Sonic has never been a consistent series, but the sixteen years following the death of the Dreamcast and Sega's departure from the console hardware market represents it at its lowest point. Sonic the Hedgehog (2006) nearly killed the franchise where it stood, both episodes of Sonic the Hedgehog 4 failed to live up to its namesake, and Sega couldn't even get a port of the original Sonic the Hedgehog for the GameBoy Advance right. Brief flashes of triumph broke apart dire releases before swiftly returning to the status quo, and games like Colors and Generations seemed almost accidental when followed by the likes of Lost World. At a certain point it became hard not to feel like the series was held captive by a rudderless publisher and a dispassionate developer.

The "Sonic Cycle" became a popular meme during this era both within and outside of the fan community, and constant promises to "go back to what made Sonic special" felt hollow when every subsequent release was decidedly not that. By the time Sonic Boom released, there was genuine debate as to whether or not it was worse than Sonic 2006. It felt like it was time to just pull the damn plug.

Sonic's 25th anniversary party was appropriately disastrous. Audio drops, a delayed start, and constant mechanical whine piercing through the event did not engender much confidence that Sega's upcoming slate of Sonic titles would be anything to get excited over. But seven years removed, the thing I think of when reflecting on the event is the reveal of Sonic Mania. The crowd's reaction to the announcement trailer was infectious. Sure, they may have been diehard fans hopped up on room temperature Totino's Pizza Rolls™, but seeing a proper 2D Sonic game helmed by Christian Whitehead and Simon Thomley - well regarded for their contributions to the hacking scene and the excellent mobile remasters of the classic games - felt like this tremendous release of pessimism and anxiety. Finally, a Sonic game worth getting excited about rather than remaining cautiously interested in. oh yeah and Sonic Forces was there, who gives a fuck

A lot of preamble, but necessary context for why people went ape for Knuckles and Tails being playable characters. The oft-touted return to form seemed real now, powered by the Retro Engine, which had previously proved capable of creating a near-perfect simulacrum of Sonic's Genesis era physics and momentum-based speed. Whitehead, Thomley, and PagodaWest were so honed-in on what made the old games work that the Drop Dash, Sonic's new signature move, was indirectly and unknowingly copied from a scrapped mechanic in Sonic the Hedgehog 3.

Sonic the Hedgehog 2 and Sonic 3 are the main mechanical inspirations behind Mania, blending Sonic 2's speedy setpieces and knack for pushing the player forward at all times with Sonic 3's large levels, platforming, and rich exploration. This fusion results in the best balance of speed and platforming I've seen in any of the classically styled 2D games, and the way each zone's pathways intersect and split apart never feel like they box you into a single linear route or result in you getting lost. Knuckles once again has his own bespoke routes, some of which are pretty substantive, like a totally different Act 1 for Mirage Saloon and exclusive boss fight at the end of Lava Reef Zone.

My only real complaint is that there's just too much overuse of classic zones. All but four are taken from previous Sonic games, and those that are not directly lifted are referenced in some way, typically by transplanting a gimmick or enemy into another zone, like the spinners from Marble Garden which show up in Mania's Stardust Speedway, or Angel Island Zone's Catakilla Jr. floating around in Chemical Plant. Mania ends up being a remarkably comprehensive celebration of the Genesis games as a result, and while these remixed levels are still a joy to play, the real highlights are the four ground-up zones exclusive to Mania. At least everything looks incredible, the sprite art is brimming with personality and the new coat of paint each of the returning zones are given - especially in the more divergent second acts - makes them feel fresh. TeeLopes incredible soundtrack also features some of the best remixes I've ever heard for these returning levels, but much like the original zones, his new compositions are the real highlight.

According to an April 2017 Famitsu interview, the inclusion of remixed levels came at the behest of Iizuka, though I do not know who is responsible for tying Mania's story in with Sonic Forces. At face value, these creative choices seem like a hindrance, but regardless of any limitations the team faced, they walked away with a game that feels positively energetic and celebratory of a series that no doubt inspired some of them to pursue game development. And, presumably, any follow-up to Mania would feature entirely original zones, right...?

Rumors of bad blood between Mania's former development staff and Sega have been spurred on thanks to the controversy over Denuvo's inclusion in Mania's PC release, and Simon Thomley's negative experience with Sonic Origins. Whitehead has since stated that the Mania team (Evening Star) and Sega are on good terms and that some of their discussions about the direction of the classic series influenced Sonic Superstars. It's easy to take rumors to heart, and I know I certainly have in the past. After all, it's natural for heads to butt on any creative project, and Sega doesn't have the best track record. However, it's more likely Evening Star wanted to make Penny's Big Breakaway and things just didn't work out for sequel. A bummer, as what little of Superstars I've played is certainly lacking Whitehead and Thomley's touch.

Even if proper a Mania 2 never comes to be (like my cynical ass believes it won't) I am still immensely happy with Sonic Mania. It's the Sonic game I wanted for years, and inarguably a capstone entry in the series that is responsible for Sonic's popular resurgence. Well, that and the internet collectively patting themselves on the back for "fixing" what turned out to be a real middle-of-the-road video game adaption by forcing CGI artists back to the office shortly before the liquidation of their studio. In a way, that's perfect. Sonic is back! And he's back because of one fuck-ugly CG model and a single good video game. The duality of Hedgehog.

Reviewed on Dec 05, 2023


2 Comments


4 months ago

Absolute banger review; the music in this game is still unvelibavle to me, it's up there with my favorite OSTs of all time, and time and time again I return to give it a listen, it's such a bop...
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4 months ago

@DeemonAndGames Thank you. I have a feeling I'll get into it when I finish Superstars, but I'm really glad Tee did the whole soundtrack, makes it feel very cohesive.