Review: Season 0, Episode 29

So, this episode was…a bit different than I was originally expecting. There’s nothing in particular that was changed, it’s just that the three different stories going on between Eggmanland, the Empire Fortress, and the Resistance base, ended up taking a lot more time than I was expecting. I had in mind that those scenes would go by quickly, so the bulk of the episode could take place in Central City. The sad thing is, we’re now two episodes in to what I was originally thinking might be a three or four episode arc, and we technically aren’t even out of what would constitute the tutorial of the hypothetical game that this arc represents. But when has an arc ever been as short as I planned? Speaking of the game, I’ll get to explaining that in a moment, but let me think if there’s anything else about the episode first. I was originally planning on leaving the Heavies out until next season, but I was convinced that now, in the fallout of the Phantom Ruby troubles, would be the best time, the most convenient excuse to get them here, not to mention that they fit well not only into the story, but even better into the game concept. The only real problem now is that, if I want them to stick around, I have to come up with an excuse for why they weren’t in Crisis of Chaos.

Anyways, onto that game I mentioned. This Forces of Chaos arc, like everything else in Season 0, stems from a hypothetical game idea, which I’ve been calling “Sonic Conquest”. Yes, I know the game’s about Shadow instead of Sonic, but “Shadow Conquest” doesn’t have even close to the same ring to it. I’m going to be honest here and say that the concept is strongly based off of Pokémon Conquest, a spinoff title of its respective franchise for the Nintendo DS, which was a crossover with the Japanese “Nobunaga’s Ambition” series. The game featured you as a self-insert leader, who, by strategically deploying your troops and their Pokémon, would eventually unite all territories on the continent under your rule. And there lies the core idea of “Sonic Conquest.” Let me start from the beginning.

Pokémon Conquest is a sort of tactical RPG, but Sonic Conquest plays much more like a standard Sonic game, with levels where you destroy enemies and reach a goal. The difference comes in how those levels are selected, and who you play as in each. You begin with a single character, Shadow, in the Seaside Hill territory. Territories are an important part of this game. The entire globe is divided into territories, each of which has an allegiance – Federation (represented by Shadow), Empire (represented by Eggman) or Infinite (represented by Blacklight). But the allegiance mechanic doesn’t come in until later, for the beginning of the game it’s just a place. Each territory also has at least one level location, and a boss location. So, once you play through the tutorial level location (Sea Gate, I figure), you proceed to the boss arena, Whale Island, for your first bout with Blacklight, the new Infinite. After the boss, you view the World Map for the first time, and Tails joins your army. At this point the game is still in tutorial mode, so only one more territory becomes available to view, Sunset Heights. This is also the initial introduction to allegiances, as Seaside Hill becomes aligned to Federation, and Sunset Heights becomes aligned to Empire. For the tutorial purposes, you must then “invade” the Sunset Heights territory, once again as Shadow, this time along with Tails.

In any kind of deployment or invasion, only a limited number of units can be deployed, a unit being either a single character, known as a General, or an army squadron. Sunset Heights is defended by one army squadron of Empire robots, and one General, Blacklight. When a territory has at least one squadron deployed, an invasion of that territory requires you to play through the level location (guarded by enemies, or double or triple the enemies if multiple squadrons are deployed), which in this case is Park Avenue. Similarly, if a territory has a General deployed, but no squadrons, you go straight to the boss location, which in this case I figure is “Red Gate Plaza” (a slight liberty taken, since it’s not a running boss and so can’t take place on the bridge itself). If it has some combination of the two, you must do both. If you are successful, then you claim the territory in the name of the United Federation. When Shadow broke the flag at the end of the level last episode, that was a midifcation on the standard “victory pose” for the end of each level, where whichever character you’re playing as plants a United Federation flag in the ground (or a different flag, for some of the postgame modes, but more on that later).

