In Defense of 3D Sonic

Sonic Frontiers recently got its biggest new content update yet in celebration of the franchise’s 32nd anniversary. The update brought with it tons of new challenges, new gameplay settings to let you adjust the feel and momentum of the movement just to your liking, and the return of the iconic spin dash move in 3D for the first time in around a decade. The update has gotten me back into playing the game, making me remember how much I loved it when it came out last year.
It’s weird, because if I’m being honest, Sonic Frontiers really isn’t that great. This very publication gave it a lukewarm reception, and I can’t really disagree with any of the reasons why. The level design in both the open worlds and linear levels can be questionable (when it’s not lifted directly from earlier games in the series), graphical and physics glitches scream of a lack of polish, and there’s a constant underlying messiness that threatens to rise to the surface at the first sign of any wrong moves. Charlie Wacholz’s diagnosis of the game as “confoundingly inconsistent and slapdash” in our review rings completely true.
And yet, despite agreeing with pretty much all of this, I keep booting it up months after release, still loving it in spite of everything. It feels like there’s some gravitational pull that keeps me coming back to Sonic, no matter how much this series continually tries my patience. I just can’t help it. And as SEGA and much of the fanbase, especially the older guard, are having this year shape up to be a big celebration of the beloved 2D classics, with Sonic Origins Plus and Sonic Superstars both paying tribute to that legacy, my love for the 3D games shines through more so than ever. And I’m not alone: 3D Sonic has a reputation for attracting diehard fans, to the point that even games which were released to near-universal rejection like Sonic the Hedgehog (2006) and Sonic Forces have large groups of people who will defend their honor. I want to explore why that is: what is it about these games that continue to captivate me and so many others even when they keep stumbling over themselves in execution? Why do we love 3D Sonic?
Gameplay: Gotta Go Fast
Sonic has always been about speed. I mean, that’s kinda the whole point of the character: he’s the fastest thing alive, an adrenaline junkie with no time to slow down, birthed from Yuji Naka’s sheer impatience at trying to get through Mario levels as fast as humanly possible. Yet, weirdly enough, if you actually take a good look at the earliest Sonic titles, speed isn’t really that much of a factor. Especially not in the original Sonic the Hedgehog—with zones like Marble Zone and Labyrinth Zone, a significant chunk of your playtime is actually spent standing completely still and waiting for things to happen. And even in Sonic 2, 3, and Knuckles, where speed is prioritized more, it’s really not the core of the gameplay experience. You spend most of your time and energy on platforming with some degree of precision, with speed mostly slotting in as a reward for skillful play, whether that be through satisfying bursts of automated speed or natural moments of being able to play through platforming segments efficiently. Still though, speed is just a nice bonus—in most ways, these games are just like any other 2D platformer, where you just try to get to the end of the level and that’s that, hopefully while finding collectibles along the way.
It’s when the franchise moved into 3D that this really started to change. Both of the Sonic Adventure duology were crucial in the process of redefining how Sonic could work in a 3D space, with the first entry essentially laying the groundwork for the sequel to strike out in a new direction. Sonic Adventure, for the most part, is similar to the 2D games in its structure and gameplay loop (at least, for Sonic’s story), but it recontextualizes the gameplay experience in two key ways.
First, it makes the level design more linear. The 2D games always had a set start and end, but the pathway between them was often somewhat confounding, encouraging you to explore multiple different pathways of the level to make your own path. Sonic Adventure maintains some different pathways, but they are laid out in a much more clearly linear fashion, with exploration being deemphasized in favor of using pathway selection as a tool towards completing the level more efficiently, such as by using a well-timed spin dash jump to get up to a higher level early. Secondly, it adds an external motivator towards replaying levels for speed and improvement in the form of emblems. Every level has an emblem which it awards for completing the level within a set amount of time, and collecting all of these is required for 100% completion. This makes speed a much more explicit part of the gameplay loop and makes replaying levels to improve your skills more central to the experience.
Sonic Adventure 2 took both of these aspects and completely ran with them, in a way that would really come to define the appeal of 3D Sonic gameplay, in my opinion. Its levels are now even more linear, pushing you to move forward at all times, with pathway selection now being almost entirely a means toward speedrunning, keeping an eye out in the environment for anything you might be able to use to go faster or rack up more points. And replacing the emblem system as your extrinsic motivator is the ranking system. Basically, when playing through a speed level as Sonic or Shadow, you accumulate a score by defeating enemies, collecting rings, performing tricks, and ever-importantly, finishing the level in a short amount of time. After beating the level, your score is added up and translates to a rank, assigned between A and E, and getting A ranks is the main path towards 100% completion.
Putting these structural elements together, Sonic Adventure 2 becomes a game about a constant pursuit of perfection, throwing yourself at a level again and again and again, learning its ins and outs, taking advantage of everything Sonic’s moveset can do, and inching ever closer to that one perfect, A-rank run. And when you finally get it, when you finally execute on everything and get to the end with both blazing speed and remarkable skill, there’s a euphoric delight to it that few other games can fully capture. This is the heart of 3D Sonic gameplay to me, and the thing that keeps me coming back again and again: the rush of getting to that goal ring and seeing a big letter A, or S in later games, flash on screen, showing that your determination in grinding the level has paid off.
Sonic Adventure 2’s ranking system has largely endured in 3D Sonic ever since its introduction, even appearing in 2D in the Sonic Rush duology on DS, making some sort of pursuit of perfection a constant in the series. But part of the beauty of a ranking system is that it’s very malleable—if you alter the way point rewards for different actions are weighted, you create a different gameplay experience. If every subsequent entry in the series was just Sonic Adventure 2 again, that’d be fine—it is great, after all—but one of the things that makes coming back to so many different games in the series so captivating is that each one brings with it little tweaks to what its version of perfection looks like while still keeping that core pursuit intact.
For example, Sonic Adventure 2, as already explained, has a ranking system that prioritizes speedy completion of skillful actions, encouraging you to balance speeding through the level and carefully engaging with its many obstacles. Other games in the series, though, lean their weight more heavily into one side or the other of this balance. In Sonic Colors, the point value assigned to completion time is drastically decreased, and the levels are designed in a way that emphasizes methodical, exploratory, and technical gameplay a lot more. Grinding for ranks in Colors is therefore an experience about learning the layouts of levels in order to efficiently collect rings and other collectibles while creatively using wisp powers to rack up a high score. It plays very differently from the high-octane adrenaline rush of Adventure 2, but it still maintains the satisfying feeling of constant improvement. On the opposite end of the spectrum, Sonic Generations has ranks assigned almost entirely based on completion time, and then gives additional challenges with even more demanding time trials. Generations is the speedgame among speedgames, eschewing even the technical aspects of Adventure 2 in favor of levels meant to be blazed through and conquered in as short a time as possible. In practice, the experience of playing each of these three games is very different, but they all scratch that same itch, and the fact that there are so many different variations on how to scratch it keeps the series endlessly interesting.