You know what Sonic Generations had a severe lack of? Proper DLC levels. Thankfully, it’s a Sonic game, so the fan base has provided with loads of mods over the years. Shivery Mountainside by Goalringmod27 is among the latest of these, and I’ve got to say: it’s a fun, fascinating experience…if you’re looking for a challenge that can at times be a little unfair, but also do things regular Generations levels never did.
Shivery Mountainside starts in a cozy log cabin, which acts as a small hub area where players can buy upgrades and lives before setting off on their run down the mountain. It’s here that you’ll notice the start of a trend: the hub is in full 3D. The whole mod is in 3D, in fact. This alone does a lot to set this level apart from Sonic’s official boosting stages.
The demo starts out with a brief, exciting snowboarding section. After Sonic bursts out of his cabin on a snowboard, the player must then boost through hordes of enemies while navigating the mountain’s snowy slopes. There are two paths to take here, as well as some rings for more skilled players to jump through, to get them to grinding paths on top of some cabins. It’s not long before Sonic reaches the town at the foot of the mountain, where he ditches the snowboard and starts running on foot. And it’s here where the fun, and brief bouts of frustration, begin.
Shivery Mountainside’s level design is tailored around the idea of encouraging new and unorthodox utilization of Generations’ physics. Sometimes, to cross a pit, you need to hit the boost button at exactly the right moment to send yourself flying into a set of rings to your next platform. On other occasions, you’ll need to interrupt your momentum with a stomp in order to reach a ring or boost pad. This sort of thinking isn’t always necessary, and sometimes its possible to clear a gap through some other means, like attacking enemies.
It’s pretty cool playing a level like this in Generations, but I must admit it can also lead to…frustrations. One inherent issue in this sort of design is that the level can just be really difficult. When those mid-air boosts become required to survive a pit, messing up their timing results in instant death. 3D platforming was also never Generations’ strong suit, as it can be a bit slippery, so having to navigate a level full of areas like this will inevitably result in a lot of falling into pits. It took me hours of trial and error to fully figure these areas out, and I still mess them up on occasion. This is not the Sonic Generations you’re used to: it does not allow for much margin of error.
All that said, while the level can be quite challenging, that challenge is, for the most part, quite fair, and makes mastering this level exhilarating. It is only when you reach the ice caverns that the design becomes a little…mean. After navigating a series of narrow ice platforms, you reach a cavern full of red ice. While gorgeous, I found this area very hard to navigate effectively. The lower water path, which was the first one I took, was very confusing to navigate. Even with the big arrows made out of golden rings, I simply found the area unnavigable because, between the red ice pillars and the water, there was no clear path through to an exit. So I simply died repeatedly. I eventually managed to make my way through the area by taking one of its other, optional paths above the water. I did eventually beat the area on the lower path, but I’m still not entirely sure how I did it.
Right after this is the second worse area of the level: a curved ice path, with no guardrails, over a bottomless pit, that leads directly to a wall-running section with bombs that are impossible to dodge, at least with my human reflexes. I eventually managed to get past this part by slow walking on the path, and then activating a new power up introduced in this mod, “time break.” This slows down time, which allowed me to avoid the bombs, and finally beat the cavern section of the level. While these areas are quite beatable, especially after some trial and error, I do hope they are redesigned somewhat. Nothing breaks a Sonic level’s flow more effectively than having to worry about getting confused by the level itself, or having to slow walk on a path to avoid falling off. I do think this goes a little beyond the sort of challenge one should expect from a Sonic boost level.
All of these criticisms aside, Shivery Mountainside truly is a standout Generations mod. Its got great visuals and a superb music track that’s still stuck in my head. It’s only six minutes long, but I’ve already spent hours on it, trying to perfect all the tricks and find all the shortcuts. Even in my latest playthrough, which I did while I was writing this, I managed to reach some extra lives by boosting through rings that I hadn’t been able to get through before. If you’re hungry for a new Sonic boost level, check this out!