
By now every self-respecting gamer in their twenties should have seen the trailer for Sonic the Hedgehog 4. (If not, http://www.youtube.com/watch?v=gNs6DkEKSMI) Hopefully it invoked some emotional reaction from you, be it horror, hope, or good old fashioned tears of joy. With that in mind, it’s now time to get exceedingly nerdy as we take a look into Sonic’s past and try to figure out his future. It’s like palm reading, only with more guessing (but only a little). Just for an added special bonus (read: no reason), we’ll even do it in the style of Sonic CD, by visiting the past, present and future.
The trailer begins by going back to the roots of that famous blue hedgehog, back to the days when baseball caps, skateboards, dungarees and The Simpsons were all still cool: 1991. It then morphs majestically through the next three years, showing the evolution of the character and the visuals as the games became the two cannonical sequels, bringing in the only two Sonic sidekicks ever to be welcome in the series’ universe: Miles ‘Tails’ Prower and Knuckles the Echidna (although the jury is still out on Tails).
Thankfully, the trailer then skips ahead, glossing over the intervening sixteen years as if they never happened. While Sonic’s track record at the time was not perfect (Sonic Spinball was utter drivel and Dr. Robotnik’s Mean Bean Machine was passable), it was far from tarnished… so what happened in these sixteen years? A quick count reveals that, ignoring cancelled and compilation games, Sonic has appeared in a whopping fifty four games. Shockingly, at least a third of those are utter, utter crap. Why is Sonic returning to his roots such an important thing? Let’s get in depth as we head into… the Nerd Zone.

The end battle was well done, at least in conception, with a huge scale of devestation never seen previous in a Sonic Game (except perhaps when Angel Island was bombed in Sonic and Knuckles, but that was nothing compared to what the Dreamcast could show). With a fun appearance by super sonic and good mechanics for the fight.
What let the game down wasn't the bolted on secondary, tertiary and redundant characters but the lack of a consistant pace, or world in which to explore. The between level maps were little more than ornate corridors providing some enjoyment such as hunting for upgrades but not inherently valuable experiences. And the cities were filled with humans. That got on my nerves. Talking blue hedgehogs (etc) and the cities are filled with late 20th century humans in suits. Okay. And the chao, I hated the chao.
Overall the flaws can be overlooked as experiments on a new console whilst its successes can be lauded, such as the kinetic 3D pace of sonic's level and the quality of the level construction, game art, some of the rpg elements but SEGA never consolidated it into a new core dynamic for its game play favouring a portfolio of sonic-ish stuff involving outlandish concept mechanics such as warehogs and the like. SA was a good starting point for 21st century gaming which was underused.