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Sonic x Shadow Generations (Nintendo Switch 2)

Sonic X Shadow Generations has sped onto the Nintendo Switch 2 at launch, and while Sega breaks internet etiquette with its all-caps title, I’ll spare you the shouting and ignore it. This game’s idiosyncrasies can be inconsistent and unpolished, to the point where I imagine some players would be quite unsatisfied with purchasing this $50 digital or game-key card (even more so with paid DLC). But if you’re a fan of the blue blur, this aesthetically impressive action platformer definitely has its fair share of entertaining moments that may allow you to overlook its numerous shortcomings.

The plot here is a time-travel tale teaming up “Classic and Modern Sonic.” Genesis fans like me should know that the former is more reflective of how early 2010 Sega viewed ‘90s Sonic. Expect running, jumping, and inertia that’s not quite there but close enough. Modern, flashier 3D Sonic’s DNA is still felt. Some of the cutscene vocals (not Sonic’s thankfully) could potentially make you disinterested in the story, but blame the direction, as that’s no fault of the voice actors. The tale itself is good, with reworked cinematics, and Shadow’s melodramatic “brand-new story campaign” should be received extra well as a compliment by those abreast of his history.

Sonic x Shadow Generations (Nintendo Switch 2)

As a Genesis kid, it should come as little surprise that (even with the physics differences) I enjoy the nostalgic classic zones most. Several of my favorites get represented. Green Hill’s significance and enduring power can’t be exaggerated. Chemical Plant has nostalgic replayability in spades. Sky Sanctuary and Casino Night (even in reduced minigame form here) were our top two in an older PNM spread. It’s fun replaying these, trying to get S-ranks, or trying to top my high score in the Casino Night Pinball minigame. I only wish Mushroom Hill (from the 3DS version of Sonic Generations) were here. For that matter, all the 3DS content would’ve gone a long way toward helping Nintendo players better receive this bare-bones port.

Sonic Generations feels like the gaming equivalent of a summer blockbuster — a fast, loud, and action-packed experience that distracts you enough to push any nagging doubts of waning enjoyment aside. The colors (outside of the hub), the roller-coaster-type thrills, and the sheer (framerate boosted) speed go a long way in hiding the limited depth. But even when it looks like the Sonic of my childhood, it doesn’t really play that way, often jettisoning balanced platforming for slower stretches that aren’t the most exciting (including some overly long boss fights) and fast ones riddled with bottomless pits. The latter used to be used sparingly but have become Sega’s central gimmick for better or worse, usually worse. Sometimes, the camera leads me to them, which leaves a real impression that the game could use more polish for sure. While this lessens the likability to an extent, the highs still win out, presuming you’re an existing fan.

As for outright glitches, I’ve run into a few, disappointing for a game first released over a decade ago, and even more so when they stem from control. But I can also find the humor in them. Hitting right to see Sonic go left might lead to failure, but it also leads to chuckles, especially when he’s facing right (who knew Sonic could moonwalk). Likewise, seeing Sonic tackle a mission in Green Hill only to get stuck in a loop like a pinball, I can’t help but roll my eyes and grin in equal measure. The enemy placements and subpar (to put it mildly) targeting only present more opportunities for these glitches to appear. So yes, sometimes you’ll fall through a platform into the void through little fault of your own.

How much these mildly troubling quirks will negatively impact you depends on the level and even the campaign. Sonic Generations has generous grading, and I earned plenty of S-ranks, ones that, as a Sonic vet, I feel I didn’t deserve. Even running into hiccups of various sorts, the worst I might get is bumped down to an A. Thankfully, the Shadow portion of this game seems to do better in this regard, so I give SEGA credit for adjusting the rank parameters.

Speaking of Shadow, I also prefer his hub world, “White Space,” as it’s less narrow and reserved, aiding exploration as you progress and expand it into colorful areas less tedious to navigate. Maybe the white is ice, as he appears to be skating while searching for collectibles. Shadow embraces the 3D more to the full and is just different enough to not feel like a reskin of Sonic. How about a Shadow the Hedgehog 2D demake?

It took me a while to realize I wasn’t having quite as much fun with Sonic X Shadow Generations as I expected, given the high praise of the 2011 console original. Such elevation likely reflects the quality of Sonic games declining over the past 20 years, as even the better new titles can’t reach the peak of the ‘90s classics. Combine that with no upgrade for existing owners, and Sega has made it challenging to recommend this one on Switch 2. Many players would be better off with Sonic Mania or Origins. But if you’re a diehard fan who hasn’t played this yet, wishlist it and wait for a discount—you’ll be safe knowing that, even though it’s showing its age more than most would care to admit, you’re sure to find some entertainment. Just don’t expect consistent high quality (save the audio-visual package) throughout.

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