TSS Review: Sonic the Hedgehog 4, Episode 1

TSS Review: Sonic the Hedgehog 4, Episode 1

Sonic 4, then. Hyped as the true return to 2D form for the blue blur, unleashed at last upon the fanbase after a year-long wait that was riddled with delays and controversy. Does it live up to its promise? Is it worth your hard-earned Sonic wonga? Read on and find out, in TSS’ Sonic the Hedgehog 4: Episode 1 review.


There’s really nothing to say when it comes to the game’s premise – it follows the formula of the classic games to the letter, seeing Sonic race through levels to rescue his animal friends from Dr. Eggman’s capture. As it continues on from Sonic 3 & Knuckles, there’s something of a bare bones plot – the evil doc, still smarting after the chaos that ensued on the Death Egg, is trying once more to bury the planet with his league of robot badniks. Of course, with the recession and everything, he’s on the back foot, forced to recycle only the best of the baddies from past games. Obviously, Sonic’s having none of it.

With no cutscenes or any other guff to endure in-between levels, Sonic 4 does a great job of keeping the focus on what really matters – 2D platforming and fast-paced action. There’s a lot to be said about games that just let you get on with the game and just play – and Sonic the Hedgehog is such an accessible game that jumping in is a total cinch.

FAVOURITE SCENE: As it should be – the ending sequence.


Sonic 4 is simply gorgeous. SEGA has brought the 2D games bang-up to present-day, and although the 16-bit sprites had a bit more charm to them, you’ll still be able to appreciate the detailed locales and intricate designs implemented here. With 3D models, special effects such as card-based paths looping in and out of the screen, and traditional items such as pinball bumpers and loop-de-loops covered in foliage, Sonic 4 does what the original Sonic the Hedgehog did in 1991 – create a graphical presentation that can truly wow kids.

All that being said, there’s something of an obvious pattern when it comes to the design of Sonic 4 – it’s not entirely original. In fact, it could be argued that it’s not original at all. Each of the four major zones (and the concept of the Special Stages) are re-imaginations of levels already seen in the original Sonic the Hedgehog and Sonic the Hedgehog 2. The multi-tiered and engaging level design helps break the argument that this is but a mere rehash, but it is fair to say that this initial episode does feel more like an homage rather than a true sequel. Maybe some fresh ideas for the next episode, SEGA?

The all-too familiar looking Splash Hill going from daylight to sunset.


When you think of the music behind classic Mega Drive Sonic games, one of the most distinctive elements you would pick out would be Masato Nakamura’s deft use of percussion. Jun Senoue, a veteran who has been involved with the series’ soundtrack ever since Sonic 3, has tried to replicate that to mixed success. Oftentimes the background music sounds like there’s a 16-bit woodpecker knocking against your head. At other times, tunes are barely memorable – try humming a Sonic 4 song two hours after playing it.

There are some blinding gems that show Senoue’s skill, like the pumping theme to Mad Gear or the absolutely delightful Act 3 music to Splash Hill Zone. But we all know what the man’s capable of when given a Mega Drive – 1996’s Sonic 3D Flickies’ Island is testament to that. Ultimately, I can see exactly what Senoue was going for here – it’s just a shame that the overall result is a bit hit-and-miss.

JUDGEMENT: Thumbs Down
Splash Hill Zone Act 3, Mad Gear Zone Act 1


This really is the heart of the debate – whether you rate Sonic the Hedgehog 4: Episode 1 as a good or bad game depends entirely on what you perceive the game to be (ignoring SEGA’s constant marketing natter about ‘back to the classics, fo’ real homes’). Do you focus more on what the game should be, or what it really is? Here’s my take – Sonic 4 is a lot of fun. With some caveats.

When you start playing the game, a lot of the hangups in the physics department appear glaringly obvious – and if they don’t, then you’ll be blitzing through the first few stages thinking subconsciously that something isn’t right with this picture. As it turns out, Sonic Team (for whatever reason) did not decide to build on the Mega Drive codebase but instead created as close enough a replication as it could. For some, the bits it got wrong are a deal-breaker.

Jump to the side and let go of the analogue stick/D-pad, and rather than letting momentum take its course, Sonic stops moving and drops in a vertical line. Closer inspection shows that the same is true for other midair activities, such as being shot out of a cannon. Elsewhere, the game doesn’t seem to encourage the use of the spin attack because every time you use it, you slow to a crawl. Even on the Casino Street half-pipes – where in classic Sonic games, spin-attacking would actually make you go faster than running, the opposite is true in Sonic 4. For those used to the physics of the originals, it’s baffling.