But back to the normal progression. Between the level and the boss, the Avatar joins your army, and automatically becomes part of your current invasion as well. (I don’t know whether the Avatar would actually be customizable in this game or not. It seems silly that the Avatar would be included without customization, but then for a game that doesn’t focus on him as a character, it seems like it would be a pretty silly distraction from the rest of the game. Perhaps there are just a few limited options that you select from at the beginning of the game, but then there’s no changing it afterwards.) Once you beat the boss, Sunset Heights becomes yours. This is where the real game starts…sort of. The entire World Map opens up, giving you a detailed look at the waging war. I don’t know how many territories there would be for the game, but for the purpose of this explanation, let’s just say that there’s 12. 8 of them (the 60 percent mentioned in the story) is aligned to Empire, while the remaining four (Seaside Hill, Sunset Heights, Central City, and Mystic Ruins) are aligned to Federation (you). However, immediately, half of the Empire territories become taken by Infinite, as Blacklight splits off from the Eggman Empire, leaving one third of the planet for each alignment. There’s still a little bit of tutorial left, in teaching you troop management. The tutorial instructs you to deploy Tails in Mystic Ruins, Shadow in Seaside Hill, and leave the Avatar in Sunset Heights, in order to best defend your borders. On this map, an army can only invade a neighboring territory, and the opposing armies behave just as you do. If an undefended territory is attacked, it is taken over automatically. By having troops deployed around your borders, you protect your inner territories from being claimed so easily. However, because you only have three available units, one of your four territories are left undefended. Because you’ve already invaded Sunset Heights using all of your available units, you must proceed to “end your turn.” During Blacklight’s turn, you are attacked at Mystic Ruins, teaching you the mechanics of defending. Just like if you attack a General, if one of your Generals is attacked, you must fight a boss, and if you are attacked by an army squadron, you must play through a special “destroy all enemies” modification of the level area, or a separate defense area, depending on the location. For example, Sea Gate serves as a separate defense area for Seaside Hill in addition to being the tutorial setting (Ocean Palace being the attack stage that you probably won’t see in your first playthrough), while Central City has Radial Highway for attack and Cityscape for defense (hope you caught those references, Radial Highway being a one-letter modification of Radical Highway, and Cityscape being the same for City Escape). Anyways, win or lose, next comes Eggman’s turn. Eggman attacks Central City, and, undefended, takes it. Once your turn comes again, the very last thing that you are forced to do is take back Central City. Once you do, you meet up with GUN in the story, and gain command of several army squadrons of your own. That part hasn’t happened in the story yet. From there on out, you’re on your own. Your goal is to take back the entire world, one territory at a time. Unlock more characters as you take certain territories, strategically deploy your units to keep your borders protected, choose who you play as and when. I won’t go into detail on later game happenings, to avoid story spoilers. I suppose I forgot to mention, after the split, Eggman’s Generals are the Hard Boiled Heavies, while Blacklight’s Generals are the Phantom Ruby Replicas. But one of the best parts of this game is the extreme post-game content. Because once you beat “Shadow’s Story,” you begin to unlock other stories, simple little scenarios of questionable canon, where you have some other character as your head Commander, instead of Shadow. These stories may take place within limited parts of the world, or have some other manner of gimmick in order to complete, but every last General, including the villains, would have their own story. The prize for completing all the rest would be Sonic’s story, who otherwise wouldn’t be playable in the game. Sonic’s story, though still taking place in the same world and levels, would be arranged such that you must play through levels in order, no armies to fight back against you, no Generals to collect, but still with periodic bosses to fight. Essentially, a normal Sonic game.

Let’s see…anything I’m missing? I suppose I forgot to mention what the purpose is of having multiple Generals deployed in a single area. Somewhat like Sonic Forces, this game doesn’t have a traditional life system. But unlike Forces, a “Game Over” is still a very real possibility. Your available lives is directly tied to the number of Generals you have deployed. If you lose a life as one General, you start from your last checkpoint as the next. If you run through all of the Generals you have deployed, you lose the battle, and the territory. If you’re very skilled at the game, you’ll only ever need to deploy one General in any given area, and you can wrap up the game very quickly by spreading out your forces. But if you need that extra safety cusion, you’ll have to concentrate your forces more, which means you won’t be able to accomplish as much each turn,  and completeing the game will take considerably longer. As you proceed through the many postgame stories, you’re bound to get good enough to do the former. And…I think that’s all.

-So until next time, remember to live and learn every day!

S0 E29: The Gears Begin to Turn

After a short delay, the next episode of The Chaos Project is finally out! Read it right here!

The Second Great Eggman War has been set in motion. Now fighting a war on two fronts, against Eggman with his Hard Boiled Heavies, and Blacklight with his Phantom Ruby Replicas, Shadow and the rest of the new Resistance will take help anywhere they can get it. Even from the darkest of villains.

