Wednesday, July 16, 2014

GEN - Sonic the Hedgehog 2

Haiku-Review:

heroes need sidekicks
but is Tails worthy the name?
heroes don't need dicks

Additional Comments:

Yet another fond Genesis memory from yesteryear, my earliest recollections consist of battling through the two player mode at a friend's house for hours on end. Between navigating Mystic Cave, taking leisure in Casino Night, or simply balls to the wall head to head action on the half pipe, my earliest experiences with Sonic the Hedgehog 2 were bursting with thrills and excitement. Sadly, I recall little if any single player antics from those early days, but then, that was a long time ago - Christmas of '92 / early '93 or thereabouts I suspect.

Several years later, I found myself with my own copy of the game and while any hopes at a two player effort may have gone out the window, I was able to dive into the single player head first. Right from the start, and I can trace my opinions on the matter to those days in the early 90s, the levels exploded with creativity, speed, and outright grandeur over Sonic's initial foray on the Genesis hardware. Levels such as Chemical Plant, the aforementioned Casino Night and Mystic Cave, Metropolis, and Wing Fortress proved the game's superiority, yet I somehow always found myself returning to Sonic's roots. For me, Green Hill trumped Emerald Hill - always had, and likely always will. Maybe it's just the nostalgia, or maybe it's the music. But then there's greats like Marble Zone and Starlight. Ok, Aquatic Ruins is definitely the preferable water level, but...but.... Why am I so drawn to the original when there are so many advancements in platforming trickery present in the blue hedgehog's second 16-bit outing? I'll admit that Sonic the Hedgehog 3 and Sonic & Knuckles haven't exactly paid favors to Sonic the Hedgehog 2, but that's a story for another time and for the purpose of the here and now, I'm choosing to neglect such hearsay.

Whether I'm a victim of nostalgia glasses or not regarding the better game, I can't deny what Sonic the Hedghog 2 brought to the table. Unlike his first adventure, Sonic can now spin dash - a massive improvement in game mechanics and honestly, after playing a Sonic game that includes said feature then returning to the original game; it's a wonder how you ever functioned without it. Ugh, those unbearable hill climbs where you had to backtrack and make appropriate use of distance whereas in Sonic 2 we can easily zip up and over any obstacle with ease. It's akin to Mega Man's slide. I love Mega Man 2, but good god, without his slide I always feel like I'm playing half a game. And if that's the case, wouldn't Sonic the Hedgehog suffer the same? How dare I imply the possibility that Sonic 2 is an inferior game. Maybe I'm just choosing my words poorly.

Sonic the Hedgehog 2 is by no means inferior to the first game. If anything, it's knocked it out with a quick one-two punch: enhanced mechanics including a semi co-op component, and a vast cross section of creative level settings. And even though by the numbers Sonic 2 only has two more levels, if I'm not mistaken, it almost feels like there's close to a dozen more. By dumping the three acts per zone format in favor of two acts, with a couple of exceptions, Sonic 2 suddenly became a grand adventure through some truly interesting and somewhat bizarre locals - Oil Ocean anyone? Seriously, what other game would pit their hero on a complicated network of oil rigs? I love it! Well, I love the idea of it - Oil Ocean has never been one of my favorite zones to play through. Goddamn Aquis has an uncanny ability to nail me no matter how I approach the situation. Though I don't know what's worse, Aquis or Slicer. Slicer may take top honors only because he seems to interrupt the game's pace more than any other enemy lest you're willing to tank a hit. But it seems I've found myself astray of my original point.

Sonic 2's so-called co-op feature was...interesting to say the least. While it technically allowed a second player into the single player game, it actually played poster boy to the equivalency of a slap in the face. Oh sure, you can play two players...for approximately three seconds every fifteen seconds or so if you're lucky. The idea that Tails equates to co-op mode is mysterious at best, in that it makes you wonder if Sega was making a serious attempt at such a mechanic here or not. I've never understood who would willingly play second fiddle knowing full and well it's nowhere near an actual gaming experience. It's such a bizarre integration of this so-called co-op. On the bright side, at least Sega realized this faux multiplayer would fool no one and integrated a fully playable two player aspect via split screen stage races. And though it's a shame only three zones are utilized, I commend them for their picks; not to mention the ability to run the Special Stage, which in my opinion is where the half pipe truly shines.

Ah yes, the Special Stage's half pipe - so much fun, yet so much frustration rolled into one neat little package. Attempting to get the Chaos Emeralds in single player mode is an unmitigated disaster, especially if Tails is along for the ride. But the real issue is the coin barriers leave little to no room for error. Compared to Sonic the Hedgehog's Special Stage, or heck, even Sonic 3's Special Stage, Sonic 2's asks too much of the player. Whereas the other two games present areas that do offer a challenge, they're not unforgiving. In fact, they're rather easy going. Maybe I'm just bitter over Tails' ineptitude to properly mimic Sonic when it matters most. Stupid fox!

The one upside to Sonic 2's mechanics regarding the Special Stage is the opportunity to gain all of the Chaos Emeralds by the end of Chemical Plant Zone Act 1; even earlier is you do some cheaty menu manipulations apparently. However, Super Sonic is an annoyance like no other, and other than perhaps wanting to 100% the game by getting the good ending, it's not worth chasing the emeralds down. Super Sonic is a complete uncontrollable bastard. I'd rather make one block jumps using Mario's ice physics from Super Mario World than play with this overzealous idiot.

Despite these shortcomings, Sonic the Hedgehog 2 should still be a clear victor over the original. It's just...it doesn't quite come together for me, but where it does come together it does so beautifully. Another of those beautiful moments, like all of the early Sonic games, is the music. Whether it's Chemical Plant Zone, Metropolis Zone, or the relaxing Sky Chase Zone, the songs are simply fantastic. But can anything trump those fat synths rolling along in Mystic Cave Zone? I think not.

Overall, a fantastic game for any Sonic fan, or heck, any fan of platformers in general. For the everyday man, yes, Sonic the Hedgehog 2 outshines Sonic the Hedgehog without contention, but for me it's going to have to put up a fight. But I'm not exactly your average gamer, so go and enjoy this incredible gem of a game and a milestone in Sonic's early career.

Nano-Rant:

But I can't possibly end it there without talking about what a true rapscallion Tails is. Fuck that, he's a grade A asshole! There's a certain enjoyment about playing the game on Sonic & Tails mode. It feels right, seeing Tails, the carefree sidekick trying his best to keep up with his hero. But my god, how many times I fell victim to his mischievous ways or his general disregard for Sonic's well being. Hill Top's version of Robotnik is the best example of this - Tails sneaking in an extra hit only to initiate Robotnik's brief invincibility so I can fall to my doom in the pool of lava. Fuck off, Tails! You are not helping! Other examples include Tails preemptively activating various lifts or platforms as I fall to my death. I never liked you anywaaaaaaaaaaaaa.......

What a jerk.

Rating: 4.5 biplanes out of 5

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