Sonic the Hedgehog 4: Episode I

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Sonic the Hedgehog 4
File:S4 top logo.png
Sonic the Hedgehog 4
File:Sonic4Ep2Logo.png
Logos for Episode I (top) and Episode II (bottom)
Developer(s)Dimps
Sonic Team
Publisher(s)Sega
Producer(s)Takashi Iizuka
Composer(s)Jun Senoue
Platform(s)PlayStation Network
Xbox Live Arcade
WiiWare [5]
iOS [6]
Windows Phone 7 [7]
Android
Microsoft Windows
ReleaseEpisode I:
October 7, 2010 (2010-10-07)[1]
  • iOS
    • WW: October 7, 2010
    [1]
    WiiWare
    PlayStation Network
    Xbox Live Arcade
    Windows Phone 7
    June 15, 2011
    Steam
    January 19, 2012[2]
    Android
    January 25, 2012

Episode II:
May 15, 2012 (May 15, 2012)[3]
  • PlayStation Network
    Steam
    Xbox Live Arcade
    Tegra 3 Devices
    • WW: May 16, 2012
    iOS
    • WW: May 17, 2012
    Android
    • WW: June, 2012
    Windows Phone 7
    July, 2012
Genre(s)Platformer
Mode(s)Single Player

Sonic the Hedgehog 4 (ソニック・ザ・ヘッジホッグ4, Sonikku Za Hejjihoggu 4) is an episodic platform video game and a sequel in the Sonic the Hedgehog series. The game was developed by Dimps alongside members of Sonic Team[9] and is intended to be inspired by and similar to the original Sonic the Hedgehog titles on the Sega Mega Drive/Genesis.

Episode I was released in October 2010 with slight variations in exact date and price among different platforms: iOS, Android, PlayStation Network, WiiWare, Xbox Live Arcade and Windows Phone 7.[7] Release for PC and Android followed in January 2012.

Episode II was released in May 2012 for PlayStation Network, Xbox Live Arcade, PC and iOS. It will be released for Android in June and for Windows Phone 7 in July.[3][10]

Gameplay

Gameplay screenshot of "Splash Hill Zone" from Sonic the Hedgehog 4: Episode I.

Episode I

Sonic 4 is a 2D side-scrolling platformer reminiscent of the original Sonic games for the Sega Mega Drive/Genesis.[8] Players control Sonic the Hedgehog,[11] using mechanics such as the original spin dash and power-ups including Shields, Invincibility and Speed Shoes. Sonic is also able to use the Homing Attack which homes in on a targeted enemy or object.

Unlike the first three classic Sonic games, after completing the first act the player is able to freely choose which zone to play via a world map, or choose to play them sequentially one after the other.[12] Each of the four zones contains three acts followed by a separate boss battle act, rather than the boss being included at the end of the third act. The boss act is unlocked by completing all three acts in a zone. The boss battles, similar to the zones themselves, are similar to and inspired by the boss battles and zones from older Sonic titles, but with variations added.[13] Once all acts and boss battles within each zone are cleared, players gain access to a fifth and final zone.

Special Stages in Episode I, accessed by finishing an act with at least 50 rings and then jumping into the Giant Ring that appears at the end of the stage, are based on the Special Stages in the original Sonic the Hedgehog. The player must tilt the playing field in order to navigate Sonic through a maze within a set time limit to collect a Chaos Emerald, collecting rings to open gates and time bonuses along the way.[14][15]

Returning for the first time since Sonic & Knuckles, Sonic can transform into Super Sonic during regular levels after collecting all Chaos Emeralds from the aforementioned Special Stages, and at least 50 rings within the currect act.[16]

The game is playable in up to 1080p HD on the PlayStation 3 and Xbox 360,[8] and 480p on the Wii.[17] The mobile versions of the game can be fully controlled with either the accelerometers or virtual buttons on-screen. Certain levels also make specific use of the accelerometers.[18] Players are also able to upload their game information to online leaderboards to compare level completion times and high scores.[8]

