The World Adventure: Re-evaluating Sonic Unleashed – Part 2
Welcome back, Sonic fans and detractors alike, to our double-barrel feature looking back at that time things for our favourite hedgehog got a little hairy. In Part 1, we covered the inception of Sonic Unleashed; from its emotional rollercoaster of a reveal in the wake of Sonic 2006, to it being seized upon by ravenous lampooners of the day, and finally its muddy legacy in SEGA’s eyes today. We like to do stuff a wee bit differently at Mega Visions, so it’s here that we’re going to swerve wildly off the beaten track. We’re going to be nice to the thing. What a concept.
I harbour much nostalgia for Sonic Unleashed. Though I’d by no means classify it as a perfect game, nor even my favourite 3D platformer of all time, it nonetheless holds the title of my Sonic outing of choice. Whenever I want to introduce people to the series, or to exemplify the best I think its formula of high-octane action has to offer, it’s the one I switch on. Its special blend of graphical pizzazz, gameplay variety and ludonarrative elements just comes together in a very special whole which, to me, the franchise has yet to replicate.
And you know what? It tends to work. Long-held preconceptions about the Werehog and the game’s quality being in any way comparable to that of 06 melt away like a Chocolate Chip Sundae Supreme in the Shamar sun. Usually, the poor subjects I’ve roped into engaging with my interests are hooked – just like lil’ 11 year old me, booting up his Wii after school. I was young and innocent once, believe it or not.
But don’t worry. You’ll never hear me say the game’s without its faults. I’m not wearing rose-tinted glasses on this one. I’ve had those well and truly smacked off my naïve head by near-enough a decade of folks contesting this (admittedly controversial) opinion. But therein lies the rub – it’s becoming slowly less controversial.
In recent years, Unleashed’s stock has seen a dramatic increase in the fandom, possibly due to a whole new generation of devotees populating it that grew up with the game. All of a sudden, its characterization has shifted from ‘just another bad 2000s Sonic game’ to ‘forgotten gem in need of a Colors-esque remaster’. Frequenting Sonic channels on any major platform, you’ll come across countless posts and videos detailing why it deserves love, and appreciating the smaller things that it did to pull you into its world. It’s about time.
Time for us to do the same thing. Let’s have a butchers’ at four of Sonic Unleashed’s best aspects, and uncover the pure heart beating beneath that ugly, furry, elastically-limbed exterior. There’s a relevant metaphor in there somewhere. Just can’t think what it is.
Number 1: The Visuals in Sonic Unleashed
We can’t exalt the virtues of Sonic Unleashed without addressing the elephant in the room (who, knowing this series, is probably wearing shades and jamming out to thrash metal in the corner of said room). This is a gorgeous, gorgeous game. Like, jaw-droppingly beautiful. Mesmerisingly, astonishingly, insert-adverb-here-ly stunning. Sonic Team invested countless hours and coinage into the production of the Hedgehog Engine, an in-house program which renders realistic lighting and sunrays in such a way that they behave convincingly in 3D environments, and to say it paid dividends is an understatement.
From the second you start up the game, you know you’re in for a treat. The opening cinematic, which sees us join up with the climax of yet another Sonic/Eggman conflict, looks like it’s been animated by Pixar. This is the geniuses at Marza Animation Planet behind the proverbial wheel, and they came to slay with their digital brushes. Be it the beautifully cartoony squash and stretch on the cast; the fast-paced, Star Wars-esque action; the epic sense of scale when Eggman blasts the planet open; or the wonderful, subtle visual parallels between Dark Gaia and Sonic as he Werehogs it up (hinting at their connection), it is the single greatest bit of CGI media this franchise has yet produced. It pumps you up to play in a way no other intro in the series does. Hell, I have a film degree, and as a piece of storytelling it’s more effective than some alleged classics I’ve been made to sit through.
