Sonic Unleashed


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Dave Halverson
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games Review 6th March 2009
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After seeing Sonic Unleashed for the first time on Xbox 360 back in January, along with an up-close-and-personal look at the new Hedgehog Engine, when I saw the Wii listed as a format on the press materials I thought it was mistake. Finding out that it wasnt (and nothing else, Sega wouldnt budge) my mind defaulted to the usual protocol: it would either be a port, which in this case would have to be bare-naked and flat-shaded and would still run at about 20 fps, or an external studio knock-off scaled down to Wii size; the latter of course being the best but least likely case. While I was up at Sega a few weeks back to play the 360 version, and nobody mentioned the Wii version, I figured it was months behind or toast. So when the Wii version of the game not only arrived first but tailor made (very well) for Wii waggling, I was surprised, yet elated, yet wary.

As Unleashed gates underway Dr. Eggman is having himself a very good day. Hes managed to get Sonic to transform into Super Sonic and walk right into his trap: a high-energy shield that strips him of his powers and the Chaos Emeralds which Eggman then uses to awaken Dark Gaia, a powerful monster lodged within the planets core. But Eggmans awakened it too early; the monster cant hold its form and breaks down, causing a strange transformation in Sonic as living fragments rain down, rupturing the planet.

After surviving the fall from space, Sonic awakens to find he has company in the form of a strange little flying creature with amnesia he calls Chip, but we come to know him as the Wii games designated backseat gamer, on hand to state the obvious and make sure you never ever, ever have to think. Off to training we go.

The game takes place over several continents in need of healing, each with a quaint little village and Gaia Gate leading to a Gaia Temple where youll eventually find doors to the levels. You need the corresponding tablet to open each one, however, and the only way to get those is by clicking destinations around a static screen village (the ones that say new usually do the trick) until you come across a villager that happens to be carrying a sacred tablet fragment. Professor Pickle will be helping too, once you snatch him back from Eggman, along with Amy, who still loves Sonic even as a big bad wolf. Its all one big silly mechanism to deliver the story and point the way on a Dick and Jane level but its harmless. The people are generally wacky and once you heal each continent you can change the setting from day to night and watch them get all jacked up on Dark Gaia.

Eventually Chip will actually stop chattering, the training will end and youll find yourself confronted with an actual level where the quality gaming begins. The majority of the levels in the Wii game are played as the Werehog, so its a good thing Sonics low-speed assaults deliver better than expected. Sonic Team has built some great levels around the Werehog, heavy on both platforming and combat. Using Sonics new stretchy-arms, two-button chain combos are a breeze and can be augmented with one-button finishing moves. Its not as deep as the next-gen version but totally suitable to the simplified Wii game. You can also convert the Dark Gaia Force you absorb to Health, Attack, and Unleash upgrades, or combo level-ups and finishing moves such as the Were-Hammer and Earthshaker. By galloping on all fours (by double-tapping the analog thoughvery awkward) the Werehog can also dizzy opponents to grab, pummel, or throw, and activate Unleashed Mode to deal more damage and take less. The combat happens in waves, indicated by purple barriers, gelatinous Gaia monsters rising out of the ground and what I can only describe as Lupin music. Like the next-gen version, when Sonic the Werehog isnt doing battle hes platforming, which in this case mixes traditional jumping routines with the stretchy arms to grab ledges and poles and transfer between them or grab onto and swing from hovering Gaia. Nothing too perilous at first, but the challenge does mount; the last few continents are definitely for the platforming savvy. Its a strange dichotomy: negotiating a series of brutal timing platforms and shimmying along ledges yet still having the giant picture of the R-button pasted on-screen for the duration.

The daytime levels are exceptionally impressive, where we find Sonic a similarly altered beast. Joining the Homing Attack and Lightspeed Dash are Sonic Boost, used to run on water and walls when momentum lets you down; Quick Step, a lightning fast left or right lane shift without losing momentum; the wall jump; and of course the super fun and long overdue Sonic-Drift which makes me wish theyd do a Sonic-R2. Sonics still clumsy at low speed but in go-fast mode hes nicely refined. Unfortunately, we dont get to control him outside of his natural habitat like we do on 360 and PS3. Each daytime level is followed by a Ring Challenge where you need to collect a given number of rings in the allotted time, and every Sonic fans worst nightmare: stages where the goal is to run a timed gauntlet of breakables...and not break anything. The worlds squirreliest character with big red feet in a china shop; talk about reverse engineering your brain.

The only real problem I have with Unleashed on the Wii, aside from the coddling infrastructure, is the lose-lose-lose proposition of finding a controller to play it with. Unless youre a glutton for punishment, forget the Wii Remote and Nunchuk. The GameCube or WaveBird controller feels great, but using the shoulder buttons for quick jumps, spinning attacks and Werehog combat wont do your sanity any favors. Which leaves the Classic controller, which works well and is a great little pad... emphasis on little. Though your index finger may suffer from prolonged R button exposure, its the clear choice.
score
7.5
out of ten
verdict
Sega did the right thing by creating a version of Unleashed specifically for the Wii and PS2, delivering quality games respectively, although its also a reminder of just how far apart the current consoles are. It would be nice to have more big daytime levels but whats here Sonic Team definitely make the most of. The Wii version is different enough and made so well that its worth a look if you own both systems too. Wii users arent getting anywhere near the game next-gen owners are, but at least theyre getting a quality Wii version over a port.
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