Episode II

Episode II plays similar to the original episode, but with several enhancements. Sonic is now accompanied by Tails, either controlled by the computer or a second player via local or online co-operative play. Unlike in the 16-bit titles, Tails cannot be played in single player and likewise Sonic can't be played on his own.[19] There are also new various combination moves that can be performed together, such as Tails lifting Sonic up to places he would be unable to reach otherwise, and the two can roll into a ball to perform a fast and powerful spin attack.[20]

Special Stages in Episode II, also accessed the same way they are in Episode I, are based on the half-pipe style format introduced in Sonic the Hedgehog 2, in which you are required to collect a certain number of rings before the goal in order to obtain a Chaos Emerald.[21] Also returning are the Red Star Rings that have previously appeared in Sonic Colors and Sonic Generations. One Red Ring is hidden per act, and an achievement is unlocked after collecting them all.[22] There is also cross-compatibility planned for the XBLA and Windows Phone 7 versions, allowing players to alternate their games between them using Cloud saving.[23]

Owners of both Episode I and II (provided they are both on the same system) will unlock free Episode Metal content in Episode II.[3] Episode Metal explains how Metal Sonic came back to life after being defeated in Sonic CD. Players play as Metal Sonic through four acts, all of which are reworked zones from Episode I, explaining the significance of those zones to the story as well.

Plot

Episode I

Sonic the Hedgehog 4 is set after the events of Sonic & Knuckles. With the Death Egg destroyed, Sonic heads off to explore new territories alone.[5] However, antagonist Dr. Eggman has survived their last encounter, and has revisited and improved some of his creations from previous games, attempting to get rid of Sonic as the first part of his new grandiose scheme.[5] Sonic's battle with Eggman culminates with Sonic battling and defeating Eggman in his new base, the E.G.G. Station.

If all seven Chaos Emeralds are collected, a brief post-credits cutscene will be seen, showing a silhouette of Metal Sonic, leaving a cliffhanger for the next episode.

Episode II

Back in Sonic CD, Metal Sonic had been defeated, but survived, albeit was severely damaged, and was left on Little Planet when it disappeared at the end of the game. During the events of Episode I, Dr. Eggman had secretly located and repaired Metal Sonic. [24]. A few months later, Little Planet makes its annual return to earth. Sonic hears that Eggman is back, and reunites with Tails to stop him together. Meanwhile, Metal Sonic searches for the heroes and sees them fly away in the Tornado, and follows them using Tails' rocket.[25]

It is revealed that Eggman plans to construct a new Death Egg mk.II over the dwarfed planet to power it. As Little Planet heads back into space, Sonic and Tails follow the villains to the Death Egg mk.II. Inside, they confront and defeat Metal Sonic one last time. Finally, they defeat Eggman at the heart of the base. Sonic and Tails then escape via space pods. The duo then head back to earth and while the Death Egg mk.II is not completely destroyed, it has powered down due to the internal damage suffered.

If both episodes are owned on the same platform, an Episode Metal can be accessed, which depicts what happened to Metal Sonic in between the two episodes.

Development

Episode I

File:Sonic 4 Concept Art.jpg
Concept art of Sonic the Hedgehog 4 of Motobug, an enemy originally from the first Sonic game.

The game's existence was first revealed at GameSpot on September 9, 2009, under the code name Project Needlemouse, derived from the name of Mr. Needlemouse, an early prototype of Sonic the Hedgehog pitched to Sega by his designer Naoto Ōshima. The site published a brief teaser trailer,[26] and an interview with Sega's Ken Balough who acknowledged that "old-school Sonic fans have long asked to see Sonic return to a more 2D style of gameplay" and stated that "Needlemouse is that critical first step that brings Sonic back to his 2D roots".[8]

On January 11, 2010, Sega of America began a "character countdown" on their blog, removing potential playable characters from a list, which by January 14, 2010 revealed the game would feature Sonic as the only playable character. Also shown was concept art which showcased classic badniks from early Sonic games.[11] On February 2, Sega updated the front page of Sega of America's website with a short flash animation which featured a sample of music from the game, reminiscent of old Mega Drive/Genesis sounds.[27] The game's proper title was revealed on February 4, 2010, as Sonic the Hedgehog 4: Episode I, along with debut footage.[17]

