I think every time a weird idea was forced into a Sonic game it's because Naka wanted to make this game instead and just couldn't.
Homing attack? Check.
Gun? Check.
Awkward interspecies love triangle? Check.
Also feels like the story is partially inspired by MegaMan or MegaMan X.

It's a shame that Naka got screwed over so badly by the Japanese and English publishers and the game didn't even turn out that good anyways. It's colorful, it's cute, the gameplay is pretty unique, the world design is a good fit, but as much as the game wants to be replayed for score runs, time runs, and exploration runs, it doesn't really play fair on any of those three points. You never really get a sense for which islands exist beyond the playing area and which ones might have hidden medals. The puzzle worlds are frequently set up in such a way that you can lock yourself out of progressing before you even know that that's possible, and a few of the enemies (spike spinners, ring shields, and especially the ring lasers) feel like casinos rather than honest challenges.

The concept of flying to whatever point you can click on seems pretty great, but sooner or later you'll end up so close to an object that you can't see anything else to click on. You'd better hope that you can tank a hit at that point, cause there's nothing for you to do but fall and pray. Also for some reason the cursor is affected by the depth-of-field shader so aiming at distant objects makes it blurry. In 480p widescreen, the Wii chugs down to single-digit framerates on the second bombing mission where many of the worst enemy in the game are waiting to cheapshot you.

Also wish I could plug in a nunchuk and use that to control the camera so that looking to the left and flying to the right was easier.

Played in Japanese, really enjoyed most of the banter during gameplay. Rodea's VA is Gojou Satoru from Jujutsu Kaisen, and Ion is Tut-turuuu from Steins;Gate.

Reviewed on Jan 19, 2024


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