Sunday, January 30, 2011

GG - Sonic Labyrinth

Haiku-Review:

through a maze of doors
in a pseudo-3D world
sans rings or control

Additional Comments:

What appears to be the primitive predecessor to Sonic 3D Blast, it's really anything but. As a fan of the Sonic franchise, it's always a disappointment to run across a game that nearly strips away everything I know and love. Of course, one could state similar criticisms over the Mario franchise, but for me, a lot of the non-platforming games just somehow work. But with Sonic, if he's not running and jumping, it just feels like a lackluster title that probably should have been swept under the rug during production. Of course there are exceptions, like Sonic Spinball, but again, there's something about it that works - perhaps the fact that it contains all the elements of a pure Sonic platformer cross-pollinated perfectly with a pinball game. But then again, the pinball idea has always been cleverly inserted into nearly every Sonic title, so it's only natural that such a premise would work.

And so, that brings me to Sonic Labyrinth. What we have here seems to be some sort of Sonic meets Marble Madness type of scenario. Basically, you've got Sonic rolling around a pseudo-3D environment trying to avoid baddies and getting knocked around by a series of bumpers or other such obstacles. Unfortunately, all the platforming elements found in a true Sonic game, which they eventually tried to incorporate into Sonic 3D Blast, are completely absent. The sheer fact that you can't jump should be enough to make one forgo the title in favor of something else, such as Sonic Spinball or Marble Madness itself, depending on what aesthetic of the game you're wanting to stick with. But once you get going, you find that there's really no need for jumping, so it can be easily overlooked. Sonic's lethargic gait however is something I cannot overlook, even if it is part of the plot. Yea, the plot revolves around Dr. Robotnik swapping Sonic's shoes of super speed with those featuring more snail-like qualities, but seriously, a Sonic game without speed is both pointless and downright stupid. The saving grace, I suppose, is that Sonic still has his spin dash. But with the awkward control and stiff, stop-on-a-dime physics, it too is aggravating.

Despite its lack of platforming, baddie stomping and ring collecting, it's not that horrible of a game. However, Sonic's physics and the general lack of decent control really drags the game down. As a handheld game, I can see it working - it's short, to the point and carries enough of its own quirky little charm to make it an enjoyable game while stuck in the backseat of a 8-hour-plus car ride. But beyond that, I see little to no worth, and it's always sad to say that about any Sonic game. But there it is.

A couple other things I thought I'd mention is the strange fluctuation regarding difficulty and the seemingly aimless soundtrack. Although the game never dared to tread truly turbulent waters, the difficulty was highly inconsistent. The zones would see-saw their way through a couple of tough mazes and then suddenly throw in a straightforward stage nearly devoid of enemies. As a maze game, yea, the difficulty was completely reliant on finding your way, but there were some stages, especially in the Labyrinth of the Factory where it just felt like they weren't even trying, albeit they tacked on a nice bullshit scenario in zone 3-3. As far as music, I guess I'll just come out and say it - it sucks. At least it's not obnoxious, but man, there is nothing in there worth making mention of, but I suppose I'll post something anyways. Hmm, perhaps the Bonus Stage theme...

Nano-Rant:

Oh my god, bosses that do not contain a "getting hit" sound effect are so fucking annoying!! I also hate that you just spin straight through them instead of being knocked back upon contact. What the hell kind of robotic spirits are these!?!?

Rating: 1.5 disappearing Star Platforms out of 5

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