Preview: Season 0, Episode 29

I had it in mind to post this over the weekend, but I was way too busy. So have a preview instead!

Eggman stares at the readings on a cracked but functional console screen, tugging at his mustache in contemplation. “Can you confirm these readings?”

Orbot, from the console of a familiar chamber, answers back, “Confirmed, sir. The identification codes line up with the Eggman identification system.”

“And yet their specific identification numbers don’t match anything registered on the system. They’re my robots, but I didn’t make them.” He contemplates for a moment longer. “Activate the Phantom Ruby prototype. Prepare to pull them through.”

“Aye aye, sir.” Orbot begins to work at the console, and inside the chamber, a Phantom Ruby prototype of the traditional shape begins to glow. “Sir, the Ruby is charged, and the signals have been locked on to.”

“Excellent. Open the portal.”

Orbot presses a few more keys on the console, and the Ruby prototype begins to pulsate intensely. A small black point in the space in the center of the room begins to expand. Finally, the Null Space portal opens wide enough to let out a troop of five egg-shaped robots, before collapsing closed again.

Eggman opens his arms wide. “Let me be the first to welcome you all, to my wonderful dimension!”

The leader of the troop, wearing a billowing red cape, a jacket similar in appearance to that of the Eggman that stands before him, and a bronze chestplate emblazoned with the insignia of a regal crown, points his glass-topped scepter at the Doctor in response. Behind him, the rest of the Hard Boiled Heavies take similar stances of challenge.

Eggman backs off nervously. “Now, now, let’s not be so hasty, hm? I’m not the Doctor Eggman that you know.”

Heavy King scrutinizes Eggman closely.


S0 E28: No One Left to Save the World

Yesterday, a new episode of The Chaos Project was finally released! Read it right here!

Almost two years have passed since the First Great Eggman War came to an end, but still the fighting goes onward. With Sonic defeated by the new wielder of the Phantom Ruby, Eggman has started war once again, taking the planet piece by piece. And with Sonic gone, who else can stand up to such power?


Preview: Season 0, Episode 28

Well, I was going to actually publish this episode today, but the fanfiction website doesn’t seem to be working properly. So, here’s a preview instead.


Citizens flee in terror through the streets of Spagonia. A crimson laser blast from the sky impacts the side of a building, sending the entire wall crumbling down into the street, nearly crushing several bystanders, and drawing out even more screams of terror. Though chaos can still be heard throughout the city, the street has nearly cleared completely as a pair of pointed black shoes descend into view, followed by the rest of the figure clearly recognizable as Infinite. “That’s right, insects. Run! Run from your new masters! See how far it will get you.” Something is different about him. The mask has a long, solid line running down its right side, as if hastily welded together. Coming out from behind his mask is not the fur of a jackal, but the spikes of a hedgehog. He has no bushy tail. Even the patterns on his body, on close inspection, seem to be the result of a tight bodysuit, not of actual fur.

He holds his hand out to the side, and out of a glitchy red aura, an object begins to form in his grip. It appears to be a tall flag, bearing the familiar insignia of the Eggman Empire. He lifts it up slightly, then drives it down hard into the ground. “This territory is hereby claimed in the name of the Empire. Those who resist…well, I’ll decide what to do with you later.” He lets out a high-pitched laugh. The imperial flag billows in the draft created by the numerous fires all around.

The image freezes, zooming back into the corner of the television screen. A newscaster sits on the set, surrounded by various news and channel logos. “As you can see from this footage, recorded just hours ago, yet another major city has fallen to the Eggman Empire, headed once again by a face that none of us could ever forget. In light of this crisis, there is just one question on everyone’s mind. ‘Where is Sonic the Hedgehog?’”

Not waiting to hear the rest of the report, Tails shuts off the screen with a sigh.


Review: After the Fight

Wow. This was an undertaking. Where do I even begin? From the beginning, I suppose. Our starting point would be the moment I finished Infinite Possibilities, the first Sonic Forces special. At that point, I had literally no idea what would come next. I had the basic, rudimentary outline of what the next episode arc would be, and made that first special purely as a way to kick off that arc while simultaneously celebrating the release of Forces. I wrote it knowing that I would eventually have to explain how Blacklight became Infinite, but I figured, based on the “Phantom Ruby prototype” concept (which I only knew about because of the beta release of the mobile game, Sonic Forces Speed Battle) that it wouldn’t be too much of a stretch to explain later that Eggman simply made another fake, if all else failed.