But if you stick with the game, you’ll get used to those setbacks and enjoy the game for the short, enjoyable ride it otherwise provides. Running around curves and bouncing off of badniks really takes you back to those halcyon days sitting in front of a Mega Drive as a kid. The level design – multiple tiers and with several routes for time-attacking – is a triumph compared to those found in recent 2D Sonics.

And the sole addition to the blue blur’s attack roster, the homing attack, is far from a cheap get-out-of-jail-free card, but instead offers access to alternate paths and feels just as natural as a classic power-up should. Sonic 4 is a game that divides opinion like no other – just as I feel there is a lot of fun and gameplay worth to the game despite its setbacks, others may feel that the physics is enough to fail the game entirely. The strange thing is, both opinions are correct.

JUDGEMENT: Thumbs Up (Your Mileage May Vary)
FAVOURITE PART: Running like a madman to escape the chaos in Mad Gear Act 3.


You won’t really get a lot of bang for your buck here – you’re buying entirely into the nostalgia trip that you may (or may not) receive when Sonic 4: Episode 1 first loads up. To compare the number of zones to past Mega Drive games is silly – Sonic the Hedgehog came out in 1991 with six zones for around £40. When you consider you’re only losing two for a tenner that’s not so bad.

What can’t be argued is that you can easily beat Sonic 4: Episode 1 in the space of an hour or so (minus chaos emeralds – it will take you an extra couple of hours to grab them). When there are other premium games on downloadable services commanding at least four times that for about £2 less, you start to ask a question or two as to whether the longevity is value for money. It will be interesting to see how that might change if it has the ability to ‘lock on’ with future episodes, however.

JUDGEMENT: Thumbs Down
FAVOURITE TIME-WASTER: Time-attacking – the homing attack has some nice uses in speed running.


+ The sublime level design.
+ All of the beautiful backdrops.
+ A fresh challenge, wrapped in a familiar setting.
+ That you can still have fun despite its drawbacks.
+ The homing attack. Yeah, I said it.

– The rather naff jump and spin physics.
– A rather forgettable soundtrack.
– That it’s over far too quickly for your money.
– It’s more of an homage than a fully-blown sequel.
– One or two gimmick-specific stages.

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Founder of The Sonic Stadium and creator/co-organiser of the Summer of Sonic convention. Loves talking about Sonic the Hedgehog in his spare time. Likes Sonic Colours a little too much for his own good, apparently.


  1. The momentum just needs to be a little less tight. Other than that, the game is perfect in my opinion.

    I gave it an 8.8/10 on my little review thing.

  2. This review is mostly how I feel about the game, more of an homage rather than a true sequel, really fun but terribly short.

  3. I know that this may get me assassinated, but in the week that I’ve had Sonic 4, I have logged into it a full 19 hours. So don’t tell me that the fun goes by in one hour, sure that may be how long it takes to beat the game itself, but the replay value is incredible. I love the Special Stages, the Zones, and always challenge myself when I come home from school and see if I can get back in my top ten spot in the leader boards. In my opinion, the physics make the game a whole lot nicer and sturdier too, and I think that although it may be short, the final boss makes it very fun and, when compared to a full fledged 50 bucks Sonic Game like Black Knight, this game if beyond a great deal and is fantastic to play and is so much fun. The amount of lives is extremely forgiving and the fact that the spin-dash is slower than the running is good because it will make Sonic more vulnerable to enemy’s attacks rather than him just always be invincible all the time. This is one of my favorite Sonic Games to date, and by the time it’s finished with all of the episodes, it may replace the Adventure Series in my heart.

  4. A fair review. If I may, I’ll add a few bits.

    As far as the homing attack is concerned, I too feel that it is a nice addition. However, exposure to fangames and the Adventure series has me often trying to air dash to get instant speed and am instead punished for that action.

    As far as physics and longevity goes, perhaps SEGA will revamp the engine for Episode II, and when everything’s released it might go back and release a full Sonic 4 with all the updates given to Episode 1.

