Nowhere to run
March 27, 2008
Given the posts so far on Cruise Elroy you might think I’m a lifelong dyed-in-the-wool Nintendo fan, but I actually grew up on Sega consoles (and PC shareware, but that’s a post for another day). For years I was a huge Sonic the Hedgehog fan, and I want to see if I can collect my thoughts on the series.
Much to my chagrin, there hasn’t been a smash hit Sonic game in over a decade. Remember when the 16-bit Sonic games stood toe-to-toe with the likes of Super Mario World and put the Genesis on the map? Those days are long gone. What happened?
My theory is that, more than the weak plots and the proliferation of questionable characters, the series has faltered because Sega hasn’t been able to keep running interesting.
In “The Experimental Gameplay Project,” I offered the opinion that many of the best video games are based around a single gameplay mechanic. In Super Mario Bros., that mechanic is jumping. You jump on Koopas and Goombas, you jump to knock powerups out of floating bricks, you jump to dodge Piranha Plants and Bullet Bills, and you jump to get from one platform to the next. Before Mario had a name, he was even called Jumpman.
In Sonic the Hedgehog, the central mechanic is running. You run through fields, ruins, and factories. You run down slopes and around loop-the-loops. You bounce off springs to send you running even faster. If enemies are in your way, you can switch from running to rolling with the press of a button and continue unhindered. Levels are designed so that you can tear through them at top speed.
In two dimensions, running is great. One of my first “wow” moments as a gamer was outrunning the scrolling background in Sonic the Hedgehog 2. When Sega got to Sonic Adventure, though, they ran into trouble.
“Go fast,” it turns out, is not a mechanic that works well in three dimensions. 3D environments are exponentially more complex than 2D ones; you can set off in any direction, and the level needs to either provide lots of things for you to do or inhibit your freedom to go wherever you want. Running requires an obvious direction to go in, so most levels in Sonic Adventure opt for the latter and are functionally two-dimensional. In other words, Sonic is in a polygonal world, but the design is such that there are still only two directions to go in — forward and backward.
This is problematic for two reasons. First, it makes the transition to 3D seem like a ruse. (Where’s the revolutionary next-generation gameplay?) Second, it forces the player to realize that the much of the game boils down to “hold forward on the D-pad.” It’s a disillusioning thought, but perhaps the series is based on a fundamentally flawed mechanic.
As if to preempt that realization, Sonic Adventure‘s other characters have radically different gameplay: Big the Cat fishes, E-102 Gamma shoots, Knuckles looks for stuff. They weren’t bad, but they were far removed from the lightning speed that defines the series.
Now Sega seems to have lost direction with a slew of mediocre releases like Sonic Rivals and Shadow the Hedgehog. There’s a Sonic RPG in the pipeline called Sonic Chronicles: The Dark Brotherhood; meanwhile, the main series’ future rests on the upcoming Sonic Unleashed, which features the ability to (gulp) transform into a werewolf.
Is it possible to create a smash hit 3D Sonic game? I don’t know, but I am pretty sure that the series won’t be revitalized with werewolves and RPGs, and I don’t think it’s a coincidence that the best-received games of the past few years have been traditional side-scrollers like Sonic Advance. I’d be curious to hear others’ input on this, since my love of the early Genesis games may be clouding my judgement. Where can Sonic go from here?
2 comments
I used to be a fan of Sonic games and for awhile thought he would dethrone Mario…which I guess seems foolish in hindsight.
I think Sega’s great failure has been to lose track of the Sonic’s roots as a game experience. Conversely, Nintendo’s great success with Mario has been never forgetting the core gameplay experience he was designed to provide. 10 minutes spent playing Mario Galaxy is like channeling the early 2D games and seeing the flourishing of those ideas in a modern 3D environment. It’s all there, enhanced and intuitive and accessible.
I also wonder if Sonic’s defining aspect – speed – is simply less interesting and harder to morph into good ideas in future games.
by Michael on March 29, 2008 at 10:10 am #
Hey, wow – so you and I really are on the same page with this one. I do want to add, though, that the move to 3D has introduced a few new dimensions to Sonic. It wasn’t a totally vacuous leap, even if it wasn’t a wholly successful one.
In Sonic Adventure, SEGA attempted to add a new dimension to Sonic games, but they were necessarily constrained by the rules of their own game. Sonic is, let’s face it, a one-dimensional game. The Genesis games are barely even 2D. Simplifying a bit, it’s running along an X-axis.
SA, then, adds jumping. Remember those numbered jumping pads, and the Homing Attack? They were SEGA trying to do 2D in the era of 3D.
Another thing is that, in a sense, they actually made Sonic worse by trying to go 3D (rather than just not advancing the franchise). Looking at Crash, or maybe Mario, SEGA placed the camera behind Sonic, with the inevitable result that it’s very difficult to see where Sonic is going, and that it’s pretty hard to give the player a real sense of speed without some elaborate camera swings and pans.
I want to note, too, that criticising Sonic in this way requires some cognitive dissonance on my part, because my favourite game for some time was Sonic 3; SA came out when I was 8, SA2 when I was 10, and I still love Sonic even now. Nostalgia is part of it, but I want to stress that Sonic games still showcase some great level design, and provide extremely satisfying audiovisual experiences. I can’t bring myself to be too mean about Sonic.
by Spencer Greenwood on December 15, 2008 at 4:31 am #