Unrelated to that train of thought, a little while after the game came out, I was accidentally spoiled by a single name. “Null Space.” I had no idea what it was, or what its role was in the game (though the spoiler in question did contain the statement that it was underused in the plot). I knew at that moment that I had found my connection between Sonic Forces and my story. From the beginning, back when I wrote the final episode of the Birth of Blacklight arc, I specifically left one very vague statement at the end. “He is safely hidden away.” On one hand, I actually hadn’t yet put the thought into where exactly that hiding place would be, as I knew that I had the whole Dawn of Chaos arc in the middle to think of a good location to kick off this new arc (originally, the location of Sonic’s fight in what would become the first Forces special was supposed to be that hiding spot, he was supposed to see Blacklight getting woken up). On the other hand, the imminent release of Forces was in the back of my mind, and I had a pretty good feeling at that point that it would coincide with the beginning of this new arc. I saw an opportunity to connect them, so I decided that a great way to do so would be to make that hiding place an important location from Forces itself. So when I saw the words “Null Space,” what I saw was something that could almost certainly be the exact place I was looking for to bring this all together. The decision to make Blacklight into Infinite was entirely separate, so when I actually played the game for myself, and learned that Null Space was so intrinsically related to the Phantom Ruby and Infinite, I was almost giddy. The connection wasn’t just there, it was perfect.

One other spoiler I accidentally got was a snapshot of the final scene before the credits, all the characters cheering in front of what I later learned was the Eggman Empire Fortress. By that point, I had already learned quite a bit about Infinite as a character, between the prequel comics, the trailers, and my own attempt with Blacklight-Infinite. I had grown very attached to him. I thought that the face under his mask was…well, sort of adorable. Maybe handsome would be a better word. Either way, I liked him. I wanted to see that guy be happy. So I started planning for a redemption story. I wanted him to come crawling back at the moment of that snapshot I saw, begging for forgiveness, warning of some greater threat. I wanted he and the Avatar to become good friends, for the Avatar to truly show him the way back to heroism. Sound familiar? Bcause that’s pretty much exactly what I ended up writing…up to the last three minutes or so. More on that in a moment.

After I played the game, things just kept falling into place. The “Fading World” background song for Imperial Tower (that level was a great experience, by the way) implied that the Ruby prototype was calling to the Avatar’s dark emotions, helping to justify Infinite’s being a better person without it. Infinite disappeared towards the end of the story, without a clear end, without any serious character resolution. Best of all (or worst, from any standpoint other than mine as a writer) Eggman didn’t even use the real Ruby! He used Infinite’s prototype! (At least, I’m 90% sure on that. It wasn’t extremely clear, and I’ve seen some debate about it.) All of the pieces lined up into a perfect puzzle, where the Phantom Ruby itself could be framed as the true final villain, Infinite would have perfect reason to be the necessary exposition to explain that, and could be truly redeemed from there. I explained some of the basics of my ideas to my brother and fellow writer, Yuni Oha. He was skeptical. He didn’t really see redemption as a reasonable option, because Infinite was so darned evil in the real story. I argued back that his one blue eye was meant to show that he still had some good in him, and he just tried to cover it up with the mask. He countered that everything I said may make for a good excuse, after the fact, of why I did it, but none of it makes for a proper reason to make it happen in the first place. Not long later, the full Sonic Forces soundtrack was released. After he listened to Infinite’s full theme for the first time, he begged me not redeem him. And, after some further discussion, I was convinced. No more redemption for Infinite. Problem was, I’d already planned such a full and complex story to write, that heavily depended on Infinite as a character. In fact, I still started writing this episode less than 24 hours after that. So I thought…Let’s fake it! More specifically, let’s help out Infinite’s character in a different way. Let’s see him at his lowest, see him show a level of caring that we haven’t seen before, give all of us a reason to care about him as a person, even as he stays evil to the end. I was still able to write a fundamentally similar story, just with an added moment of extra drama right at the end. But that still left one problem. If Infinite is still Infinite, how can Blacklight become Infinite? In order to answer that question, I ended up coming up with a much better concluding scene than I was originally planning. “Better” being a relative term. Because it was kind of sad for me, going through all that work to bring Infinite back to power, only to take it away from him. But at that point, the first Forces special had been out there for well over a month, and it was absolutely necessary that Blacklight become the primary problem. I needed to write myself out of that hole with that scene. And it was a good scene, sudden and unexpected, but disappointing from Infinite’s perspective all the same.

