Reviews from

in the past


Despite what most people tell me, Shattered Crystal is barely a step up from Rise of Lyric in terms of quality. Sure, the game at the very least knows that speed is an important element to keep in Sonic gameplay, great job there I guess, it's just too bad it fails at literally everything else.

Shattered Crystal is a metroidvania-esc game that demands that you slog through the very blandly designed levels to fulfill certain objectives. There's literally no interesting stage gimmicks, character switching is usually just required to hit a switch or to get one single collectable and then pop out, the upgrades you can get with these collectables barely mean anything, every stage feels the exact same and can drag on longer than 20 minutes, stages have multiple objectives to fill for medals that are required for completion so you often need to replay levels in order to progress. There aren't even any bosses (save for one at the very end), just this one giant worm minigame you can play that barely changes. The main gameplay loop is just super exhausting and boring, you basically need to complete like 95% of the objectives in order to progress near the end of the game which is just absurd. Nothing changes or gets more interesting, Sonic has his speed but with how boring and bland these stages are and how they all often blend together it hardly really matters, and to top it all off your reward for 100% completion of this game is... a dance party. Just a random dance party. Great. Story wise the game can't even keep basic continuity with Rise of Lyric

Avoid at all costs

The much better product to its Wii U counterpart. This one was actually a fun enough 2D platformer. Nothing special but entertaining.

Sticks is a character that exists now

Honestly not as bad as I was expecting, but still just 'okay'. It's an enjoyable 2D platformer and definitely leagues better than the Wii U game. The levels can be fun to play through, but the game does force you to explore for various items to progress through the game and that's especially in issue in the first few levels when you don't have all the characters unlocked right away. It definitely feels padded out as a result, and frankly this will probably mostly just appeal to people who enjoy exploration in Sonic games but not many people outside of that. I would say it is at least worth trying out though.


Honestly, this one is not even that bad, a major step-up from Ryse of Lyric while still being just one of the many mediocre titles.

Another solid portable sonic game blissfully untouched from the ongoing console trash fires. A bit slow, but it did unique things that I can appreciate

I'll be real I tapped out once I had to do more than beat the stage to progress, but this is a pretty interesting, solid 2.5d spinoff in the mold of that Castlevania or Batman 3DS game, small, cute, mildly clever, decently engaging, if a bit generic

Porque la voz de sticks en ingles parece la de la chilindrina haciendo doblaje?

There are good aspects buried in here, but overall it's not good. A "tacos epic!!!" game if there ever was one.

this game is a complete mess and even 9 yr old me knew it was terrible. fuck this game.

better than rise of lyric. not a compliment at all really, but yeah

2d sonic boom with superpowers. I liked the enerbeams

Never has a sonic game felt so weird to control. Very uninspired.

I don't understand how Sonic has had such a rough history. Every other major mascot character from the 80s to the 90s came out fine except for him. This game represents one of the worst slumps this series has fallen into. It's a generic platformer that is no fun to play with few redeeming qualities.

It's better than the Wii U game.


That's the best I can give it.



Otherwise it sucks.

The worst game I've ever played in my goddamn life. I literally couldn't 100% the game because my copy was legit missing one of the crystals. I looked at almost all guides and playthroughs and came to that terrible conclusion. Never ever again will I pay for a sonic game.

This game is incredibly boring, and mind numbingly easy. You literally have to try to kill yourself to die in this game. I have gotten a new appreciation for the Metroid games because of how unfun the same type of gameplay is in this game.

Sonic's always had a strange, yet interesting history on handhelds. Its history spans five different developers, from Sonic's birth to 2016, with each year gradually changing what the point of the games should be. In the 90s it was Ancient and Aspect, trying to replicate the creative, varied, ball-rolling and feel-good adventures or Sonic 1, 2 and 3, cramming them into tiny 8-bit Game Gear games. While they aren't fantastic or even, good, really, you get a sense that they really tried to capture what people were enjoying about Sonic on the genesis at that point and time, and distilling it into a new format. You see this further with Sonic Pocket Adventure by SNK, a lovely tribute to the Genesis games that gets really close to actually feeling like them despite its 8-bitty visuals, yet feels somewhat restrained by not being much more than just a recreation. From there you get Dimps' Sonic Advance games, now latching onto Sonic's striking new identity after Sonic Adventure: It was still a series about feel-good adventures, of course, but now there was a bit more flair to it all. Sonic in Adventure wasn't just a cool design with a cheeky idle animation, he now had a voice, several fluid animations, strikingly expressive graffitti-esque art, he comments on situations and does cool breakdance tricks after beating levels. Somewhat like the Game Gear games before them, the original Sonic Advance became a game trying to distill the essence of Sonic Adventure, the style, the vibes, even the dramatics in the game's memorable Egg Rocket stage, into a format befitting of a handheld. Advance 2 and 3 are obviously much the same thing but for Sonic Adventure 2 and Sonic Heroes respectively, with Advance 2 channelling the high-octane adrenaline of SA2 levels like Green Forest and Sky Rail into a 2D sidescroller plane, and Advance 3 taking Heroes' team-up mechanics into its own direction.

