Sonic’s had a fairly mixed go of things since he and his cohorts made their debut over two decades ago, but Shadow’s arguably had it worse.
The black hedgehog was given guns and an edgier personality but little else back in 2005, and while some will still claim that outing was a misunderstood cult classic, it sounds a lot like copium to me.
Still, with a movie threequel bringing Shadow to mainstream audiences with Keanu Reeves, it’s about time he gets to set the record straight. While Sonic is still on the front of the title of this two-game mixtape, Shadow is definitely the star.
Spines and Speed
Perhaps unsurprisingly given the game it’s bundled with, Shadow Generations takes a lot of cues from the Sonic Generations title that’s somehow thirteen years old.
Each level offers a variety of acts, with some being played primarily in 2D and some in 3D, and both feel great to play.
Naturally, the aim is to go fast, but this is the first game in the Sonic franchise in a little while where I’m really enjoying the scenery.
Take Space Colony ARK, for example, the first location. As you dodge huge missiles and burst through robots, the background looks staggeringly good at times. I’ve not noticed any frame rate drops, either, making this feel like a true tour-de-force of spines and speed.
Many of the same criticisms creep in, though; quick time events occur, although they’re not too common, and at times the game can feel like it’s playing itself, although there are plenty of alternate routes to shave a few seconds off your time.
Perhaps my biggest issue is that the fixed camera can sometimes get in its own way, particularly if you lose momentum in a challenging section during the 3D segments. That can make it tricky to get going again, but it’s nothing new for the series.
Old ‘Hog, New Tricks
What is new are Shadow’s new Doom Powers and Chaos Control. I’ve not spent enough time with the former yet, but I’ve had a blast with the latter. Freezing platforms and enemies by stopping time is really fun, and it plays nicely into some big set-piece moments, too.
These powers will eventually unlock additional rewards in a new hub world that Shadow visits between missions, and I’m excited to see how it grows over time.
While Sonic Frontiers seemingly suggested the future of the franchise would be open-world, it feels like slipping back into warm slippers moving into more linear spaces with Shadow this time around, and that’s only enhanced by many of the levels being inspired by classics from his blue counterpart’s past.
Rail Canyon is a reprise of the Sonic Heroes area of the same name, while others, such as the aforementioned Space Colony ARK, are based on classics like Sonic Adventure 2. There’s even a level based around Sunset Heights from the less well-received Sonic Forces.
Back to 2011
The other half of this double feature is Sonic Generations, and as a game that’s over a decade old, I have less to say about it other than it remains a firm favorite in the series so far for me.
Splitting 3D and 2D versions of Sonic into their own levels remains a great way to play with my son, handing off the controller between sections, and it looks better than ever now.
As with Shadow Generation, performance is rock solid throughout, and I’ve had very few issues. It makes flying through Green Hill Zone for the umpteenth time a pleasure, and Generations still feels like a great celebration of the series, with so many favorite stages and bosses included.