So, what else is there to talk about? I ended up writing this episode with the thought in mind to make it as easy as possible to read for someone who’s never read any part of the rest of the series before, partly because Yuni said he wanted to read it after the Infinite conversation we had, and partly just because, as a direct insert into Sonic Forces, direct connections to the rest of my story weren’t really all that necessary. That’s why I didn’t actually name Lt. Alfred when he was voicing over at the beginning, why I had him give a brief synopsis of the Birth of Blacklight arc in the first place.

The design and concept of the Phantom Nightmare was something that came to me quickly and easily. After all the buildup with the Replicas, you only ended up fighting half of them in the final game, and even then they never really did anything. Plus, it was something Yuni and I had been talking about long before the game came out, that all four of the advertised Replicas had some manner of Super Form. It was a logical step to give them all a purpose, while creating an opponent worthy of Super Sonic. With the Ruby’s illusionary powers, fusing them all together into a single monster seemed like a logical extreme. The addition of Heavy King was something that I was debating at first, but in the end I decided that anything that gives Classic Sonic a reason to exist is a good thing. (That one line, “This was never your fight,” was a stab at the fact that Classic Sonic didn’t even belong in this game). I also debated using Titanic Monarch instead of Phantom King as the Heavy King’s “Super Form,” but I was convinced that it just couldn’t properly be justified at this time. Originally, I was planning on having the Phantom Nightmare simply tear out of Null Space right from the get-go. But Yuni, once again, convinced me to have a clear scene where each of the Replicas transform before fusing, just to make it clear what’s really happening.

Let’s see, what else? I was glad to give an excuse to exclude Shadow and Silver from this Super fight, where Generations DIDN’T EVEN BOTHER. *Ahem* Sorry, that’s just a thing that bothers me.

The Avatar’s character arc is something that most people would say Forces did relatively well, especially compared to most recent Sonic games. But I knew that it could use a little extra something. The Avatar grew from point A to point B, which was good. But any good character development arc requires a moment of reflection. A moment where a question is posed, and resolutely answered, of how valid that development was. Speaking of the Avatar, his new little Wisp friend is something that came to me sort of randomly, but I thought it would be good for him to have someone he could call a partner, even when he’s out there alone.

Well, there’s more I could probably say, but I think this has gone on long enough. But rest assured. This is not the last you’ve seen of Infinite or the Avatar.

-And before I say goodbye to you, one more last fist bump!
(For real this time, last one, I promise.)


Opinion Piece 2: Sonic Forces

Well… I…. No, just watch.

Well, there you have it. I first watched this video an hour before writing this, and I’m still sort of in shock. I’ve seen endless comments on just about anything Sonic-related online asking something along the lines of, “Will the third character in Sonic Forces be a self-insert?” My reaction every single time was, “What the heck would give you that idea?” Well…it is. I am not angry. Far from it, in fact. I’m just confused. If done right, this game could have had plenty going for it without such an extreme gimmick. It seems a little…desperate, I guess. I know it sounds kind of odd, coming from me, a guy whose story is practically dependent on its OCs. You’d think I’d be thrilled to make them at least somewhat of a reality. Of course, how much freedom is allowed is a complete other question, but I don’t see it as likely that any of my characters can be replicated in the game. But, the point I was originally making, while there certainly is a considerable fanbase that this would excite, I don’t know if they’re really making the right targeting choices. More on that a bit later. First, take a look at this “Hero” gameplay unveiled at the same time (“Hero” is what this guy seems to be called until further notice).