Yet with Sonic Rush, things began taking a new direction. Not only had there not been a big new Sonic game to try and channel after Heroes, but Dimps had also begun finding their own voice. Sonic Advance 2 had been a monumental triumph in terms of both sales and reviews, and its bold adaptation of 3D gameplay into 2D gave Dimps a somewhat unique basis to build off of – to make Sonic games entirely their own. Even when SEGA would try to reel this back after 2008, instead only having them work on games specifically branded as derivative of others, Dimps now took these games on with a distinctly their-own approach, seen in games like Sonic Colors DS, Sonic Lost World 3DS, and most infamously Sonic 4. In short, Sonic's handheld games had gone from cute imitations, to games driven by their source, to full on original games, to original games using their source as a baseline.

Which now brings us to our fifth and last, developer, for the final Sonic handheld ventures: Sanzaru Games, and Sonic Boom on 3DS.

Shattered Crystal was always going to be fighting an uphill battle compared to its handheld siblings: Mainly, it had little to no foundation to build off of, with Boom as an entity being made specifically to reinvent the series, in a more Americanized direction. For the big debut home console game, Big Red Button was a great choice for this: Jak & Daxter-ifying Sonic with some of that game's lead developers at the helm, whilst not seeming like a great direction to a lot of Sonic die-hards, at least seemed like a great way to get a solid product out. Thing is, unlike games like Advance and Pocket Adventure, Shattered Crystal didn't have a pre-existing thing to try and replicate: Due to being developed in parallel with Rise of Lyric, Sanzaru didn't have much to work off of beyond a few core concepts for the world, and a general idea of teamwork. On top of this, unlike Big Red Button or even Dimps, Sanzaru were in no way known for their excellence in 2D game design, or even known as good developers in general. And so, in a way, Shattered Crystal ended up a hodgepodge of all the different eras of handheld games, trying to both share the brand identity of its console counterpart, yet also be its own thing, but still building its foundations off of some core ideas from the main game, althewhile being fertile ground for the games' developers to grow and learn.

I wanted to give that rundown both because I find it incredibly fascinating to think about, but also because it makes the end product of Shattered Crystal make a lot more sense. Its a messy little game, filled both with ambition to be like what handheld Sonic once was, yet also embrace elements of the 2000s western-made platformers. The game's levels are uncharacteristically large for one, and a lot of the game is focused on exploring them to find collectibles manditory to unlock later levels. The other playable characters, Tails, Knuckles and Sticks, can be switched to on the fly, yet all they really offer is unlocking passageways or access to aforementioned collectibled. Its a very arbitrary inclusion of multiple playable characters, and it combined with gargantuan levels you're forced to explore could have very well ruined the game to be as bland and boring as its Wii U counterpart. So its a good thing, then, that they somehow managed to make Sonic himself feel absolutely fantastic to control. I'm serious: I have no clue how they did it, but Sonic controls like such a dream and has so many movement options, yet remains at a comfortable enough speed to make exploring levels still feasible compared to Dimps' best outings. Its a distinct feel to the character, yet immensely fun to play around with, mainly due to the fun interplay between the airdash and double jump.

To break it down, at any point in midair Sonic can dash either to his sides or straight up, after which he regains his double jump if it was used before. After a double jump he can airdash one additional time, but not in the same direction as the previous airdash, and this repeats until you've airdashed in all directions. What this means is that you can get crazy airtime by doing all of these interlinked airdashes and double jumps correctly, giving you more distance than Tails' flight in most instances the game wants you to switch to him. Jump, doublejump, airdash forward, doublejump, airdash up, doublejump...its reminiscent of those cool strings of moves you execute for long jumps in Mario Odyssey, only far more compelling due to being attached to get-to-the-goal speedrunning stages that still have a lot of options on how to best progress through them. What this means is that when the level asks you to switch to Knuckles to tunnel up a steep cliff, or switch to Tails to cruise over a bed of spikes, and so on, you can almost always execute it faster and more satisfyingly through mastery of Sonics controls. Add to this the fact that the doublejump maintains all of your speed, and the fun Enerbeam that has some really satisfying swinging physics, and you get some levels with some genuinely great flow to them. It takes a similar formula to the Wisps in the mainline Sonic games, switching to far simpler playstyles to clear very specific-to-them challenges, and instead gives you the tools to completely skip them if you're skilled enough with Sonic.

Granted, this doesn't always hold water, and the rushed nature of the game does sometimes catch up to it. Sticks exists to hit switches with her boomerang and she is the ONLY one who can do so, meaning there will inevitably be sections like the start of Scrapyard Zone where you're arbitrarily required to use her. The collectible grind can also halt your flow a lot of the time, like with the strangely out of place Tails Submarine levels where you play a slow and boring diving minigame for 2 minutes each in the middle of an otherwise fast paced game. Or rather, its a game where you can otherwise MAKE the pace faster than it in reality wants to be.

