I didn't like Sonic Mania. This isn't anyone's fault. Tee Lopes absolutely annihilates with an impeccable collection of synth funk bangers. Whitehead and Co's reinterpretation and expansion of the classic Sonic aesthetic and structure is sublime. The bells and whistles of its revivalism are a glorious siren song that, for years, distracted me from the very simple truth that I don't actually like classic Sonic! At all!

As platformers always are for me, it's down to the level design. In my mind, 2D Sonic is very mechanical. What they lack is not so much player agency but player input entirely. I recognise that the level design is quite open on paper. There are secrets, shortcuts, and all the regular shebang, but I can't tell because the games are so visually stuffed. It often feels like I'm smashing the right side wall down until I knock my head on another slideshow button. The game will then briefly play itself for me (this is the fun bit) as Sonic moves at maximum speed until I slam into a concrete wall and die. Then, I have to restart from the previous level because we still haven't recognised the futility of a lives system in platformers after a half-century of their existence. Did I mention I'm really bad at 2D Sonic games? That doesn't help.

The problem is, fundamentally, Sonic (and, by extension, the player) is a non-factor. I don't feel like I'm doing any of the cool stuff as much as the cool stuff is happening to me. The levels are a series of exceptionally overdesigned locks that the spin-dash key opens. Many people find this fun, but to me, it's nothingburger gameplay in service of crackerjack aesthetic design. I do not enjoy being a small-scrunched-up ball of paper tossed around a wind tunnel.

You can take the man out of the Sonic, but you can't take the Sonic out of the man. Penny's Big Breakaway wins and loses all the same battles as Sonic Mania, with one major change. Penny herself has a dazzling moveset, probably the most varied in any of this decade's 3D platformers, and it is a joy to unravel. But that one change is all the change in the world. They also added a third dimension. I am a sucker for the z-axis.

Do not show up for the story. Or restrained visual palettes. Or compelling collectables. Or functional hitboxes and boss fights. Or even really the level design itself, which is far more Sonic Adventure than I'd consider ideal. Show up for the swing into dash into roll bread-and-butter combo that feels like a million bucks. Show up for dropping off a cliff and swinging with such immense momentum at the bottom that you shoot yourself up even higher than you started. Show up for DIY movement tech so impactful that you end up dying by knocking into the other side of invisible walls. Show up for spending an entire level platforming out of bounds because why the fuck not?

This could never be a personal favourite. And that's not even because it's a total mess! I am Mr Mario Galaxy 2. Level design trumps all, and I can confidently say that Whitehead and I are out of sync w/r/t what good platforming level design is. But movement accounts for a hell of a lot. I don't just get to do cool stuff. I have a monopoly on cool stuff. You're doing something right if I'm mentally filing you away on the Super Mario Sunshine shelf.

The speedrun for this is going to whip so insanely hard.

Reviewed on May 22, 2024


2 Comments


24 days ago

your reviews are always so lushly crafted, every time i come back to your page and take a browse i'm blown away by the lucidity and apparent ease at which you manifest really hearty commentary. it honestly leaves me pretty jealous. please never stop posting

24 days ago

@Swiggle
This is the kindest comment I have ever received in all my years online. I don't know what to say other than thank you, and you've made my day.