The game was developed primarily by Dimps, with some members of Sonic Team. The project leader is the current head of Sonic Team, Takashi Iizuka, who has worked on various Sonic games – notably as senior level designer for Sonic 3 & Knuckles, to which Sonic 4 is billed as a direct sequel.[9] Music and sound are composed by Jun Senoue, also a mainstay of recent Sonic games, and were intended to be reminiscent of classic Genesis titles, via the use of drum samples from Sonic 1 and 2 and relatively lo-fi synth samples.[28]

The decision to create the game using a 2D graphical style was made after considering old Sonic fans' possible reactions to the game versus those of younger players:

This is sort of recognition that Sonic is a brand that has a wide variety of fans in a wide variety of age groups. We have a fan base that's very young, and they want a little more of a Looney Tunes-ish kind of gameplay ... But we also have an older fan base who liked Sonic as he was in the Genesis days. And if we want to keep that fan base happy, we should provide games that cater to them as well. So it's more of a splitting a little bit of the brand.

— Ken Balough of Sega

A friend of mine who's a prominent executive at a major hardware company sat down with his kids to play Mega Man 9, as a Mega Man fan. He's probably about, say, 45 years old, and his kids just didn't get it – they didn't understand. They just looked at the graphics and instantly tuned out. Whereas he was just overjoyed and in little nerd heaven.

— Christian Svensson of Capcom on Sonic 4[29]

Not long after Sonic 4 was officially announced, rumors surfaced that the game was available to members of the Xbox 360's online game testing service for developers, PartnerNet. On April 3, PartnerNet was shut down overnight due to the leaks. Footage from the leaks received harsh criticism regarding the game's physics and certain levels.[30]

On May 20, 2010, Sega announced that Sonic 4 would be available for the App Store for the iOS and that the game would be delayed from its original Summer 2010 deadline to Late 2010 to extend development time. Izuka claims that this was because while he planned for all versions to be similar, two levels that worked on iOS did not work as well for consoles. The iOS version retains these levels, which utilise accelerometer controls, while new levels were built for the console versions.[31][32][33] The announcement of the delay was also accompanied by an interview with Sega's Ken Balough, in which it was explained that Sega had taken note of fan reaction to the game and were incorporating said feedback into the development of the game. Areas specifically mentioned from fan feedback were a reworking of the "floaty" nature of the gravity and physics, and a redesign of some level design and elements in order to accommodate more of a momentum-driven gameplay that was a staple of earlier entries in the series.[34] The game was later released for PC on the Steam service on January 19, 2012.[35]

Episode II

In regards to Episode II, Sega Brand Manager Ken Balough has mentioned that "the idea is to introduce new zones with things you haven't seen." He has also hinted that Episode II may have a larger budget than Episode I, due to the latter being received very well commercially.[36] Sega of America Community Manager Aaron Webber also hinted that Tails may appear in Episode II as well.[37] On August 23, 2011, Sonic Team head Takashi Iizuka stated that “this year, 2011, is the anniversary, so we’re focusing on the celebration title, but moving forward to 2012, Sonic will still be going, so I’d hope to provide Episode 2 then.” He also said that Sonic Team “knew about the anniversary year," and that "Generations was planned way in advance," therefore "it was always our plan to release Episode 2 after Generations.” However, he stated it is unknown if future episodes will take place after Episode II.[38] In preparation for Episode II's release, Sega re-released Sonic the Hedgehog CD to digital platforms in Winter 2011, billing it as a 'prequel' to Sonic 4 as the events of Episode II will rely heavily on what occurred in CD.