  5. I really like the game, but it’s too short, and the chaos emeralds are hard to get( darn you, special stage 6!!!!). I still haven’t gotten them all. The homing attack isn’t as bad as people think, but it’s used way too much in the game and the levels require that you do it at a certain time. As far as physics go, they aren’t so bad, but some people could complain. Dimps aren’t the best people suited for the task of creating a true sequel to the famed trilogy (Sonic & Knux was really Sonic 3 part 2). As far as this goes to be Sonic 4, it needs a lot more levels, more characters, and hyper sonic for this to be as good as Sonic 3 & Knux. Only time will tell if SEGA agrees.

  6. I agree with the music (specifically DK’s personal favourites, but I’d probably throw in Lost Labyrinth Act 1 for my money… probably).

    Pretty good review.

  7. Yeah, I agree with the review, loved the game too! One thing I iwll disagree with, is that I loved most of the music in the game, so…yeah, ha.

  8. “To compare the number of zones to past Mega Drive titles is silly – so now I am going to do just that”

    …wait, what?

    @ Tentor

    I’m only gonna say this once:
    The majority of this game’s “haters” aren’t hating it because it isn’t JUST like the originals. As stated by this same review that you JUST referred to as “pretty tight on”:

    “For some, the bits it got wrong are a deal-breaker… just as I feel there is a lot of fun and gameplay worth to the game despite its setbacks, others may feel that the physics are enough to fail the game entirely. The strange thing is, both opinions are correct.”

    Some of us don’t find simply running around hitting dashpads and springboards to be a great time worthy of 19 hours of replay. Some of us think those missing pinball physics are the primary REASON the old games were good in the first place. Taking them away from us leaves us with a generic quick-paced platformer that feels stiff and fickle, and ultimately (to us): not fun.

    We don’t think this game is a “gem”, and we wouldn’t think our beloved classics were either, if they played this rigidly. We’re not wrong, and we’re not tight-assed “haters” just because we have a very different idea of what makes a Sonic game FUN.

    1. @ChaoticFox: “To compare the number of zones to past Mega Drive titles is silly – so now I am going to do just that” – …wait, what?

      I wasn’t being contradictory in the slightest – I was simply explaining why comparing past Mega Drive titles is a silly affair.

  9. @Dreadknux

    I am impressed by this review’s bold move in not giving it a numbered score. It showcases points for both sides, and doesn’t assign the game an asinine number for the fanboys to fight over. While I may not agree with everything said, I very much liked your approach. Rock on.

  10. What he says about the music is so true. I mean, I have a friend who has only played Sonic 1 once and that was in 1991… And yes, he can still hum you the Green Hill Zone theme from memory.

    I do enjoy Sonic 4. I kind of think that if I give it enough of a chance I will like it as much as Sonic 2 or Sonic & Knuckles. But having played those games for over 15 years, it is easy to get too comfortable and always know what’s coming. The new suprises of Sonic 4 are quite refreshing. Like that ending, toast, who saw that final attack coming? I sure didn’t. I died and had to do the whole thing again. I was frustrated at the time, but can look back on it and laugh. If only Tikal were there to say “look out, he’s up to something.” …sorry for the rant.

  11. game is good. the speed momentum needs to be looser. you only feel it when your at a super state. other than that its awesome. right here, i’m ranking top 3 on my favourite stage lost labyrinth zone 1 for psn leader-boards!

  12. Great review. I’ve spent plenty of hours on this game (Wii version) even after getting all the emeralds. Lost Labyrinth Act 1 is my fav :). I just want some episode 2 info now so I can stop worrying about whether the episodes will lock on or not. It would be really stupid not to have them lock on.

  13. Let’s see how Sega will handle Ep. 2.
    The physics really threw me off the first time, but you can get used to it.
    Great Sonic game, but not quite the level of the classics.

  14. Solid review. The only thing I think needs mention that wasn’t brought up is that having a Time Attack and Score Attack mode is stupid. Virtually every Sonic game not made by Dimps that keeps a record of your best time and score for each level only has one gameplay mode. The lack of variation between Time Attack and Score Attack makes having both modes just that much more absurd. Why make Time Attack with no checkpoints or extra lives? In Score Attack, the only way to get the highest possible score is to play through the level without dying anyway, so both modes are essentially identical for anyone making serious efforts to get a get score or time.

    Of course, what really ruins having separate Time Attack and Score Attack modes is that you quite possibly won’t have your best time recorded, because, go figure, you were playing through Score Attack mode when you got that awesome 1:30 result, so it won’t overwrite your previous score of 1:35. Same goes for high scores. Sure, Time Attack doesn’t keep track of your score, but I’m sure that if some of my Time Attack runs had been scored like in Score Attack, the score would’ve topped whatever my Score Attack record is.

