Sonic Generations Game Feel Analysis

Game mechanics:

    • Walk/run
    • Jump
    • Homing attack
    • Stomp
    • Sliding kick
    • Dash
    • Grind
    • Spin dash
    • Light speed dash
    • Quickstep
    • Crouch
    • Wall jump
  • Almost every action Sonic can perform offers real time control. With very few exceptions are his actions ever locked.
    • Walking/running – controlled by the analog stick or the D-pad. Unlike most of his actions, Sonic’s running animation takes a bit more time to complete. To give the impression of moving faster, Sonic has to build up his speed for approximately 500ms before he reaches his maximum speed (this can be overcome by dashing, however). Slowing down also takes a bit of time, since he is moving so quickly. It takes about the same amount of time for Sonic to slow down from his maximum speed to a standstill again.
    • Jumping – Jumping is almost instantaneous and usable while in any other state. The longer the jump button is held down, the higher the jump will be, up to a certain extent. However, certain other commands are locked out while jumping. For example, you cannot spin dash, crouch, or use the sliding kick while jumping, as those commands require Sonic to be on the ground.
    • Homing attack – Pressing the jump button while in the air already causes Sonic to execute a homing attack that will seek the nearest enemy within a certain range and attack it. While executing the homing attack, Sonic cannot do anything else. However, the homing attack is a very quick attack and only locks you out of his other abilities for a split second.
    • Stomp – Stomping allows Sonic to break through boxes that he stands on, as well as destroy certain enemies (assuming they are small enough for him to jump over). It is another attack that locks out other commands, but only for the split second that is required to execute the attack. However, the attack takes very slightly longer than his other attacks, as Sonic is required to be in the air in order to stomp down on anything.
    • Sliding kick – While running, if the crouch button is pressed, Sonic will slide along the ground and execute a powerful kick that can be used to destroy boxes and enemies. This attack is a relatively slow attack. It is initiated instantaneously, but can last for seconds. However, this attack does not prevent any other input, so Sonic is able to immediately break his kick and perform another ability at the player’s leisure.
    • Dash – Dashing allows Sonic to move at supersonic speed for a limited time. While doing this, all other attacks are disabled, but Sonic is able to smash almost any enemy while dashing anyway. Dashing initiates immediately, boosting Sonic to his max speed without having that charge-up period that running normally requires, and is ended as soon as the button is released.
    • Grind – Grinding allows Sonic to ride along rails like a skateboard. This action takes the place of running when he does it, so it does not lock out any other actions.
    • Spin Dash – The spin dash allows Sonic to build up power while standing still and crouching to blast forward at high speed. Since the attack requires him to be stationary and a charge-up time, the execution of the attack takes at least about half a second, and can take an infinitely longer amount of time, depending on how long you charge up the attack. While charging up the attack, other actions are restricted. Once the attack is released though, Sonic can do anything else the player tells him to do.
    • Light speed dash – The light speed dash allows Sonic to run at light speed along a trail of rings. Any enemies or objects in the path of the rings is destroyed as Sonic dashes through them. The attack is executed instantaneously, but other actions are locked down while using the light speed dash. However, this attack takes an extremely short amount of time (anywhere from a split second to 5 seconds, depending on the length of the trail, with 5 seconds being an extreme case), so the player is not restricted for very long.
    • Quickstep – Quickstepping allows Sonic to sidestep to dodge walls and enemies while running down a path. The quickstep is initiated in an instant and only takes a split second to finish, so other commands do not have a chance to be locked out.
    • Crouch – Crouching allows Sonic to prepare for his Spin Dash or duck under certain enemy attacks. Crouching is an instant command and lasts as long as the player holds down the crouch button, but movement is completely restricted while crouching. Any command short of running and grinding will end the state of crouching, however.
    • Wall jump – Sonic is capable of leaping from wall to wall to scale otherwise unreachable heights. This is done by pressing the jump button while jumping at a wall. A wall jump takes anywhere from a split second (~50ms) to  a half second to reach the other wall, depending on how far apart the walls are. Wall jumping holds the same restrictions as jumping in a normal situation, in that Sonic cannot crouch or kick, but can use any other command.

Simulated space:

  • Sonic interacts with the environment exceedingly well. He cannot run through walls or enemies, but, as in most platformers, he is able to leap from platform to platform and take advantage of the environment in various ways to reach areas otherwise inaccessible by jumping alone. Regularly, he cannot move through items, but when he is dashing, he gains enough speed to break through simple objects, such as boxes and small enemies. If he is running at his max speed (dashing or not) and runs head-on into a wall or anything too powerful to smash, he is knocked back on his behind and loses all of his protective rings.

Polish effects:

  • Explosions when robots or other items are destroyed
  • When enemies are destroyed, the small critters trapped inside them are released in a protective energy sphere
  • Footprints as Sonic runs (outside of side scrolling game play)
  • Splashing water as Sonic runs across the water/jumps into or out of water
  • Dust is kicked up as Sonic prepares his Spin Dash attack
  • The shine of the rings and chaos emeralds illuminate dark areas
  • Dust particles as Sonic jumps off of walls
  • Sparks shoot from Sonic’s feet as he grinds along rails
  • You see afterimages of Sonic as he performs his Light Speed Dash, giving the impression that he is moving ridiculously fast

Conclusion:

  • Sonic Generations clearly possesses all elements of game feel. Under very rare circumstances does the player lose control of their character, and even under these circumstances, the loss of control is extremely limited and is momentary. That, mixed along with the impressive polish effects in a vast and interactive world makes for an exceptional gaming experience.

Comments are closed.