and that's perfectly effective), and along with Red Rings are a good excuse to see some of the non-scrub routes. Metal Attack isn't much, just a hard mode for a handful of 4.1 stages, but as a free bonus it's hard to complain. Metal Sonic has a great PSHHHHH jumping sound effect.

Before moving on to Mania I figured I'd give Triple Trouble a go. Even if no one likes it, I expected to gain valuable insight into the origins and motivations of Knack the ? which could be pivotal to appreciating his contemporary rebirth. I'm guessing the main criticisms are that it's too easy and there's slowdown, because I beat Eggman with 5 lives and 4 continues to spare on my very first attempt, and the water stages in particular feel like that time we learned what it's like to play Bonk 3 while being sucked into a black hole. Those issues aside, it is rather refreshing to play a Sonic game that has its own levels and ideas (Gemini Man fish eggs!), even if they lean toward the one-dimensional, and it's equally interesting to see reliance on self-propulsion (rather than constant springs and spinners) that brings the pace and exploration closer to the original than any of the sequels. It reminds me of Super Mario Land 2 in that sense - single-minded design that prioritizes going outside the box over depth, and mechanics that function as a solid simulacrum of the parent games, but still ultimately a simulacrum. For someone looking for a handheld or 8-bit platformer, it's not a bad pick, but it isn't much more than a curiosity within the franchise at large.

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