And thats just what makes Shattered Crystal so interesting. Despite everything, it holds on to so many things that makes Sonic games so fun to play, like fast movement, levels you can explore for both items and shortcuts, hell they've even got Richard Jacques – composer of Sonic R and Sonic 3D Blast – doing the music, and its often quite good! The levels themselves are super cool in theming, mostly thanks to each level having a "foreground" and "background", putting new spins on the same level theme sort of like how Sonic Heroes handles its levels. In Shadow Canyons, for instance, you go from grinding on rails and running along scaffolding by these big imposing cliffs, to being flung into the mining facility going on in those mountains. I honestly don't want to spoil the final level because it is such a cool theme for a stage with this system, that it makes the entire game feel worth it just to get to.

Because at the end of the day, for as much cool stuff there is in Shattered Crystal, for as close as it really does come to being a successor to Dimps' handheld lineage, the game is sadly just too much of a chore to get through normally. Unlike a game like Sonic Colors, the explorative nature of the stages isn't just there for optional unlockables, but rather required for progression and beating the game. By the end, you will more or less need a 90% completion rate, meaning most stages need to be both combed through but also beaten with above 50 rings and under a specific time. Its not that this stuff is bad or unfun to do, the game has a super detailed map on the touchscreen showing you where you havent been yet and where things are and I actually really like the autorunner extra stages you can do inbetween levels. It's moreso that it leads to the game feeling at odds with itself: Its immensely fun to speedrun and try to go faster in, but so much of the game wants you to instead do the fun-but-not-nearly-AS-fun collectible hunt. Then, you add that with how the controls can start to really hurt your hands after a while: There's no D-pad movement, meaning you need to slam a somewhat-flimsy circle pad as far to the left or right as it can go to move quickly, whilst also holding down Y at all times to run, whilst also asking you to be ready to use B to jump and A or X to airdash and enerbeam...

It all adds up to Shattered Crystal being a game with truckloads of potential to be amazing, that holds itself back both due to a rushed development and a need for surface-level parity with the slow-as-molasses home console Sonic Boom game it has no business associating with. But when you're able to overcome all those restrictions, when there's no longer a need to collect things, when you've mastered Sonics controls to almost never need to switch to the other bozos, and when you get a true flow going with mechanics you would never expect to be so fun for what the game looks to be on the surface...

That's when you've broken free. Because trouble keeps you running faster.

Playtime: 20 Hours
Key Word: Shackled

No I am not fucking backtracking.

Sonic Boom: Shattered Crystal is a decent game, just covered by quite a few small issues.

This game is unlike any previous 2D Sonic, as, and this is a clear distinction, this is a "Sonic Boom" game, not a "Sonic the Hedgehog" game. It's mostly a Metrovania 2D platformer.

You can switch between 4 characters, and each of them have different moves. Sonic is my favorite, though it is annoying how his spin is quite slow, and how his dash cancels all momentum, it would honestly feel a lot more Sonicy if you just fixed that issue.

The level design includes very long levels, most of them will take you around 10 minutes to beat. These levels are designed to be explored, which gets in the way quite a bit because the levels end up being slow and redundant. It also doesn't help that the requirement for beating the game is getting around 90% of the main collectible, which to get, you need to beat levels AND get all of one type of collectibles.

The graphics are fine for a 3DS game, though Knuckles looks very strange. The music is mostly generic, though enjoyable, there are quite a few memorable songs. The story isn't very good, I really like the plot, but the characters aren't written very well.

I also went for 100% which is only about 10% more work than doing a regular run, you unlock more upgrades in Tails' workshop, which is cool.

Overall, a decent game.

Terrible. The worst Sonic game. Every step of the way, you're required to get collectibles to progress the story, and it breaks the pacing and ruins the game. It would be so much better if you didn't need to get collectibles. And to top off this shit salad, there aren't any funny glitches like its console counterpart

this is uh just alright it's mid, tho it's def not a Sonic platformer it's closer to a Metroidvania actually, if there was another game to compare it to I guess Shantae would fit best

While I’m sure it’s not as bad the Wii U game this game sucks so far and I probably won’t ever play it again

Me surpreendi bastante jogando este jogo. Gostei.


this game is the reason my faith in god dwindles each and every day, but it's also a remind that one day I will perish, weather it be going to a black void of nothing or returning to the primordial ooze of how I came to be, only time will tell,

this game is really boring and all of the obstacles are pretty much the exact same. digging holes, boomerang switches, fans and dash blocks are the only things you will ever come across and by the time your done with the first world you just want the game to end. after the first world though the game reveals to you its shitty progression and forces you to backtrack to get items that you could not have gotten earlier due to not having certain characters. this continues for the rest of the game and it is very boring.

People hear Sonic Boom and reflexively gag, and y'know I can't blame them. But unlike Rise of Lyric, I actually had a fun time with this one. In particular, I liked messing around with Sonic's air dash to see where I could reach.

lets take away everything sonic gameplay related and call it a sonic game