This same quality is maintained throughout the remainder of the game’s cutscenes. They aren’t all done with lavish CG – the post-06 budget’ll only go so far, after all – but even the in-engine sequences pop with an energy the soulless robotic models from past games could only dream of. There’s a reason Marza were brought on to do the character animation for the Sonic movie, after he was redesigned from whatever horrifying gremlin they were trying to pass off as him to begin with.
Of course, the in-game graphics are no slouch, either. Courtesy of Eggman’s comically large space laser, the planet (Earth, Mobius, call it whatever you want at this point) has been split into multiple chunks. As a result, we’re off on a globetrotting journey, which leads to the most diverse set of locales the franchise had dabbled in up to that point. The Hedgehog Engine lends a visual clarity to each exotic destination, ensuring they all have their own identity and unique aesthetic features that set them apart.
Apotos, the stand-in for Greece, kicks things off with its sun soaked white stone alleys and cool nighttime ocean views. Almost makes you want to forget the world’s in a bit of a fix and book a holiday. Spagonia (Italy) follows suit with multicoloured storefronts, towering architecture and an eclectic, nostalgic sense of culture. Mazuri (Africa – yes, I know that’s not a country) boasts warm colours, tribal traditionalism and an endearing assortment of wildlife; all curiously non-anthropomorphized. Chun-nan (China) has you exploring ancient shrines, bamboo forests and waterfalls, all while riding dragons and fireworks, before popping off to the local meat bun shop.
Holoska (Alaska, duh) is a snow-covered wonderland dotted with igloos and dancing penguins; at night, the skies light up with dancing auroras. Shamar (Egypt) is a bustling desert town steeped in mysticism, with spice markets and vase sellers around every corner. Venture a bit further out of the city, however, and you’ll encounter ruined temples overlooking reflecting pools, beckoning the curious.
Empire City (America) is a diverse melting pot of folks from all walks of life, and its manic, urban design reflects that – towering skyscrapers cover the horizon and cluttered freeways are your racing grounds. Adabat (Indonesia) is a criminally beautiful collection of islands which house a tight-knit community, who maintain a simple lifestyle of fishing. The sight of the sun descending over the pristine ocean, casting deep hues of purple and red across the landscape, as Sonic watches from the wooden boardwalks is just breathtaking.
I think you get the point I’m trying to make here, somewhat at length. Sonic Unleashed represents the pinnacle of graphical fidelity in the entire franchise – irrespective of the performance issues this indulgent eye candy causes – and it’s yet to be matched in my view. I’m not sure whether to be impressed or severely disappointed by that fact. Lord knows Lost World wasn’t getting anywhere near it, with its suspiciously Mario-like environments, and Forces… well. The less said about that one, the better.
Number 2: The Music in Sonic Unleashed
Naturally, Sonic Unleashed wouldn’t be much of an audiovisual feast without the audio part – but fear not. Your ears will be triggering as much of that sweet, sweet dopamine as your eyes will. The soundtrack to the game, ‘Planetary Pieces’, is to me the finest collection of tracks the franchise has to offer, as well as one of my favourite gaming OSTs of all time. Period. Yep: move over, Link. Soz, Ratchet. Sora? More like bore ya. A bit of Arid Sands Night is where it’s at.
I won’t wax lyrical on this point as nothing I could say could really do it justice. I know about as much concerning music theory as I do about how to make toffee. Which is to say, not a whole lot – and if I tried, the end result would just be hot, sticky and altogether unpalatable.
So what I’ll do instead is highlight the musical stylings for each world of the game, and direct you to some of my favourites. Diversity is very much this soundtrack’s strength. Unlike some other Sonic titles, which were content to pick a musical genre and very, very firmly stick to it (read: Shadow and its buttrock, Forces and its omnipresent synth) Unleashed switches things up. In keeping with its multicultural approach, each region boasts totally different instrumentation that is respectfully evocative of the real-world area they act as an analog for.
