Hands-On Impressions: Sonic Generations (PS3/360/3DS)

Faster Than the Speed of Sound? More Like Jammed on the M6.

Our relentless E3 correspondent, Mr. Sebastian Force Esq., has been busying himself at the Sega booth. He’s been playing Sonic Generations, a game meant to commemorate twenty-five years of the sound-barrier breaking hedgehog. With the latest games meeting a largely unreceptive audience, does this have what it takes to win back the disaffected? It’s rather a mixed bag…

  • Played the Green Hill stage; each stage is modelled for both Sonics, 2D (Classic Sonic) and 3D (Modern Sonic), and can be selected before play.
  • Gameplay is strictly limited to the Sonics, so nobody else (like Tails) is playable.
  • The Modern Sonic gameplay suffers from problems like not being able to see enemies before you hit them; if Sonic goes from 3D to 2D, you have to move the analog stick from up to right to account for the movement change. It’s not the camera’s fault, and it doesn’t happen often, but it is frustrating. The camera is, in general, not a problem.
  • For some reason, Sonic does not jump fully when rail sliding; jumping seems to have lag in general, so prepare to die unexpectedly.
  • The random quick-time events are spaced out oddly, so they come unexpectedly without time for you to prepare.
  • The new jump attack works really well and usually hits on target.
  • Overall, it seems to be worth purchasing, though it certainly has issues.

Stay tuned for more hands-on impressions straight from the E3 floor!

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