Sonic Lost World Review
Sonic Lost World Box Art
System: Wii U
Dev: Sonic Team
Pub: SEGA
Release: October 29, 2013
Players: 1-2
Screen Resolution: 480p-1080p Mild Cartoon Violence

The biggest problem in the game is Sonic’s new parkour skills. The blue hedgehog has his wall jump back, and this time, he can also wall run, which is something you saw him do in the old 90s animated series that never made its way into the games outside of scripted loops and such. Unfortunately, these new techniques are a bit broken by the game’s inability to consistently detect when you are close to a wall. Sometimes, the game will make you wall plant when you don’t want to, causing you to unexpectedly drop to your doom. Other times, the game won’t let you wall plant when you do want to, which makes you just jump up and down like an idiot in front of a wall.

Sonic Lost World Screenshot

The Wisp powers from Sonic Colors return, but they suffer the same problems that they did before. None of these power-ups actually feel like tools Sonic can use regularly. They are simply one-shot abilities that let Sonic get to a new area before they wear off. In this way, they are a lot less like power-ups and a lot more like cutscenes. These power-ups do utilize the Wii U gamepad and motion controls in interesting ways, but if you screw up, you’ll likely fall to your death… again.

Honestly, I just don’t understand Sonic Lost World. After Sonic 4: Episodes 1 and 2, Sonic Colors, and Sonic Generations, it seemed like Sega finally understood what made Sonic games fun: the speed, the flow, the feeling of being the fastest thing alive. But everything in Sonic Lost World stops this flow. The new homing attack pauses the action and stops the flow. The Wisp powers stop the flow. The finicky 3D platforming stops the flow. The need to press a run button stops the flow and makes your fingers cramp! Even the stages where you literally cannot stop running somehow stop the flow with all their constant instant-death threats!

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Sonic Team, I’m just going to spell this out for you. This is not what we want from a Sonic game. Don’t go back to the drawing board. Don’t try to re-invent Sonic’s image again. Just give us the stuff that works from your last few successful titles and call it a day.

By
Angelo M. D’Argenio
Contributing Writer
Date: October 30, 2013

RATING OUT OF 5
RATING DESCRIPTION
3.5
Graphics
The graphics of the game are impressive, though the design of the Deadly Six is lacking.
1.5
Control
The controls are horrible. Sonic is too twitchy and either moves too fast or not fast enough. Nothing is enjoyable about controlling the Blue Blur in this one.
3.5
Music / Sound FX / Voice Acting
The music has a Super Mario Galaxy-style quality to it, and it works. It’s fast and enjoyable but can’t save the rest of the game.
2.0
Play Value
Maybe I’m docking more points than usual because it feels like Sonic Team loves to ditch things that are proven to work, but the new gameplay mechanics are mostly a flop. Please stop trying to reinvent Sonic. It doesn’t work.
2.2
Overall Rating - Poor
Not an average. See Rating legend below for a final score breakdown.
Review Rating Legend
0.1 - 1.9 = Avoid 2.5 - 2.9 = Average 3.5 - 3.9 = Good 4.5 - 4.9 = Must Buy
2.0 - 2.4 = Poor 3.0 - 3.4 = Fair 4.0 - 4.4 = Great 5.0 = The Best

Game Features:

  • New and improved Color Powers - Sonic can now fly through the air, tear up levels, and explode into enemies; he's more powerful than ever.
  • Speed through a variety of exhilarating levels - Explore massive mind-bending courses, vast underground tunnels, and colossal structures in the sky as you run inside, outside, and upside down.
  • Save the world one fight at a time - Take on each of the devious Deadly Six in dynamic boss battles that test all of Sonic's moves and power-ups.
  • Race friends in high-speed multiplayer races - Take them down across a range of ultracompetitive levels and modes--it's the ultimate supersonic showdown.

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