Sonic Lost World Review
A big blue speed bump.
Much like a good sports car receives praise for the
predictability of its grip and braking performance, the best 3D
platformers are similarly praised for the predictability of their
jumping and movement, which create a sense of rhythm and control. While
2011’s Sonic Generations
understood this perfectly well, Sonic Lost World does not, making the
Blue Blur’s latest outing a clumsy, ungainly 3D platformer that doesn’t
do Sega’s mascot the justice he deserves.
To its credit, Lost World does look the part. The framerate
is hard-locked at 60, and the visual motifs of each act hit all the
notes you’d hope for. World one honors Sonic tradition with the
trademark “Green Hill” look, and from there it expands to a gamut of
familiar themes, from pinball casinos to beachside paradises. Colors are
well-saturated but occasionally flat-looking, lacking the depth and
vibrancy I expect out of such a varied palette. Though it subdues Lost
World’s look ever-so-slightly, it certainly doesn’t keep it from being
pleasant to look at.
If only it was equally pleasant to play. Lost World is a
strange sort of design feat where no one thing is broken, but everywhere
you look there’s a subtle,
but significant tuning decision that conspires to throw a monkeywrench in the works.
Like any other long-time Sonic fan, I’ve grown accustomed
to how controlling him feels, and Lost World countermands that comfort
in some terribly jarring ways. For one, Sonic doesn’t really accelerate
the way he has in the past. Moving the left stick puts him right into a
leisurely jog that’s more Italian plumber than blue hedgehog, and even
while dashing with the right trigger depressed, his speed felt lacking.
What’s more, jumping takes a noticeable chunk out of your forward
momentum, resulting in leaps that fall far shorter than you’d expect.
Sonic doesn’t accelerate through his jumps anymore either, which means
you’ll need to use the double-jump (returning from Sonic Colors) to cross all but the narrowest of gaps.
Wall running has become a much bigger part of Sonic’s
repertoire as well, which I’d be all for if not for the fact that he has
a tendency to wall run on any vertical surface he’s airborne near,
whether I want him to or not. A new secondary lock-on attack has you
homing in on foes and punting them forward to clear out their buddies
too, but every time you do so, everything jerks to a halt. Its intent is
to highlight the impact, but all it really does is interrupt the flow
of movement. At nearly every opportunity, Lost World kept me from the
speed and precision I craved. I’ve played a lot of Sonic over the years,
and the controls have never felt as alien and inconsistent as they do
here.
There are brief, scripted moments that convey Sonic’s
traditional speed, but these mostly amount to mini-cutscenes that take
control out of your hands. A handful of levels managed to get out of my
way long enough to build up a legitimate head of steam, but for the most
part, I was stuck watching Sonic go fast rather than making him go
fast.
Compounding these problems are the level designs which feel
decidedly Super Mario Galaxy-inspired. I’ll happily give them credit
for opening up some welcome exploration possibilities, but placing much
of the 3D landscape on cylinders and spheres also necessitates a bunch
of lateral movement – a concept that aggressively contradicts my natural
hedgehog instinct to sprint towards the horizon.
In fact, Lost World tries its darndest to make you play it
like a Mario game, but it lacks the thoughtful layouts and raw
creativity required to pull it off. The throwaway puzzle elements add
nothing to the experience, and the methodical, over-long jumping
sequences are more tests of patience rather than skill. The same could
be said for the gamepad-based mini-games, which come off as desperate
attempts to shoehorn a second-screen experience into a game that really
doesn’t need one.
You would think that the 2D sections would break free of
this design gridlock, but they don’t. The same control issues carry
over, and are exacerbated by level designs that lack the rhythm and
cohesion that were the franchise’s hallmark in the 16-bit era. There was
an opportunity here to breathe some life into the experience with some
classic Sonic precision, but alas, Sonic is forced to stumble along.
On top of all of this, Lost World’s roughly eight-hour story is
sprinkled with additional little bits of mediocrity. I died more than
one cheap death thanks to odd spin-dash and lock-on attack glitches. The
main villains serve up some of the most boring battles in the series’
history, while spouting winners like “I’ve been dreaming of pounding
your sorry blue butt!” I only wish I were making that up. And I’m here
to tell you, whoever signed off on Lost World’s ice act, called Frozen
Factory, must hate fun. That’s the only explaination for a
five-minute-long level where Sonic encases himself in a giant snowball
to slowly and uncontrollably slip and slide across narrow ledges flanked
by bottomless pits.
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