We’re living in the peak age of Sonic. It’s an age where the blue blur’s visibility is arguably at an all-time high. Given how much I adored Sonic Frontiers attempts to shake up 3D Sonic, I’ve been equally excited for Sonic Superstars to bring a similar breath of fresh air to the 2D platformers where it all started.
While it’s not like it’s the first 2D Sonic in decades, there is the problem of how 2D Sonic has been seen- games that feature 2D sonic are always framed in a kind of tribute manner, with games like Mania and Generations being seen as more of tributes to 2D Sonic rather than attempts to bring the series forward. Superstars is the first title to say “Hey, we’re just a new 2D Sonic game”, and there’s some praise to be had here. How does it execute on this? Read on and find out.
Running Around At The Speed Of Sound
When it comes to first impressions, SEGA’s off to a strong start with Sonic Superstars. Even as a 2D sprite purist I gotta say, the 3d models used are pretty amazing. I guess as an adult who’s seen the different phases of Sonic over the years it’s nice to see a game go back to that kind of cute cartoony look he had in the classic games.
I do think SEGA might have over-indulged a bit in paying homage to classic Sonic, though. While the characters all look amazing, the backgrounds almost feel a little too derivative as a result. Look, I like Green Hill Zone as much as the next guy, but it would have been incredibly ballsy to have a big 2D release decide we’re doing away with that and show us classic characters against a new backdrop.
Still, for those of us who aren’t obsessed with the concept of showing something new all the time, the zones of Sonic Superstars are plenty impressive. Safe, but impressive.
Be The Blue Blur
Now, what’s really excited me about Sonic Superstars is how they were going to handle the gameplay. Arguably the most radical decision comes from the Emerald Powers- power-ups that give Sonic and friends a variety of unique moves. While originally I thought these would be akin to metroidvania powerups- big decisions you’d have to choose for exploring a level, with entire swathes locked behind your Emerald Power of choice, the reality was quite different.
Instead, these feel way more like just fun additional toys you can have, almost as if they were afraid letting you go too crazy with them would detract from the game’s core loop of running around. It seems to be a recurring trend of Sonic Superstars: just kind of pulls away before going really wild with something, especially since I haven’t found an interesting use for the clone rush outside of the offensive power of throwing a hundred hedgehogs at a problem.
I do have to praise SEGA’s decision to include four-player local co-op. I mean, a lot of people growing up would have had similar memories of playing as Sonic and Tails together, and it’s great to see that same spirit return. Unfortunately in terms of bringing anything new to the game, it doesn’t feel like it does. It’s not anything fundamentally wrong per se, but I think more than other titles Superstars has such good solo gameplay that it does make running around with a second person feel a little weird.
Battle Mode
Alright, reader. I know I’ve ragged on Sonic Superstars quite a bit for not committing to something entirely new. All of that goes away when talking about Battle Mode. It’s all the quirkiness of a Sonic spin-off game condensed into a side mode for Superstars, letting you build your own mechanical Sonic character to survive rounds of challenges.
I can see why it’s not a more prominent feature- it’d easily take a few rounds before you start seeing through the games and optimizing the fun out of it, but its inclusion at all is a blast of fresh air for the series. There’s even a bot play mode so you don’t have to go to worry on missing out mechanized minigames just because you’re all alone in this world.
Aside from that, more elite Sonic Players can also indulge in time trials, giving you a reason to worry about planning your courses through the levels.
Closing Thoughts
If anything, Sonic Superstars is a great game, especially for those who miss 2D Sonic as anything more than just a fun bonus level. That being said, its biggest problems come from being too safe- every time the game feels like it has a big idea, it pumps the brakes and stops short of executing on it.
It’s not fair to judge a game on what you wanted it to be, though, and I’ll give it that. A lot of this comes from how excellent Sonic Frontiers was at reinvigorating 3D Sonic and hoping we’d see the same with with Superstars and the 2D levels. Instead, Sonic Superstars is a really good classic romp. I hadn’t even mentioned the new characters, who have all the charm and charisma worthy of a possibly-future animated series appearance.
Sonic Superstars is a classic in every sense of the word- it’s aware of what came before it, and isn’t so brazen as to try something new. Instead, it’s a return to the Sonic games of yore- and if you’re fine with that , you’ll realize just how much of a blast that return can actually be.
Game reviewed on PS5. Review copy provided by SEGA
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Sonic Superstars
PROS
- It's more classic Sonic
- Battle Mode is a ton of fun
CONS
- Despite having new ideas it doesn't go hard enough on them
- Co-Op mode can be hit or miss