First of all, the setting of this footage has been given the newly-unveiled name of Park Avenue. Sounds a little happy, but I’m not here to criticize names. Hero uses gadgets such as a grapple gun and his wrist-mounted “Wispon” to make his way through the Eggman-ruled planet (technically it can be a girl, but I’m using male pronouns for simplicity). The first thing that I noticed is that it seems like he is not only in the same location as the Modern Sonic gameplay that we’ve seen, but that it seems like it could be literally Sonic’s level, played as a different character. This concerns me. I suppose I have no right to complain, seeing as level recycling is a major factor of the Adventure games that I hold so highly. But if Modern and Classic Sonic have completely different levels, but this character just shares his with Modern Sonic, it’s going to feel like he’s completely useless, shoehorned in just to appeal to the OC makers. Then there’s the sad fact that, based on what little footage we have, it seems that Hero has more 2D than 3D. It really saddens me, because this once-mysterious third character seemed like the perfect chance to appeal to all three of the largest fanbase factions at once. Give the Classicals Classic Sonic, the Modernists Modern Sonic, and the Adventurers this third character. A 2D style, a 3D style, and a hybrid style. Who could ask for more (bad question)? And while that may just sound like pining coming from an Adventurer like myself, it does bring up a real issue. If Classic Sonic has his complete own style, but this new character just plays like slower Modern Sonic plus gadgets, it could make the entire game feel disjointed, disproportional, whatever you want to call it. Unless, of course, Classic Sonic has as much gameplay as the other two combined, which would actually be even worse, completely ripping the spotlight away from the main character. Point is, opportunity missed, potential problems presented.


The next thing to talk about is lore/story. First, the character himself. His existence scares me in terms of story for a few reasons. On the more obvious side, a create-your-own-character is very difficult to develop as a character, since who they are is supposed to be more dependent on you. But this person doesn’t have to have to have complicated backstory by any means, so long as his presence in the game’s narrative is justified, which is still just a little more difficult than it sounds. The most comparable thing that I’m familiar with would be Nintendo’s Fire Emblem Awakening, and its use of Robin. Robin is completely customizable to the player’s liking, including his/her name. I won’t give any spoilers for those who haven’t played, but I can say that Robin was handled perfectly, because they act as far more in the story than just an avatar. And, as much as I like Sonic, I don’t know if I trust Sonic Team to do so well, and that’s why I’m scared. Even if Hero’s gameplay were the most fun, entertaining thing to ever come the Sonic series, I wouldn’t want him to just be there because he is in terms of the story. On a lesser note, we have the logistical concerns for how the story is presented. The trailer suggests (though doesn’t confirm) that this customizable character appears in full-rendered cutscenes, which is a development nightmare. Game engine-rendered cutscenes are one thing, as all of the characters can share the same basic skeleton and movements. But as for the cinematic stuff, the scenes where all of the most important story events happen, that’s a lot harder to generalize for all custom possibilities. If you look closely at the reveal trailer, you can see how Hero’s fur blows around in the wind and explosions, which can’t translate easily to the other species choices, who don’t all have fur in that specific location. Point being, that either means they’re going to severely limit such cinematic cutscenes, which is a bad sign for the story, or they’re going to limit Hero’s appearances in such cutscenes, which is a bad sign for his personal story as well as the game as a whole. Or, they can do what pretty much no one expects them to do at this point, and put in a ton of time and effort to make this game absolutely perfect. Ha ha, as if.sonicforces-hero-screen-03-1493934652-1494948811938

The other thing to talk about is the Wispon, best seen in the image above. Supposedly, it is customizable to some degree, though exactly how is unclear. Point is, this is meant to be the next step in Color Powers, the thing that makes Wisps a real element in this game, rather than just being thrown in as they were in Lost World. It might surprise you to hear that I actually like the sound of that. As much as I disapprove of the abuse of Wisps, this is a good sign that something might actually get explained this time. The device suggests that Wisps, at least to some degree, are becoming normalized in the Sonic world, such that people are studying them and creating technology dependent upon them. I’m still waiting to hear why they left the planet and then were magically back again, but this is at least a start. The only other general reaction to speak of are the customization options. I’m fairly impressed by number of choices available…unless what we see in the trailer is all there is, in which case I’ll be disappointed. As I mentioned earlier, I doubt you can do anything with the shape of the body (or head-and-spikes) beyond the choice of species meaning that there’s pretty much no way I’ll be able to make Zero or Chaos, and, unless they specifically intend for the ability to make Shadow clones, that goes for Blacklight as well (Black Cloak is a maybe). The one other thing to point out are the freaking Chao backpacks! Not counting Generations, this is the first mainstream acknowledgement of Chaos as far as I know of since 2005 with Shadow the Hedgehog (where they had a great send-off: letting you murder a room full of them for free dark points). I doubt that it means anything for other Chao appearances in the game, but it’s very nice to see. These options are actually a very good opportunity to reference other forgotten things of Sonic history, and maybe even a few other SEGA things as well. I can only say that I hope the options are as wide and varied as possible. course, as always, we now have my specific Chaos Project-related reactions. Since that’s in recent memory (I started writing an hour and a half ago), I’ll start with the Wisps. As glad as I am that Wisps have a purpose, that also means that I’ll have to start acknowledging them as a normalized part of the world in my story, something I certainly haven’t been doing so far. If they really are so normal, it might actually make my existing episodes a contradiction, seeing as the Wisps don’t seem to exist at all. I’ll probably have to dedicate a Season 1 episode to rectifying that, which I was already planning on just for the sake of Lost World, but will now have to be a bit more complicated. Don’t expect to see any Wisps in the story until then.

