Sonic Mania Review

I have no idea what the hell went on with Sonic. Gone are days of creativity, endless hours of fun, and the basic love of rings. Instead, we’ve gotten Poorly Design Sonic (Sonic the Hedgehog 2006), Make it Stop Sonic (Sonic Unleashed) Vertigo Sonic (Sonic Generations), Steroids Sonic (Sonic Boom: Rise of Lyric)

So when I heard SEGA was giving Sonic another spin, I cried unto the heavens screaming “why?” I hung my head in shame for what I expected would be one of the biggest gaming mistakes in 2017. It’s not often that I’m proven wrong, and it even less often that I’m willing to admit my mistakes, but this is a special case for a special game that has already captured my heart and won’t let my childhood memories die.

Sonic Mania is beautiful from the very beginning. Captivating my soul, it starts off with a 2D animation sequence that transports me to a world of the 90s and I’m a kid again… before everything went to crazy. However, Sonic Mania is more than a game. It’s a “thank you” for “hanging with SEGA despite the numerous times we’ve screwed you over.” It’s forgiveness for all the terrible things that have happened before. Though they can never promise they won’t do it again (Sonic Forces has yet to be released) here is a metaphoric rainbow.

Even the name, Sonic Mania is a perfect way to describe this game. Merriam-Webster defines “mania” as: periods of great excitement and euphoria. an excessive enthusiasm or desire; an obsession.

It’s a rare treat to see a game like this fall perfectly into this category. Why? Because while Sonic may have been created by SEGA, it feels like it was created by Sonic fans which technically is true. Developed by people who originally created Sonic fan projects, they’ve painstakingly created a homage to their childhood while adding in fresh ideas and clever gaming with an old-school flair.

As a massive fan of art, there was something special about the 16-bit Sonic and those bold bright colors. It never felt like it was trying too hard for your attention, instead, it was a sign of prestige and honor. From the very beginning, Mania has that same feeling when those bright and beautifully bold colors splash onto the screen like a Jackson Pollack painting. It whisks you away to Green Hill Zone where those familiar loops and golden rings await to be collected.

While previous Sonic games encouraged speed which often resulted in disaster for me, Mania takes the controlled chaos route. Yes, there are those uncertain crazy loops but the game also encourages you to take your time and explore. By slowing down, I’ve discovered newly added sections, secret coin locations, and opportunities to interact with the expanded environment (hey there, sexy wood chipper). There were moments when I was so lost in the game that I forgot that I had to complete the level. Once I did, I was greeted by another level that was even better than the last.

As a lover of movies and TV shows, I fell in love with the new Studiopolis level. Bouncing on film reels was a delight and the flashbulbs and music felt like a throwback to old Hollywood. Despite the randomness of the level’s inclusion, Sonic never felt out of place and the setting came off like an extension of the original game with even more exciting adventures to come.

One of my favorite new levels is easily the breathtakingly gorgeous Press Garden, which can only be described as magical. Light colors fill the screen as everything is covered with pink, airy and light colors. While I’m not a girly-girl, I was taken aback and enthralled with the level of charm that poured through my screen. Compared to Studiopolis’ darker, jazzy and more adult feel, Press Garden was screaming to whisk my troubles away onto the pink leaves that floated around Sonic. There were moments when I had to stop and just marvel at the game’s details, which quickly prompted Sonic to stare at me with his side-eye and the original “gurl, bye” foot tap (man, did I miss that stare).

As I continued playing, I noticed how easy it was to control Sonic. Previous games often made me feel reckless. Unable to figure out how to handle the controls, I would often crash into things, lose all my rings and spend wasted minutes memorizing how to jump. This game, however, even managed to get the controls right. Tapping into sense memory, Sonic was able to perform all of the commands without any issues. In fact, if I closed my eyes, I would have guessed I was playing on the SEGA Genesis.

Boss battles are the most delightful as they prove most innovative. While there are classic robots, SEGA has built upon their design and how each battle is executed, which keeps the game and each level refreshing. Ranging from weird to “wait.. what?,” there are puzzles, pattern memorization, wind speed, shooting and more. It’s very hard for me to pick my favorite battle because each one deserves to be recognized.

Sonic Mania is not perfect. Even though the good outweighs the bad, there are some frustrations and complications. Mania is much harder than those of yesteryear. While death is not an often occurrence because the boss battles are “unique,” there are moments where death is immediate. As a result, the game landed me back to the beginning, making me complete the stage again. Despite the stage checkpoints, through a series of trial and error, this was a common and annoying occurrence, which can be argued isn’t necessarily the game’s fault but something of my own failing.

