Sonic X Shadow Generations thoughts?

GS_HD

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Things I like:

- The New Shadow Campaign, it feels like a mini Sonic Frontiers 2 with the currencies you can collect and spend to unlock things, and I like all the new tech you can gain and use to reach more places, tight gameplay with great level designs and levels that are actually satisfying to complete and aren't just short 1 to 2 mn runs.
- Being able to change controls and graphics settings from the menu.

Things I'm not a huge fan of:

- Unnecessary cutscene rewrites/censorships.

Have you had a chance to play the new Sonic X Shadow Generations? What do you think of it so far?
 
I like it a lot. I haven’t played it much, but I’ve still enjoyed what I’ve seen a ton.

-Shadow Generations has the best boost level design and gameplay since Forces.
-The Sonic Generations cutscenes were actually reworked to have the new voice actors, along with some of the dialogue being changed. (Which for a game that I’ve played for as long as the original Sonic Generations, is wild to hear.)
-I got the Day One edition, which has the stuff you get with a pre-order copy, including the Sonic Adventure Sonic skin, but the code hasn’t worked for me yet.
 
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P e a k . . .

I got fooled by the first hub state, I just thought it would be a small lineral hub-world with SA stage type sections in between the stage areas. Let’s just say that I was completely flabbergasted when the whole hub got uncovered...

And as a veteran of unmodded cyberspace (console players... :C) I’m glad that they cherry-picked all the best parts of the movement. The floaty air-boost, the double jump, the tight rail switching, heck they even made Shadows shoes magnetic and now you get magnetised to a rail which makes all the air-bone skips all the more fun to perform! And now you can actually turn while jumping which is a great change. :> And is it me or does everyone adore the new quick step. (Which I will call slide-switch from now on and no one will stop me. >:C You slide with your air-shoes and you switch... lines... like a car on a road... It makes perfect sense and it goes hard too. >:C) You have way more control over where you want to stop and you don’t need to mash bumpers anymore. And it’s actually frame one responsive! Unlike some other ”boost” games... :threat:

I’m like 50% in, but either way, my final diagnosis is... p e a k . . . truly mount everest type peak. And the music is peak too, yes even chaos island. (I’m not sure which act it is though, but in my opinion I like the edm elements because these kinda make sense lore-wise. The ancient high technology mixed with virtual reality and you tell me that edm elements make it sound bad?! >:C)
 
I may have a schizo-phase again, but did someone noticed that the swinging ability for the doom-morph works weirdly similliar to the swinging in superstars special stages?

In both games you need a specific floating object to latch on which in both cases is a floating bubble, the swing arc is kinda similliar and the ability to get a small vertical boost when going through the whole swing arc is also present.

(This sounds the most schizophrenic when you read it out loud because I literally just described how a swing ability should normally work... ;v; Just had to share this random thingy or I wouldn’t be able to sleep today at night...)
 
Shadow Generations should've been released separately at 20$, along with a separate release of Sonic Generations at 40$, along with a bundle containing both games at the marked down price of 50$, being the current retail price of the game.

This would allow console players to own one but not the other, along with PC players who already own Sonic Generations not having to buy another copy to play Shadow Generations, like I did.

Along with the fact that now that Shadow Generations and Sonic Generations are separate games that are also sold in a bundle, Sonic Generations instead should've gotten a patch, adding the Dropdash as a skill to Classic Sonic and patching up a few other issues, and selling that patched version of Generations on consoles.


TLDR, Shadow Generations and Sonic Generations would be sold separately, while also being available in a bundle, and Sonic Generations would be patched to receive new content on PC, and that version would be shipped as the console port of Sonic Generations.

Also, if you're gonna add the Dropdash for no darn reason, just add the Spindash on some arbitrary button man. Make it so ZL allows Modern Sonic to Spamdash. We want Spindash, Sega. Also put Dropdash on that button, not after airdashing. That's vile.
 
Well first of all, my thoughts on the Sonic Generations remaster:
I like the new save system. The new script is rather hit or miss. I particularly dislike them not altering the lip flaps in the cutscenes to match the new dialogue, and a few of the new lines here and there are a bit awkward. There's the unintentional implication that Classic Sonic ate Angel Island for instance, and I'm not really a big fan of Amy and Sonic's relationship getting retconned out. Sonic and Amy finally just started dating not long before this with a particularly noteworthy instance of it being in Black Knight in which Sonic was on his way to a date with her with a Chili Dog for each of them before getting summoned into the Arthurian Legend by Merlina. If they want to have a reference towards their relationship not working out and them deciding to just be friends at some point then fine, but treating it like it never happened at all just feels like a poor decision to me and I'm kinda tired of Amy's entire personality getting rewritten with every new era of the franchise.

The gameplay is fine, it's basically just... Sonic Generations. I haven't noticed any new glitches that weren't there before or anything so... Yeah. It's basically just the same game it's always been. All that's new as far as I can tell in the gameplay is the Drop Dash and Chao Rescue, both of which are fine though not really necessary. Overall the remaster is... fine. Nothing amazing or anything, basically just Sonic Generations with an update patch. I can't help but agree it should have been sold separately, it's pretty obvious SEGA's just bundling the two games together to make more money off them since a lot of fans who already own the original Generations wouldn't feel much need to buy the remaster if they didn't have to just to get Shadow Generations. Speaking of Shadow Generations...

My thoughts on Shadow Generations:
I'm not as over the moon hyped about this game as a lot of people are, but I still recognize it as a highly worthy entry into the franchise and a really nice companion game to the original Sonic Generations. The graphics are fantastic, the story is a little bit lacking compared to what I hoped but overall it's fine, and the gameplay is very fun. I would have liked the side missions to be optional completion bonus type things instead of required for progression, but other than that I don't really have any big nitpicks. Game's really good and fun and I particularly enjoy the Act 1's being entirely in 3D.

Regarding the story more specifically, I like how much they did manage to cram in but I would have liked them to use the opportunity to give us a bit more Doom lore while he's still around. What is his connection to the Chaos Emeralds and why does he have the power of Chaos Control to begin with? Why does he seem to have so much power over time as to be able to displace people from the past into White Space separately from the Time Eater? That sort of thing. I'm also interested in how Doom even knows about Shadow's emotional connection to Radical Highway and what his plans were behind reuniting Shadow with Gerald and Maria given how self defeating that seems to have been.

As for the stage choices, I see the game as a spiritual successor and companion to Shadow 05 so I'm not too bummed about no stages from that game appearing, though there's a few oddities that stick out to me regardless. In particular, Shadow as far as we know has no connection to Chaos Island so it's a bit odd that he'd visit there at all let alone just before, during, and immediately after Sonic did the pinball puzzle to set off the volcano during the events of Frontiers. Addionally, the number of stages feels just a tad small and it's odd to me how Radical Highway shows up multiple times over the course of the campaign only to appear again as the final level. I kinda get what they were going for, the Radical Highway segments in other stages are foreshadowing. Still, it's a bit odd. I get the impression that a lot of the stuff in the game is the way it is due to time and budget constraints given the fact that it was a smaller side game so I can give it some leeway, but my overall impression is that the game feels just a tad... Incomplete, like something or several somethings is just missing. Still, it feels like a more complete experience from a story perspective than Sonic's half of the story so there is that at least.

Overall, I'd recommend waiting for a sale to grab the game at a price you think just the Shadow half is worth. That's the big feature of the collection and it's where almost all of the value is. Shadow Generations is imperfect but for what it is it's still excellent, just a tad overpriced.

I've also got to give a special mention to "Without You". It's a really good little song and suits Shadow as a character perfectly.
 

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