

#Sonic mania review series#
This introduces variety by fusing oft-played stages with something entirely different, which is quite uncommon in the series so far, and also helps to shake up stages seen many times before.Īs for the new stages, they are surprisingly well-crafted. Two-thirds of the stages are returning, but the first act is both of the original acts mashed together, while the second act is a new stage that innovates by introducing a gimmick that changes the stage fundamentally – for example, Chemical Plant Zone’s second act features a substance that propels Sonic to a large height, as well as a boss fight that takes cues from Dr. However, most of the stages certainly have been seen before, with iconic levels like Green Hill Zone and Chemical Plant Zone reprising their roles here. This move is a game changer for speeding through stages – it is such a natural addition that I cannot believe it was never implemented before. There is no half-hearted homing attack or boost implementation instead, an incredibly useful move known as the drop dash is introduced here, where Sonic can immediately spin dash from falling instead of having to come to a stop for a spin dash. Sonic controls absolutely flawlessly, with him feeling extremely responsive and always reacting how you’d want him to. Sonic the Hedgehog 3 & Knuckles is essentially identical to Mania when it comes to the physics implementation – rolling down slopes builds up the same amount of speed, running up a ramp requires quick movement as always, and the spin dash still is incredibly useful for quickly amassing speed. Of course, the gameplay is also incredibly faithful to its predecessors. The music being able to compete with the original compositions is a very impressive feat indeed. In fact, it exceeds what came before at some points, which is quite the feat when the benchmark was high to begin with – Press Garden Zone’s songs are particular highlights. The returning tunes are as great as they ever were, but the new tracks are remarkable in evoking the atmosphere of the stages in question, as well as fitting in with the older music. Sonic games have always been famous for the fantastic music that they have, and Mania is no exception. Artistically, they have gone above and beyond. To put it simply, it looks incredible: the animations are fluid and express a lot of personality, while the stages themselves still feel distinct, as well as having complex and detailed backgrounds. It hasn’t been straight-up lifted from the SEGA Mega Drive iterations, with it seeming to be a 32-bit rendition, and thus having more in common with Knuckles’ Chaotix in terms of palette. Mania is also a game that embraces its retro roots – instead of retrofitting modern graphics to the classic gameplay, like Sonic the Hedgehog 4, the classic look is carried over. This story is very simplistic and lacks the melodrama of its more advanced counterparts, but this is no bad thing, as it is the perfect tribute to the age where the series wasn’t bogged down with characters. Robotnik from taking over the world with the Phantom Ruby. From there, they are on the hunt to stop Dr. Once it is pulled out, the Egg Robos are transformed into the four Hard-Boiled Heavies, while Sonic and Tails are mysteriously transported to Green Hill. Robotnik and a group of non-descript Egg Robos pulling the mystic Phantom Ruby from the ground. Sonic and Tails travel to Angel Island, where they discover Dr. Were these fears null, or would they manifest fully in the final game? However, I feared that SEGA or Sonic Team would overstep their bounds and dilute the greatness with baffling decisions, much like what would happen with the 3D games. The throwback to this simpler time was a prospect I anticipated, and the team behind the game filled me with confidence.

Another 2D platformer is something I had awaited for an age, as prior to the tumultuous 3D days, the Sonic series was acclaimed for its approach to side-scrolling platforming. Sonic Mania was an announcement that truly excited me.