    Another annoyance with records regards Sonic and Super Sonic scores and times. Sure, you can go through the leaderboards and toggle between the cumbersome leaderboard menus and wait for the stats to load and toggle between your Sonic and Super Sonic scores, but the stage select screen only shows your highest score and best time. It would’ve been nice if they’d made an extra row where your best records as Super Sonic could be recorded. It doesn’t really affect the gameplay or anything, but it would’ve made checking your stats as both versions of Sonic a lot easier.

    To me, the things I just mentioned are a HUGE deal. They severely hamper the replayability. What’s the point of trying to best my scores and times when my true best hasn’t even been recorded? But these problems are trivial when the physics are so busted. I had fun with the game, but it’s nothing above a 6/10 for me. Blah.

  15. Lets say i give all the classics a 10/10
    I give this an 8

    The only major complaint i have for episode 1 is the physics, it feels stiff.
    Also, Sonics walking animation doesnt look right…He didnt even have a walking animation in the earlier games he looked like he was at least jogging at all times.

    The main difference in the physics is in the old games if you even moved a bit and then took your finger off the button sonic would move just a tad longer depending on how fast your going.
    Thats why it feels stiff, in this you stop like a rock.

  16. One of a couple of negatives I found were the lack of acceleration from a standstill. You can get past that by jumping at the start of your run but it’s still a pain. The other is rolling off of a ledge. Instead of continuing to roll in a ball you’ll uncurl and drop vertically, often to find your rings scattered everywhere. X_x Oh and E.G.G. Station’s “music” track is earachingly awful.

    Some of the highlights for me included transforming into Super Sonic on Lost Labyrinth Act 2 and filling the entire stage with a blinding light, negating all of that ominous darkness. Another was the twists and new elements added to recycled Eggmobiles (although he tends not to use them on Splash Hill and Casino Street until it’s too late). And wait! What is this? As much as I love the 3D games it’s frustrating for me to see Eggman reduced to a sub-villain and have Super Sonic face off against something else (except Metal Overlord, ’cause Metal Sonic is awesome). Dr. Eggman is the actual final boss in Sonic 4:Ep 1, not a lucky dip from the box of assorted monsters!

    On the whole, I thoroughly enjoyed the game, looking forward to Episode 2 (and beyond?)!

  17. “As it turns out, Sonic Team (for whatever reason) did not decide to build on the Mega Drive codebase but instead created as close enough a replication as it could.”

    I have to disagree with you there. Call me an optimist, but I think Sonic Team and/or Dimps could have made it much closer of a replication than we got. Some of Dimps’ previous portable titles have better physics than Sonic 4. The reality is that somebody (SEGA? Sonic Team? Dimps?) either got lazy or just didn’t give a shit. You’re right though, many people do ignore this and have fun. I’m not going to argue over our differences in opinion regarding how much of a deal breaker this is, but I strongly feel that they could have made near-identical physics and didn’t really make it as close as they could have.

  18. I think this review is right on the money, besides the thoughts on the music though. When i first played the game it took a few tries to get used the way sonic moved, but once i got over the sonic’s odd acceleration i was blasting through this game with joy in my soul. The soundtrack for me is pretty decent and the best songs are Splash Hill Zone Act 3, Casino Street Zone Act 2 & 3 and i personally also like the Lost Labyrinth Zone Act 1 & 2.

    I think the physics in the game are a bit off in the sense that sonic’s running animation gets to top speed before he does and the slow acceleration of sonic is troublesome. I also agree with [b]Silent Dragonfly[b] about sonic uncurling during the use of the spin dash, that’s bogus. Also with the the spin dash, why does it stop and uncurl sonic after he comes off of a ledge? The difficulty of this game is harsh in some areas: Lost Labyrinth Zone Boss, nuff said. Mad Gear Zone Act 3, monstrous. Egg Station Zone, death on many occasions.

    But hell now i’m just nagging, overall i loved the game and i LOVE using super sonic i’m just having a hell of a time blasting through levels with him and being invincible in the Lost Labyrinth and Mad Gear Zone. Can’t wait for episode 2! For the next game we need Tails, more zones, more modes and faster sonic acceleration!