It’s reported that, during production, the game developers travelled to many corners of the globe to conduct research on local communities, and for composer Tomoya Ohtani to draw inspiration for the soundtrack. To me, that sounds like an excuse for a vacation. But can you really blame them?
I can’t continue without giving an obligatory mention to The World Adventure, the game’s bombastic main theme. Rousing, hummable and suitably goosebump-inducing, it keys you up for a spot of planet-traversing in record time. Please partake:
First stop, Apotos: Windmill Isle. Winds and strings are the order of the day here, accentuating your breezy cruise through this charming seaside town. Special mention goes to the night version of the hub theme. Relaxation incarnate.
Spagonia: Rooftop Run brings in continental accordion goodness, and a wide variety of plicks and plucks of all sorts to place you squarely in its European vibe. Everyone and their mother has heard the day stage theme from here – and rightly so, as it’s a bop – but I want to give a shout out to the night stage theme. I can’t resist banging my head to that electronic beat meshed with acoustic instrumentation.
Mazuri: Savannah Citadel next, which marries traditional African percussion with rocking guitar riffs to tremendous effect. While the day stage theme makes you just want to run yourself, the night theme connotes the mystic dangers of the witching hour.
Holoska: Cool Edge is home to one of the most iconic tracks in Sonic history, its day stage theme. With an earworm of a melody and an abundance of bass, it’s well and truly chill. Pardon the pun. This is to say nothing of the gorgeous night music here, which gives you a feeling of homely warmth amidst the bitter cold.
Shamar: Arid Sands has already been namechecked by me here, and it’s easy to see why. Its collection of night themes – both stage and hub – are absolute bangers, with a crazed saxophonist pouring his entire soul into every note. To be honest, I’m not overly keen on the day stage music, which sounds a bit like an orchestra comprised of dying seals, but what do I know?
Empire City: Skyscraper Scamper injects a sprinkle of West Side Story into your Sonic, with its gritty urban riffs and ceaseless finger-snapping on the tracks. Nothing accompanies your precarious teetering on balance bars in the night stage like some hip hop beats.
Adabat: Jungle Joyride packs some jungle rhythm into its music. While the day stage theme goes ham on the steel drums, pushing you ever onward across the glistening sea, the night stage theme, with its intense piano chords, is… well. It’s beautiful, and pairs splendidly with the crimson vistas the level offers. Have a listen for yourself.
Rounding out the package is a marvellous selection of vocal themes, as is tradition for the Sonic franchise. Jaret Reddick, of Bowling For Soup fame, helms the showstopper title tune, ‘Endless Possibility’; and for my money, it’s the best song in the series. The lyrics convey Sonic’s character in less than 3 minutes, a feat which 06 failed to do even with its numerous hours of cutscenes, and its chorus is an irresistible hook.
Overall, Sonic Unleashed’s soundtrack represents the richest musical tapestry the Sonic franchise has yet woven. Pulling in influences from every continent on Earth, and mixing in a little of that unique, irascible Hedgehog flair, led to total magic being conceived in that studio. Even now, I’ll pop it on in the car or on my playlist while doing this and that. I even plan to have a couple tracks from it play at my wedding. No joke. It’s that good. Sonic games are generally known for their fantastic music, sure – but ‘Planetary Pieces’ is next level stuff, man. Have a listen. Your eardrums’ll thank me.
Number 3: The Gameplay Loop in Sonic Unleashed
It would be rather hollow to write such an in-depth love letter to a video game without discussing the, uh, actual gameplay. So let’s do that. Your time in Unleashed will be fairly evenly divided between Sonic day levels, Werehog night levels, and hub exploration, with the odd Tails plane stage tossed in for variety. This is unless you’re playing the watered-down Wii version (of which we do not speak), which has three additional night acts for every day act. Even I can’t get behind that.
