I’m Not Sure How I Should Be Playing Sonic Superstars
Sonic Superstars is out and so it’s time to do my usual dance with the famous blue blur. I’ve sunk a not insignificant amount of time in the game, speeding through multiple of its stages in the last few days and trying to explore every nook and cranny of its labyrinthine design for goodies like bonus stages and power-ups. I’ve even had some fun doing this, but more than ever, I’m confused about the same thing that always confounds me when I pick up one of these titles: how am I meant to play Sonic games?
The iconic blue hedgehog’s catchphrase “Gotta go fast” suggests an obvious philosophy, but I’d contend that it is not in fact so obvious. Time and time again, I’ve picked up one of these games, revved up in ball form and gone fast, only to slam headfirst a few seconds later into some spike trap or deviously placed enemy. I’m more familiar with the sound of all my character’s rings leaving my body than I am the triumphant fanfare of completing a Sonic stage. The series’ premise then seems like little but a lie parroted by generations who’ve reinforced the wrong idea about a franchise for decades. And because of it, I always walk away from Sonic games with a sense of frustration, rather than joy. Even the triumphant Sonic Mania from some years ago couldn’t keep me, even when everyone around me swore up and down that it was “the good one.”
Sonic Superstars is no different. It’s enjoyed a relatively positive preview cycle, one that has let me enjoy the game not once or twice, but three separate times! Every time, I’ve come away from it hesitantly optimistic about the game too: I’ve enjoyed the new selection of powers at your disposal, co-op is maddeningly chaotic, and the bevy of bonus/mini games scattered throughout the levels I’ve played have injected a fresh bit of nostalgic fun into the game. This largely holds true in my time with the finished product, but simultaneously reveals some of what I’ve perceived to be weaknesses, or maybe “conflicts” is the better term, in the design of the game. For a game supposedly built around speed, there’s an awful lot to miss this time around. Players familiar with the series know to expect chaos emeralds hidden around the game to collect, but there are countless score-juicing bonus stages that dot every level and they are ridiculously easy to zoom past when you’ve built enough momentum for the background to become little but a blur. Building to that speed should feel exhilarating and rewarding given the series, but noticing these extra goals pass me by only fills me with a solemn contempt that I missed them for seemingly playing the game the “right way.”
In Sonic Superstars, this can become increasingly frustrating as you accidentally skip the new power-ups. Though I can’t tell you with absolute certainty that I have missed some, it certainly feels like I have considering how many stages I’ve completed and how little of my radial menu I’ve filled with new abilities! The ones I’ve collected don’t feel game-changing, leading me to believe that those I’ve missed are as likely to mix things up, but having outright blown past them feels like a sin of the game’s design, not my own. So then why am I punished with the absence of cool new skills?
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