Sonic X Shadow Generations Shows the Right Way to Remaster a Game

Remakes and remasters are a point of contention these days, between the massive changes that sometimes come to beloved classics like Silent Hill 2, or a company like Sony remastering every game they’ve released that anyone has ever heard of, for a console that those games are already available on. We could argue all day about what the right way of handling these projects is, but as Sonic x Shadow Generations reminds us, there is at least a right way of doing things we should all be able to agree on. Taking a cue from Nintendo’s reintroduction of Super Mario 3D World for the Switch, Sega shines here, carefully tweaking the Sonic half of this 13-year-old title to bring it up to speed in both a literal and figurative sense, while also adding an enticing new portion of the package in Shadow’s half. And while this wasn’t the case with the Bowser’s Fury portion of Super Mario 3D World + Bowser’s Fury, Shadow Generations is, frankly, the superior title of the two, to boot.
Sonic Generations was a good, albeit flawed game when it first released in 2011. The level design was solid, and at a time when there was quite a bit of criticism aimed at 3D Sonic releases following a five-year run of mostly disappointment, those sections here were instead praised. The game had its problems, though. It was maybe a little more ambitious than the Xbox 360 and Playstation 3 could handle, in terms of speed combined with the graphical fidelity on display: Sonic Generations was an obviously beautiful game, and that took its toll on its performance. The frame rate topped out at 30 and regularly dropped, which was a problem for a title focused not just on speed, but on split-second decisions and necessary button presses that could doom you if your timing was off even a little bit.
It also, just aesthetically and mechanically, took away from what Sonic is supposed to be: that feeling of blazing speed is diminished when it can’t keep up on screen. It’s a rarity to hear me discuss frame rate in a form other than “please stop whining about how you need everything to be at least 60 frames per second,” but the original version of Sonic Generations was noticeably jittery and inconsistent, which is not great for something that plays like a sci-fi racing game with looser controls. Sonic x Shadow Generations, however, runs at a smooth 30 FPS on Switch, and a try-to-keep-up 60 on Playstation 5 and Xbox. What a treat! It’s the game that it always should have been, which is to say, a modern Sonic game you don’t need to attach caveats to before praising. Like with Sonic Colors finally leaving its Wii-shaped prison, that’s worth commending.
Now, you could get that same frame rate with backwards-compatibility on an Xbox Series X, using a copy of the original Sonic Generations for the Xbox 360, which also happens to be how I already knew, before starting Sonic x Shadow Generations, what this game was supposed to feel like, if only the technology had allowed for that back in 2011. However, Sonic x Shadow Generations goes beyond the admittedly impressive upscaling capabilities of the system to show off the game in its finest form yet. You can still tell this is a remaster and not a from-the-ground-up remake, sure, especially as the cutscenes, and the quality of the characters within them and their animations, certainly look more of a different time than of the present. The levels themselves, though, look the best they ever have, and are now available to far more than just the select group of people who bothered to check out what a 13-year-old game looked like on their Series X.
There is more than just a visual overhaul and better hardware to lean on here, as well. Downloadable content, such as the enjoyable diversion of the Casino Night Pinball table where Sonic is the pinball, is here from the start. There are lots of little changes that make for a better gameplay experience, as well: Sonic Generations was good, yes, but also full of frustrating deaths due to its heavy insistence on pitfalls and instant deaths and enemies that appear basically out of nowhere when you do actually get moving at a good, uninterrupted clip. Now, as a default, there are visual markers for said pitfalls, or paths you take where an instant death is possible, or enemies that are charging up a shot with a laser rifle, and so on. During stretches where failure to shift from side to side in the 3D levels would cause you to fall to your doom, a warning flashes telling you to press the left bumper or right bumper, depending. You used to have to see all of that coming on your own before, which again, things were not always rendered in a way where that was going to be obvious to you in time: Sonic Generations featured quite a few deaths where you’d only learn after the fact that you’d messed up, and would have to use that knowledge for next time. Which can be a frustrating interruption in a game where the only way to get an S-rank on a stage is to complete it without dying, on top of by having a bunch of rings and wrapping it in a timely fashion.
In the end, you still need to react appropriately and on time to all of these prompts, so it’s not as if the game has taken anything out of your hands or made it shamefully easy or anything of the sort. They’re all designed to limit frustration more so than difficulty, to help keep the flow of the game going, in the same way the enhanced frame rate does. This is a welcome change, and Sonic Generations is an improved experience because of this light touch revision.