Sonic Mania should be the reason why developers reboot games, not just because of money, but to witness how happy games make people. Instead of ripping the original formula apart, reboots should build upon a game success. It reminds people why they fell in love with gaming, while also introducing a new generation to that same passion a game can create. Sonic Mania does both and more, it’s a game that will have you fighting to play with others and possibly your kids. The last Sonic game i have enjoyed very well was Sonic Generations but before that game, you would have to take me back to 1994 for Sonic and Knuckles. I give this game a 9.5 out of 10

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Metal Gear Solid V: Ground Zeros Preview

It was recently announced that the first part of Metal Gear Solid V which is titled Metal Gear Solid V:Ground Zeros, will be released in spring 2014. It will be released in retail or by download for the price of $29.99. The reason MGSV is split into two games is because MGSV: Ground Zeros is the prologue to the upcoming MGSV: The Phantom Pain which is the main game. Also, the development of the main game is taking too long as stated by the developers so the fans can get this game to play while the main game will be completed soon. Hideo Kojima made a statement about the game’s size. Kojima stated that the main game is 300% larger than the prologue. Even though Ground Zeros is smaller, the area it takes place in is still very large in my opinion. Also, the new voice actor for snake Kiefer Sutherland, will do both MGSV: Ground Zeros and MGSV: ThePhantom Pain. Now lets get to the preview.

 

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Ground Zeros will have the storyline mission that will lead into the main game once it releases. Outside from the story, there are many extra ops missions to complete. Some gameplay changes and additions have been either added or removed. The alert phase has been reworked so that you can be spotted from any angle. The newest addition called “Reflex Mode”, slows down the time for a few seconds for you to take out the guard before a base wide alert goes off. This mode was added for first time players but this feature can be turned off. The other new addition is the IDroid device. This device is the pause menu and you can call for an chopper, get mission information and more options. It is also you’re map for the game. The tagging feature replaces the radar from the past games. It was put in for the player to see the guards and items and more things very easily and from a far distance since this game is an open world game. The bullet drop feature has been added for more realism to the weapons you are using. It is also a feature that makes sure that you are in the right range when you are firing a weapon. For example, you will know you are in the right range once the crosshairs of that weapon turn from white to red. It will take some time to get used too but I am looking forward to this. The CQC (close quarters combat) has also been reworked. In past games, it was not as realistic as it is in this game. This time you can steal enemy weapons and use it against them. Also, the hand to hand combat is exactly how CQC is supposed to be. Quick, Fast and effective. Another thing I want to mention is the ability to call for choppers. In MGS Peace Walker, you can call for airstrikes and care packages but in this game, you can call for a chopper to pick you up at one location to go to another or to use it for combat. However, in Ground Zeros, You can only call for one chopper per mission (see the reason why on the story preview below). Once it is destroyed, you will have to use you’re head for another option on how to escape or to go somewhere else. In MGSV: The Phantom Pain, you can call for as many choppers you want. The final part of gameplay I will mention is the alert phase. When you are playing in the night, it is less likely you will get spotted but however, if the guards see something suspicious or wrong (for example, another guard is knocked out or hear you’re footsteps while you walk or sprint or etc), the alert phase begins and they will use their flashlights to search for you. When this happens, it means that you are closer to getting spotted and if you are spotted, the guard will call for a base wide alert. In the daytime, you will have a high chance of getting spotted. The guards will not always stand in the same spot as the AI have been advanced from past games. There will also be times where the guards will work in teams. For example, if guard A tells guard B to cover a location in the area, guard B will go there but he will let guard A know when he will either go to another location or come back to meet up again. There will be more dialogue to ease drop when the guards talk but this is what I saw in one of the gameplay trailers. Another example is when two guards are patrolling an area, snake can hold a guard hostage. If you hold him for too long, the other guard will notice and will try to look for him. That is another way an alert phase will begin. I almost forget to add this but when the base wide alert happens, you will have to use everything and everything to take the enemies down or escape the area because it will not go to the caution phase since that has been removed .It will not only be the soldiers after you, it will also be choppers, tanks and more.

 

STORYMODE PERVIEW

This is known based off the trailers and interviews from Hideo Kojima. This part of the game takes place in 1975 and it is the sequel to MGS Peace Walker. Due to the ending of MGS Peace Walker, Big Boss (Naked/Punished Snake) and Kaz Miller, the leader and commanders of MSF, are now a target and a threat to the entire world. The Cipher (The Patriots) agent Paz, survived the battle from the previous game, have been found and captured by XOF leader Skull Face. She knows too much information from Big Boss and she has been hiding information from both Cipher and Major Zero. Skull Face, under the orders of Zero, wants to interrogate Paz to the whereabouts of MSF and Big Boss. Chico from the previous game as well goes on his own to rescue Paz but ends up being captured by XOF and Skull Face and is now being held in Camp Omega. Meanwhile at the same time, there were rumors that MSF was holding weapons of mass destruction so there is an inspection going on at Big Boss’ base (this is the reason you can only use one chopper per mission in this part of the game, it would be too suspicious to send out many choppers during the inspection). The mission for Snake is to rescue Chico and Paz  and get out of Camp Omega in Cuba. A few more scenes shown in various trailers is that Paz is getting a bomb removed from inside her stomach, the surprise attack on MSF  from XOF, and Big Boss falling into a coma. I believe that will be the end of the prologue once Snake falls into the coma so when he wakes up in 1984 (the year MGSV: The Phantom Pain takes place), that will be the beginning of the second part of the game that should be released by the end of next year. The special edition of the game will come with a figure of Snake, and the Metal Gear Solid: Peace Walker novel. This novel is for the players who have never played the game to read about the events of the Peace Walker Incident. Metal Gear Solid V: Ground Zeross will come out in spring 2014 for the PS3, Ps4, Xbox 360 andXbox One

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