On December 29, some new information on Episode II was revealed along with a teaser trailer, including the return of both Metal Sonic and Tails, and an updated graphics and physics engine. Platforms confirmed for release are Xbox Live Arcade, PlayStation Network, iOS, Android, Windows Phone 7 and PC.[35][39] It has also been confirmed that no WiiWare version of Episode II will be released due to hardware constraints.[40][41]

On April 21, 2012, an early beta version of Episode II was accidentally made temporarily available to people who pre-ordered the game on Steam before Sega removed it.[42]

Future episodes

On March 14, 2012, Iizuka confirmed in an interview that as of the moment there are no future episodes currently in development for Sonic 4. He says that Sega just want to see how the users accept this episode." [43]

However, during the PAX East 2012, Cheat Code Central spoke with Sega representatives who informed that Episode II does not end the Sonic 4 story, saying if the episode does well in sales, an Episode III will likely be developed, as well as an Episode IV if that does well in turn. The representatives also mentioned a possible Sonic the Hedgehog 5 could be developed after Episode IV.[44]

Reception

Episode I

Sonic the Hedgehog 4: Episode I was a commercial success with mixed to positive reviews. Aggregating review websites GameRankings and Metacritic gave the Wii version 75.42% and 81/100,[45][48] the Xbox 360 version 74.85% and 72/100[46][50] and the PlayStation 3 version 73.23% and 74/100.[47][49]

IGN gave the first episode a score of 8.0 and an Editor's Choice award, calling it "short but sweet and well worth downloading."[54]

GamesRadar gave the game a score of 9/10, calling it "deserving of the name, Sonic the Hedgehog 4."[52]

1UP.com gave it a B rank, praising the game's speed while criticizing some occasional poor design such as boss battles and puzzles.[51]

Popzara said the game was "as if a long-lost 'good' Sonic title was left to defrost in today's modern HD, graphics-hungry world.[56]

GameTrailers gave the game a 7.5 score, calling it a worthy investment for Sonic fans.[53]

Digital Spy gave the game three out of five stars, with reviewer Liam Martin saying with regards to living up to the game's hype: "Despite some issues with the size of the game and its difficulty (it's very easy), the answer is yes, but only just."[55]

Criticism of the game from reviewers included poor physics and lack of momentum, which were often cited as being inferior to the momentum-based physics from the 16-bit Genesis games.[57][58]

In speaking with VG247, Sega West CEO Mike Hayes has stated that Episode I cleared over one million downloads across all the platforms,[59] with the PlayStation 3 version selling the most copies.[60]

Episode II

Sonic the Hedgehog 4: Episode II received mixed reviews from critics. Aggregating review websites GameRankings and Metacritic gave the PlayStation 3 version 63.80% and 61/100,[61][64] the Xbox 360 version 61.17% and 61/100[62][65] and the PC version 60.00% and -/100.[63][66]

IGN gave the game a score of 6.5, stating while it fixes the physics of Episode 1, it is still missing the magic of its Genesis predecessors.[70] Games Radar criticized it in similar ways, stating that the two-player mode "...seems to prioritize griefing your friends instead making real in-game progress" and that with the game in general "Every time we felt like we were reliving our old Sonic glory days, the next stage would incorporate limp and uninspired gimmicks like shifting winds or avalanche snowboarding."[68] Electronic Gaming Monthly gave the game a 6.5, praising the "old-school Sonic" aspects of the gameplay, but criticizing the Tails-related gameplay, stating "there were too many puzzles that required Tails’ assistance.[67] Joystiq had mixed feelings on the game as well, awarding it 3 out of 5 stars, and stating "Episode 2 makes improvements over its predecessor, with better visuals, useful co-op maneuvers and great special stages, but the inconsistent boss battles and uninspired level design keep it from recapturing Sonic's glory days."[72] GameTrailers gave the game a score of 5.5, saying that the level design and the team-up moves often slow the pace of the game.[69]

Official Xbox Magazine (UK) was more positive about the game, concluding that the game was "...a smooth, slippery Sonic that takes another step away from it's single-button origins without losing any of the hog essense. With local and online co-op, it offers just enough entertainment to justify its steep episodic price."[71]

References

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External links