Now, for Hero. I’m definitely going to have to wait to see more until I determine how to treat him in the long-run of the canon. His existence in and of itself certainly doesn’t contradict anything that I have (though his use of gadgets certainly bears a resemblance to Black Cloak). But, so far as I can tell, there is no easy way to integrate this. First of all, the red Wolf with glasses, the one seen in the trailer and gameplay, may or may not be acknowledged as the “real” face of this Hero, similar to how white hair is assumed real for Robin in Fire Emblem. It also might just be a proof-of-concept example. And Robin brings up another important question. Does this “Hero” have a default name? If he does, that, combined with the look shared by the trailer and the gameplay, may just be enough to allow for, at very least, an appearance in the Chaos Project. If there is no strongly-pushed default name like Robin, then there’s not much I can do. Of course, he could be killed at the end of the game or whatever else, making this discussion pointless. But if there’s even the slightest chance that I can use this character, I want to. More characters means more—and in some cases better—stories to tell. Maybe, if this game falls short on Hero’s backstory, I can…pick up the slack? Wishful thinking, I know. To conclude, even though a real character probably would have been better for my purposes, this guy still has some pretty good potential, if all of the stars align.

-Until next time, I’m gonna reach for those stars. Are you?


Opinion Piece: Sonic Forces

The name is real! Today, a panel was held for Sonic at SXSW (South by South-West), where details were revealed for Sonic Mania, and, more importantly, this game. The game formerly known as Project Sonic 2017 now has the official name of Sonic Forces, which I believe refers to a battle between the forces of good and evil. But that wasn’t the only news announced today, and I’m here to talk about what we now know.


In addition to the logo pictured above, we also had a full reveal of a previously shown (but cropped) concept art, pictured below. Nothing too far beyond expectations based on what we already knew, the same dark, fiery, destructive theme. It was pretty obvious before, but it was confirmed early in the reveal that the game’s plot does involve the existence of the Eggman Empire “…as I always dreamed it!” (Quote from Mike Pollock, voice of Eggman). Also clarified information that we had before, 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. But as it stands, I currently and always have felt like watering down Modern Sonic’s gameplay with the 2D sidescrolling that we already get from Classic Sonic is just a bad idea, plain and simple. But once again, I could certainly learn to love the high-speed boosting style of gameplay if they execute it perfectly.


Now, on to the real news. 3. I’m not talking about a certain non-child-friendly game series that will not be mentioned here, nor about any conspiracy theories. Three playstyles. That’s what they said this game would have. Modern Sonic. Classic Sonic. And a third. I don’t even want to begin at guessing what that third style is, for risk of disappointing myself in the future. But, needless to say, that leaves potential to include the style of gameplay which I have been sorely missing for over ten years of Sonic games, in which case I would be perfectly fine with the overuse of 2D in the other 2 styles. I would also mention that, in describing the title of the game, the words “Sonic and friends” were used, inferring that this third slot could be filled by a character other than Sonic. But that’s just a theory. A game