  19. Fantastic And spot-on review, gentleman! 🙂

    I bought the iPhone version of the game yesterday, and I’d give it a 7.5/10. Just for those physics. I admit I was baffled for about 2 minutes trying to spin my way up a halfpipe in Casino Street. 😛

    Sonic Advance had some good physics, I don’t understand why Sega couldn’t get it right here…

  20. What, no love for Lost Labyrinth 1? Enough other people have mentioned it in the comments though 😛 As for the music in general, the only reason I don’t remember parts of it offhand are that I have the iPod version and half the time I can’t play with sound. And, while I’m a big fan of the genesis games, there are still a few tracks I don’t remember straight off… like, right now, I’m blanking on Spring Yard, Starlight, AND Scrap Brain. Primary reason I remember, say, all the S3K music by heart is the Project Chaos album… and this is from someone who listens to SSR CONSTANTLY.

    I didn’t have much of a problem with the spindash … because I didn’t use it *that* often. I have trouble doing a proper spindash with these touch controls, so that’s a slight problem, but that only became a real issue in LL3 and MG3, and then it just took practice. The bosses are AMAZING, particularly Lost Labyrinth, it’s not easy to make something that’s difficult yet enjoyable at the same time. The physics, well, I have no complaints with them … the game flows wonderfully, it feels very fluid and smooth. I would give this at least 9/10, possibly higher. My biggest complaint of the game? Casino Street 2. That was just lazy…

  21. Homing Attack got me.
    When I played Sonic 1-2-3 on VC, I always press the jump button twice thinking it had Homing Attack :/

  22. *looks at the “You’ll love” section* Take THAT everyone who hates Homing attack!
    anyways, i give it a 9.6/10 my favorite scene was going Super Sonic for the first time in a 2d Sonic game for erm… ever, but i agree the length is not long at all and bumpers in this game are PURE EVIL at times. I’ll reveiw Sonic 4 as a whole game once all the episodes are out. 🙂

  23. @Dreadknux.

    I don’t get at all how “When you consider you’re only losing two for a tenner that’s not so bad” insinuates that making a comparison is a silly affair. To me, it seems to CONDONE making the comparison because doing so makes a steep price look more like a standard value.

  24. I don’t agree with you about the music…….I’ve had splash hill stuck in my head for days……..and I haven’t even got the game yet!

  25. Hey, if you’ve downloaded the Wii version of Sonic 4, look at the leaderboards and see the Carnival Street Zone Act 1, my name is on the Top Ten List, its Wiiman. Im so proud of myself, it took hours to perfect. I LOVE SPEEDRUNS

  26. did anyone else find it rather silly that you can still get the barrier power up as Super Sonic even though you are already invincible? lol

  27. A rather well put together review for Sonic fans by a Sonic fan. I pretty much agree with all the points you hit at. I expected to be playing the game for weeks, but was disappointed when I stopped playing about 4 days after buying it. The game is fun and super nostalgic, but the physics really put such a hurting on the experience. Every time I start to have fun with the game the physics end up ruining the moment. Aside from those points there’s fun to be had here, and the Mad Gear Zone is brilliant (I even enjoyed it way more than the original Metropolis Zone), but I’m definitely anticipating Sonic Colors even more now.

  28. I don’t really have a problem with the game. It was very enjoyable though it does have its drawbacks. To me it’s just nitpicking.

    – Sonic’s speed wanes when you let go of the stick/DPad
    – Physics are a tad bit off since you can’t gain momentum by just going back and forth in half loops.
    – Plus, I don’t think Sonic is supposed to stand in quarter loops. Last time I checked, you need to mash the spindash (no rhyme intended) to get going again. Lastly, when you spindash off a platform, Sonic should fly off it rather than just drop off them.
    – The Egg Station probably could’ve been kicked up the challenge a notch if they decided not to include checkpoints and rings.
    – One more level would’ve been awesome.
    – Finally, at the ends of boss fights in stages, they could’ve linked the levels together like they did in Sonic 3. It would make the transitioning between levels make a little bit more sense, but then again Sonic 2 did that, so I guess I’ll let that one slide.

    Other than all that, I’d have to say this was well worth 1200mspts in my book. A lot of things in the game surprised me. The chaos emeralds weren’t piss easy. You actually have to work for them and that’s the way it should be. Having Eggman revamp inventions and levels being not too similar just feels right for a sequel. If all of Eggman’s attempts failed in the last few games, this is a great way to revive the franchise. Way to go Sega.