The day stages should need no introduction, nor defending, for Sonic veterans. These raw, unadulterated thrill rides established a baseline formula which SEGA would remain married to for the decade after Unleashed’s release. Everything about them is 3D Sonic done correctly. Playing as regular, out-in-the-sun ‘hog, you have the usual mainstay moves like the homing attack (curiously mapped to the same button as boosting, which is an odd blunder) and the stomp.
New additions are the slide, and most importantly, the boost. As previously mentioned, this feature immigrates from Sonic Rush on the DS, and is effectively a spin-dash-in-a-can. One tap of a button and that can springs open, instantly maxing out your speed and sending Sonic hurtling along like a comet. I can’t even begin to tell you how satisfying it is to chain all of this together once you have a run down pat.
The stage design is perfectly suited to this speedy moveset, prioritising memorisation and quick reaction times. You’ll zoom across levels so vast it makes your head spin wondering how they managed to get it all done, let alone looking as sharp as they do. Miles upon miles of virtual terrain are crossed in minutes flat, and it is pure joy watching all the sights screech by. Slow down, and you can even poke your nose into some cozy little side areas, like a terraced café in Apotos and some cave pools in Adabat, which you would totally miss boosting like a lunatic. I’d love to see a detailed zoom-out of some of the day acts, Jungle Joyride in particular, just to take in how incredibly intricate they are. Hats off, Sonic Team. And I don’t even wear a hat.
Now then. The Werehog levels. I’m aware having something positive to say about these is playing devil’s advocate. In fact, the only way I could be advocating the devil any further is if I tossed my CV at Satan himself’s doorstep in application to be his receptionist. (1 hour lunches and I’ll throw in my soul too, take it or leave it). But here’s the thing. I enjoy them. And I’m going to try and articulate why. Obviously, off the bat I can completely understand why people object to the fundamental principle of the thing. ‘Why do these have to be here,’ ‘I don’t like how slow they are’, ‘this style of gameplay doesn’t suit Sonic,’ ‘why couldn’t it have been Knuckles,’ and so on, are all valid critiques. However, I find that it’s exactly this contrast between the two gameplay styles that fits the motif of day-and-night duality the game is going for. The Werehog lends some novel variety to a package which would otherwise have been over in about an hour and a half.
In this burly, Dark-Gaia infused form, Sonic gains muscles, cleats and, for unfathomable reasons, Mr. Fantastic stretchy arms. All of these traits are put to effective use in the night levels, which take the shape of combat-oriented 3D collectathons. His bouncy animations as you swing from poles, use elasticated rods to fling yourself around, and grapple off enemies over pits are very pleasing. The platforming takes a moment to adapt to, but once you settle in, it puts similar sections in the Adventure games and Heroes to shame. The thrill of clambering up the innards of a massive clock tower, before inching along its colossal hands, is sublime.
Also done very well is the exploration. While the day stages have you blasting through so quick you’ll never be able to take in the environment, these segments practically force you to. Perhaps I’m a sucker, but there’s a part of my brain that gets tickled when you bash in a door or lift a rock, to find one of many Sun and Moon medals or bits of concept art waiting for you. Spagonia’s night stage ranks among my faves for this very reason; it seems every resident of the city leaves their lights on and their doors unlocked, leaving Sonic free to smash his way in and make off with whatever detritus is lying around. You didn’t want that vinyl record, did you, mate?
The combat, which pits you against endless hordes of Dark Gaia mooks and Eggman robots, is button-mashy, I’ll give you that. But it’s also very, very flashy, and sufficiently tactile that I find it difficult to care. The rudimentary level-up system in the game ensures that your Werehog is always growing and learning new stuff. The diversity of combos you can pull off, from absurd spinning piledrives, throws and AOE claps to ‘the Sho-hog-ken’ (blessed be whoever named that move) is fantastic. I will never get tired of picking up two hapless automatons and slamming them together like a deranged monkey. The bosses, too, are great fun to bring down, with a good..
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