It's a shame Sonic Dream Team is exclusive to Apple Arcade because I think it may be the best 3D Sonic since, like, Unleashed! Dropped seemingly out of nowhere with a different team backing it, it'd be understandable to be skeptical of its approach. Even though Apple Arcade doesn't allow for microtransactions, that doesn't stop some games from incorporating ill-fitting "long-term engagement" mechanics that can drag down an otherwise clean experience. Air Twister is good, but I don't know if anyone's wanting to play it for 100 hours! Despite the format, Dream Team feels far more like a console Sonic game than it does a mobile one, only more polished, concise, and focused on what it wants to be.

Ostensibly, you could lump this game in with the "Boost Games" of the series and that would make perfect sense. You do a lot of boosting, after all. But I think that'd be selling it short. You see, what makes Dream Team cool is that it understands that Sonic isn't actually about going fast 100% of the time and never has been! Dream Team isn't a slow game and much of the level design still does consist of straight corridors to pass through, but anyone familiar with the series will immediately notice that the boost feels slower, your max speed without it even moreso, and that your boost gauge is pretty small as well. This might seem ridiculous, but it's actually a very smart decision that turns Dream Team into a more exploratory game, giving it a more distinct identity that even channels a tiny bit of that Adventure magic.

Dream Team is structured a lot like Sonic Colors, or so I hear since I haven't played that one yet. You get one juicy main mission and several smaller missions in each level in a zone. The main mission has all the trappings you'd expect, including various collectables, new interactions with the environment, and branching paths that you can experiment with on subsequent runs. The level design is overall on the simple side, resulting in quite an easy game that finishes up right as it runs out of tricks, but I found that there was a lot to appreciate despite that. I think my biggest gripe with modern Sonic game design is how inefficient it is. Each level probably took weeks of hard work and skill to craft, but then you blast through them in a minute (because they're under the impression that speed is all people want from Sonic) and never think about them again unless you're a completionist or a speedrunner. It just feels bad and wasteful to have so much detail and care put into them only for it to be over so quickly, you know?

That's why Dream Team's approach is so refreshing. Sure, the levels still aren't gigantic, but you have actual incentive to stop and look around now. There are a lot of pretty details stuffed into the level design, whether that be background elements, some of the best visuals I've seen in a mobile game, or clever platform arrangements designed to teach players valuable lessons, and the number of branching paths and rail-heavy design probably allows for some neat timesavers on subsequent runs, so you can still get some of those speedrun thrills anyway. Some levels have you searching around for keys in a way that's reminiscent of emerald hunting in Adventure 1+2 (albeit much simpler). The collectibles are very well hidden and encourage you to make use of different characters, which in turn allows for an even greater appreciation of the level designers' craft. The sub-missions do a great job of tipping the player off to these things since they take place in bite-sized chunks of the main levels. If you play through a level first as, say, Sonic, then when a mission makes you play as Knuckles instead, you'll get to see an entirely new path with new challenges. Instead of rail grinding, maybe you're climbing on a moving wall and dodging hazards, or if you're playing as Tails, maybe you get to do a prolonged flight sequence where precision suddenly matters a whole lot. Amy, Cream, and Rouge are here, too, and it's great to have such a big roster in a modern Sonic game, but they're identical to Sonic/Tails/Knuckles in functionality, which is unfortunate. Cheese can't even be used as a weapon like in Sonic Advance 2, which kills a lot of the fun of Cream's return for me. It's not as robust as the Adventure games (I really miss finding permanent upgrades), but it's a step back towards that direction, and at this point, even a slight whiff of Adventure is enough to give me the vapors.

The core of the Dream Team experience is extremely focused and polished, but as you look at the more fringe and inconsistent elements of the game, you do begin to see some room for improvement. The boss fights are conceptually really solid and always a spectacle, but they're very easy to beat and don't offer any kind of incentive to replay them, which feels like a bit of a waste. I really enjoyed seeing how different each one was (though I do wonder if making the final boss into a prolonged level instead of a fight was the right choice...) and it's easy to imagine ways to spice them up, so having them be such a miniscule part of the experience is surprising. The collectibles are inherently fun to collect because the act of playing the game is fun, but I do wish the rewards were more interesting. A majority of the missions need to be completed just to reach the end of the game, but the rewards for the entirely optional blue rings are just Smash Bros-style trophies without the cute descriptions and history lessons those had. I agree with the idea of the journey being more important than the destination, especially since the plot here isn't particularly notable, but it'd be nice if they greased my palms a little bit, you know?

Sonic Dream Team is still a quick playthrough like most modern Sonic games, but it manages to feel a lot more substantial and confident than some of the recent ones have. It avoids rehashing the same 2D era levels for tired "nostalgia" ploys (Scrambled Shores rules because it's not just Green Hill Zone for once), it isn't afraid to try new things here and there, and it doesn't hesitate to make Sonic's ensemble cast have a meaningful presence, all of which is immensely appreciated as a long-time Sonic enjoyer. I've been very pleased with the direction of the series in recent years, between Frontiers placing Sonic in a wholly new context and The Murder of Sonic the Hedgehog realizing that there's a lot of value in these characters and leveraging that, and Dream Team continues this positive trend by finally trying a different approach to 3D Sonic level design while still using a familiar foundation. I really hope Sega Hardlight gets another shot at something like this on a larger scale platform because I think they could make some of the best games the series has ever seen if they're given the chance to improve upon this idea. Hopefully, this game gets ported/expanded upon for modern platforms so that others can see how Sonic can be and should be so much more than just going fast.

Reviewed on Feb 15, 2024


Comments