Sonic Forces: A Few Words

With less than one week remaining until this game comes out, I thought that I would take a moment to really think about what the game is promising and how likely it is to deliver, as compared to my initial thoughts from the game’s first announcement. Yeesh, what did I even say when this game was first announced? Let’s see here… I think it will be easiest to start with my thoughts on gameplay.

“…I was hopeful that [the Adventure-like narrative] would mean the gameplay could be closer to Adventure era as well. Although, they start with “team that brought you Sonic Colors and Sonic Generations,” which are pretty far off from adventure-style gameplay. ”

“…this was confirmed as a game in the style of Sonic Unleashed, Colors, and Generations. If they think that they can get an Adventure lover like myself to love that formula, I’m glad to see them try.”

“As for the 2D…meh. If the 3D is good, then having the 2D certainly won’t ruin the game, it will just mean having less time enjoying the maximum that the game has to offer.”

I’m going to be honest here, and I’m sorry to anyone who I might offend. I don’t like Boost formula. Personally, I find it’s tendency towards straight hallways to be intrinsically inferior to the open, yet still high-speed, exploration that the Adventure formula encourages. In recent times I’ve come to understand that Sonic Generations, Seaside Hill in particular, finds a pretty good balance. And I respect that. Of course, Sonic Generations as a whole was still plagued by far too much 2D as compared to 3D, and I don’t like that. But the point is, I’m not really in the position to analyze Forces’ gameplay as compared to other Boost games. In terms of control, I can understand the desire to have full control during quickstep sections (I hate those too), rather than being locked into using only the quickstep buttons, and I understand that as a flaw of this game compared to Generations, in addition to the missing drift ability and automatic turning. But any more specific than that, and it all seems kind of the same to me. Rather than complain about it, I’ve learned to accept that that’s what I’m getting. Based on my understanding, these specifics of the Boost formula is the primary source of legitimate dislike for this game. If the only thing worth complaining about in this game is something that I can’t realistically complain about…does that mean that this actually is the perfect Modern Sonic game for me? I don’t know if I’d go that far, but it’s a place to start. Moving on…

“Anyways, the existence of Classic Sonic pretty much removes any possible chance of other characters being involved.”

“I just find it so unfortunate, and it stands in the way of so many possible gameplay, and more importantly, story opportunities.”

Did I say that? Well, I was very wrong. It’s actually kind of insane thinking of how I went from “No possible chance of good story” to “Best story in over a decade.” I never would have thought that Classic Sonic and good story could go together in the same sentence, but here I am. It’s very hard for me to figure out what to say right now, because I feel like they’ve just made it so self-demonstrative. Obviously, the chance always exists that the full details of the game will shatter these Ruby Illusions of mine, and the story will turn out to be horribly anticlimactic. But…even if we’ve somehow already seen parts of every single cutscene in the game, the sum total will still be better than Colors. And Generations. And Mania. I’ll hold judgement on Lost World, because even though its story sucked too, it at least had some very good character going for it. What was I saying again? Oh, right. Somehow, Sonic Team has done the impossible by bringing back Classic Sonic, yet maintaining a cohesive story that doesn’t depend on his presence. I mean, imagine Sonic Rush, except that even though it is thoroughly explained how and why Blaze is there, a full, complex and enriching story existed separately from or only indirectly related to that explanation. It isn’t the obvious thing to do. It isn’t easy, either. But the results could be and are spectacular. And that’s all just the story. The other thing I mentioned was characters. Now, I’ll admit. It’s still kind of ridiculous that the playable characters of this game are Sonic, Sonic, and the opposite of Sonic. The Avatar (still waiting on that canon name, and no, Corvin the Bird doesn’t count) is slow, blandly-designed, and lacking in character. And even though I’m still not entirely sure how good of an idea the create-a-character deal is for Sonic…I’m okay with it. I see the appeal, not just for fanfic creators like myself, but for any child out there who dreams about going on an adventure with Sonic. It’s clear that the partner dynamic is going to be more than a little emphasized. On one hand, they’re really giving Tails the shaft, even going far enough to call the Avatar Sonic’s new sidekick. On the other hand, it’s opening the opportunity for a completely new, role-reversal type dynamic between Tails and Classic Sonic. What’s that? A character dynamic for Classic Sonic!? It’s actually happening! By the way, anyone else notice how Tails is taller and more mature than Classic Sonic, and yet he’s still considerably younger?

So, what’s the conclusion? Is this the perfect Modern Sonic game? No. Take the control and level design of Sonic Generations, flip the 2D-3D ratio the other way around, further expound on the intricacies of the level design, and slap on the story and creativity of Forces, and there you would have it. As Forces stands, it needs more 3D, more intricate level design, and more…something. Since the Avatar already plays so differently from Sonic, I feel like more creativity in that department would be appreciated. The addition of another playable character with more specific abilities could do it. As much as I would like that, I’m perfectly happy with how the characters are presently being used. To be totally honest, I don’t think we even need as many characters as we have in this game, as long as the characters used have variety, play important roles, and don’t get periodically forgotten. Back on topic, there is one very particular word I can use to describe my feeling about this entire game. Content. No, not like game content, like I am feeling content. Is it perfect? No. But accepting the fact that the gameplay will never be perfect for me, I derive serious satisfaction from almost everything else.

-So before I say goodbye to you, one more last fist bump!

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