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Sonic Lost World Review

30 Oct Posted by in Wii | Comments
Sonic Lost World Review
 

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Sonic’s been on a roll as of late (no pun intended). While many out there continue to shout the blue hedgehog’s demise since his Mega Drive days from a rooftop, truth of the matter is recent titles like Colours and Generations have delivered some truly fast paced platforming fun. With SEGA’s latest adventure taking the series to new places and also borrowing more than a few ideas from an old rival, can Lost World continue Sonic’s upward momentum?

Lost World kicks things off in high gear as we find our heroes Sonic and Tails mid battle atop the clouds with the evil Dr. Eggman. With the long moustached villain gaining the upper hand and sending the Tornado falling out of the sky, the pair are forced to make a quick landing on a strange world known as the Lost Hex. It’s here Sonic encounters a group known as the Deadly Six whom after besting Eggman, make it their mission to destroy not only the Lost Hex but also Sonic’s home world. The plot is goofy as are the Saturday morning-style cutscenes that appear throughout and beside the odd cringe inducing line here and there actually provide the odd smile or two.

What immediately makes Lost World such an interesting diversion from the hedgehog’s past adventures is its continued ability to throw new ideas your way that most of the time works in its favour. By now you’ve probably seen the Mario Galaxy style spherical stages that allow you to run from top to bottom of floating planetoids – these are the real highlight of the game taking cues from the plumber’s epic series and giving them a speedy Sonic twist and thankfully make up most of the game’s five or so hour campaign. The 2D sections although not nearly as exciting also offer some nice old school variety. The environments while far from original, at least allow for some interesting gameplay mechanics to be introduced such as skating in the snow world, grinding on rails in an underground base and leading giant fruits to equally giant blenders on a tropical beach.

While some ideas work well, there are a few that falter. A stage where you manoeuvre Sonic around inside a giant snowball (Super Monkey Ball style) proves frustrating thanks to less than accurate controls while boss battles feel overly simplistic and at times confusing. The Wisps too feel underutilized here. Whereas in Sonic Colours they felt like they complimented the platforming gameplay, here they’re no more than a brief gimmick that use the Gamepad’s features in often awkward ways. Rhythm for example has you tapping musical notes on the Gamepad to move Sonic around – it doesn’t add anything nor give you any real advantage. It’s a real shame because Lost World offers plenty of ideas that could have really benefited from the Wisps added powers had they been done right.

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