The video above was also unveiled at this event. The main theme of Sonic Forces. The rumors have been flying around for over a year now that Crush 40 would be performing music for this next Sonic game, though Johnny Gioeli (lead singer) confirmed in an interview some time ago that they hadn’t been in any way contacted about it or otherwise involved in it by that point. However, before this theme was played, they stated that it had only just recently been recorded, meaning that something could very well have changed since that interview, and finally come to fruition. Now, as you’ve probably listened to and heard, the above song has no vocals. However, it was confirmed that the real theme song does have vocals, and that this was merely an instrumental version. Now, let’s be honest here. The song doesn’t quite line up with Crush 40’s usual style. The guitar doesn’t even come in prominently until over 15 seconds in, and even then, it isn’t nearly as pronounced as I would expect. This probably isn’t a Crush 40 song, though I wouldn’t say that it’s absolutely impossible. What the musical style does remind me of, however, is that of Sonic Unleashed and Sonic Lost World, the final boss fight theme of the latter in particular. And Lost World had a pretty good soundtrack. It’s not like a Sonic song has to be composed by Jun Senoue (lead guitarist of Crush 40 and music director of the Sonic series starting with Sonic the Hedgehog 3) to be good. I am actually quite fond of “Endless Possibility,” the lyrical theme of Sonic Unleashed. But as a Sonic fan of the Adventure era, anything that can make this game feel more like what I know and love can be a good thing. Now, I suppose I haven’t said what I think about the song itself yet. I’ll admit, I am very happy with it, and the piano at the end got me feeling really emotional. It feels way too upbeat given the tone of the game as we’ve seen so far, but it’s still a good piece of music.

Most importantly for today’s reveals, some brief footage of gameplay. Now, around this time, they also talked a bit about the gameplay in general. They confirmed that this game runs on the entirely new “Hedgehog Engine 2.” It looks very pretty, but in all honesty, I didn’t notice anything that made it clearly superior to the old engine. The gameplay style appears exactly the same as you would expect based on how they explained this game’s relations to old ones. Though I would point out that they did not showcase any 2D sidescrolling, which could be a very good sign for me. Of course, it could just be that they didn’t want to bother showing it because it doesn’t look nearly as pretty or exciting. We’ll have to wait and see. What we don’t have to wait for is the confirmation that Wisps are indeed returning to this game. Sigh. Wisps were a very clever and creative gimmick for Sonic Colors which did a good job in tying the gameplay together with what little story that game had. Their return for Generations was perfectly normal, in fact, the Colors levels would have been rather empty without them. Then Lost World came around. The inclusion of Wisps in Lost World was ridiculous, senseless, and, quite frankly, wrong. The end of Colors clearly established that the Wisps were gone, returned to their home planets. Now…the possibility exists that Lost World actually takes place in the Wisp galaxy (or solar system or whatever), since literally the only thing we know about the Lost Hex is that it is a “floating continent.” (Honestly, it really irritates me how little we know about that entire story.) It could be a continent floating above an alien planet, no one said it had to be above the Earth we know. I probably would’ve been satisfied with that explanation. But there was no explanation, forcing us to assume that these creatures we thought were aliens also happen to live natively on a floating continent above the planet, which, apparently, no one ever noticed. And now, here the Wisps are again, not just on this distant, almost planet-like continent, but now also on what we can only assume to be the surface of Sonic’s Earth. They fuel his boost gauge, though they don’t appear quite like the same white Wisps we saw in Colors. Since it seems like this game might have an actual story, unlike what we’ve been getting recently, I really, really hope that they actually take a whole 20 seconds out of their way to explain why the heck the Wisps are still here.

I can no longer say that this game has the potential to be the absolute perfect game, in my opinion. But the outlook isn’t so bad. This game could still shape up into the absolute highlight of the Modern Sonic era. The soundtrack is looking good so far, they have a chance to perfect the gameplay style, and the story is looking like it might be the best we’ve gotten in ten years. I’m still looking forward to seeing what’s in store for that third playstyle, but I’m trying not to get my hopes up too high. All in all, I’m still very excited for this game. Though I am more worried than ever about it stepping on the toes of my story.

-Until next time, remember to live and learn every day!
(Couldn’t come up with a good “forces” pun.)

Edit: It has been confirmed that characters including Knuckles, Amy, and unspecified members of the Chaotix appear in the game, including dialogue spoken to Sonic over a radio during gameplay. It has also been confirmed that none of these characters are playable, and that Modern Sonic gameplay does include 2D sidescrolling “occasionally.” Just because these other characters aren’t playable doesn’t mean that they have no role in the story, which is a lot of what I care about. If they acknowledge the existence of these characters in the Sonic universe in a capacity greater than the normal pathetic cameo roles, I’ll be very happy. The sorts of roles these side characters had in Shadow the Hedgehog (2005), minus the second-player playability of course, is the kind of thing I’m talking about, where we simply come across the characters doing exactly what one might expect them to do given the situation. And of course, just because these specific characters aren’t playable, doesn’t mean that some other character won’t be. 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 expected as much.