  29. I disagree that the music is forgettable
    I truly think splash hill and lost labyrinth could be classics.

  30. I’d only give the game maybe a 7/10.

    My opinion is more or less the same as that of the review. I really enjoyed the game but it really wasn’t worth 1200 Microsoft Points in my opinion, it was far too short. 12 stages, 4 bosses, the major boss and the special stages as FLEW by. The physics were off (compared to 1,2 & 3) and I said a number of “words” when I kept falling into spikes or to a horrid height death when I expected Sonic to keep moving forward and not drop like a piano out of a window.

    But to be honest I was humming the Casino Zone Act 2 music whilst reading this review so I disagree there.

    But still a fantastic review mate!

  31. The level design wasn’t that cunning, sadly.
    Can you try a little harder on Episode II? I find it incredibly frustrating to rely on people who can’t even fully stop that hedgehog from coming near me.

  32. Maybe someone should make a Sonic 4 fangame remake that does feel more closer to the classics. Same levels and such but with the classic physics, sprites and resigning the levels to look a little less like copies from the originals. =)

  33. This review is really great. The only thing I really have to say that isn’t in this review is that the game is actually longer than an hour (at least for me it was on the iOS version) and that the soundtrack really isn’t THAT bad. I’ve probably played the game for about 20+ hours since it’s release on the App store.

  34. Brilliant review, as usual lol I think you pretty much said exactly what I felt as well, although my opinion of the music was a bit more positive. He has been working with different tools for quite a few years now after all lol
    And as for the trolls, I think to be honest I’ve figured out how to make Sonic good again: get a more appreciative fanbase lol after all, Sega IS trying their best. Sonic 06, rushed. Sonic 4, given a longer production.Recent games, trying to take the series in new directions (which I personally found to be quite fun). Sonic 4/Colours, sticking to core gameplay of the originals while giving new flavours to spice things up. Recent games, adding extra characters to every game (somewhat hit and miss). Sonic 4/Colors, sticking to fan-favourite characters. They’re working solely on Sonic’s gameplay mechanics till they get it right and allowing the overall storyline of all the core characters to move in new and interesting ways

  35. Sorry to double post but…

    Takus says:
    – Sonic’s speed wanes when you let go of the stick/DPad

    Could somebody explain this to me? doesn’t he usually slow to a standstill when you stop pushing the ‘move’ buttons? lol

  36. Just echoing what others have said here. This looks like a very well-written and fair review, and whilst I don’t actually have Sonic 4 yet *shock horror* just reading this allows me to imagine exactly what it must be like.

    My hopes for episode 2, despite not having played episode 1 yet, are:
    Tails playable
    Fix the physics
    Livelier soundtrack
    “Lock-on” compatability with episode 1 or an eventual physical release of the whole thing in one go.

  37. Sonic 4 really wasn’t that bad. I thoroughly enjoyed the experience of a 2D Sonic game that wasn’t a boost-fest (although I find those games to be fun <_<")

    It's nice to see everyone's opinion get voiced though. This game certainly isn't a godsend to the community, although you have to admit, a lot of the media and the more nonchalant fans are gobbling this game up. It's definitely a good thing for Sonic's image to the public, whether or not the physics and level design is 1:1.

    Looking forward to episode 2, and the hopeful prospect of an ice level! (I hope!)

  38. True for the overall homage part but it’s not actually a bad thing. After all, it is $15 if you think about the point system for XBL. If this is true, there should be four episodes in total. Add it all up and it’s $60 altogether. So it’s a really good game for in intro, let’s just hope it get’s more original levels and proper free fall physics. (Following Indigo’s hope for an Ice level)

  39. @Crackers: “I admit I was baffled for about 2 minutes trying to spin my way up a halfpipe in Casino Street. :P”
    So it WASN’T just me then! 🙂

    I’ve only played through the first act since buying it on the 360 launch day, and I know that isn’t enough to make an informed decision yet, but at the moment it doesn’t feel right. The fact I have been spending more time replaying S3&K and Sonic Fan Remix suggests Sega missed the boat on this. It doesn’t make me want to come back for more.

    Also, going straight from an original Mega Drive Sonic game to this doesn’t feel like a sequel, no matter how much SEGA hype it up to be. I think I’d have been more happy playing it if the game hadn’t been so rammed down my throat as the game I’d been waiting 16 years for!

  40. I’ve finally Played Sonic 4 Episode 1 and even though there might be flaws(Physics, Shortness, etc) it’s still a really fun game I massively enjoyed it 🙂 Can’t wait for Episode 2!

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