
Once again we've reached the point in the year where Sega rolls out the dead horse that is Sonic the Hedgehog, this time with his much fatter former self. Now I don't know about you, but I'm guessing Sonic worked pretty hard to loose all that weight, so why people are clamouring for the fat chick I don't know, maybe they think she'll work harder. Yes, what the announcement trailer, released last week told gamers was that Sonic was back! This time modern Sonic and classic Sonic will be working together to achieve a common goal, most likely to stop the evil Dr Eggman, or some recolour of the villain as he turns small woodland creatures into robots. Even after all these years the green message still embellishes itself into the franchise, although by now it's more a staple than a statement. But I digress, this article is not to discuss what we've already seen, but to use this knowledge to predict what we might be seeing from the duo.
Sega is very clear that both Sonic's will use skills relevant to the games they've starred in. Classic sonic has the likes of the spin-dash to aid him, and modern sonic has recent staple, the homing attack to help him out. Now, the 2008 Sega release “Sonic Unleashed” featured a similar concept of there being two versions of Sonic for the player to control. Sonic became a slow and lumbering “Were-hog” for night based stages, whilst he was his regular speedy self graced the daytime portions of the game. This was a good concept, as two separate sets of mechanics is a clever way of breaking up any monotony experienced in a game that just uses the same set over and over. The only problem was that the Were-hog stages were just... You could power a continent with the amount of rage induced by those portions of the game. Which was such a shame, as the daytime stages of Sonic Unleashed were fast, intense and most of all, really fucking fun! In generations, the levels for each character are basically Sonic Unleashed daytime stages divided in half, the 2D portions served up to classic Sonic, and the 3D to Modern Sonic. Essentially, we finally get a full game of fun stages if Sega can handle making a good Sonic game, this is a great opportunity.
Another element that could be called upon in Generations is within the narrative. Why is classic Sonic there? Is there even a reason? If there is, Sega could create some really interesting turns in the same vein of Sonic CD's time travelling system that had players travelling into mechanical futures where Eggman ruled the world, and back into the idyllic, picturesque past where even the badnik's (Read: enemy robots) looked cute and colourful. Well, even more cute and colourful. Putting this into Generations in some capacity could not only increase re-playability, with players wanting to go back and complete each incarnation of a stage. But provide some interesting narrative elements like the stuff seen in games like Time splitters: Future Perfect. In this game, the protagonist: Sgt Cortez, must travel into the past and the future too uncover who is behind the creation of the time crystals. Along the way, Cortez must go back into the past to give himself a key so he can escape a house. This is a cool narrative device, and using a similar tactic in Sonic Generations could provide some really memorable moments for the franchise, for example, in a boss fight, Eggman could be too high up for Sonic to hit, so the other Sonic warps into the future where a higher ledge is easily accessible, before launching back into the past to bring Eggman down. If time travel appears in this game at all, I really hope that Sega take a whole hearted approach to it, and use it to it's fullest.
Finally, I want to talk about what’s already much speculated: co-operative. Personally, I don't see a good way for this to work, without the aforementioned time travel, or some sort of system where one player must open the way for the other player and vice-versa, which would get stale very quickly. Thinking about it, Sonic Team don't have much experience behind co-operative game play. The closest thing I can think of is the addition of Tails in Sonic 2, and his continued control through the second players controller throughout 3 and Sonic & Knuckles. Which, whilst functional, and admittedly very fun, just wouldn't fly in today’s gaming world. Sega would really have to stand back and dream up an innovative co-op system to get people to notice this aspect of the game, and not just tack a co-operative experience on for the bullet point.
But hey, it's all speculation! These are just some things I hope Sega includes, or dabbles in within Generations. At this point we have very little information on the game, so it could turn out to be the best Sonic game ever, or the biggest Sonic flop since 06. Either way, I'm excited to see how the game turns out when It's released towards the end of this year!
- Harley Cosmo



