Wednesday, June 25, 2025

Platform Game Review: Sonic the Hedgehog CD


Sonic CD was the Sonic the Hedgehog game that was released for the Sega CD and Mega CD. It was a very different game from any of the others, making it a bit of the black sheep in the 16-bit Sonic canon. It doesn’t deserve that reputation as it is one of the best, if not the best, games for Sega’s ill-fated CD attachment for the Genesis and Mega Drive. Even outside of the Sega CD and Mega CD ecosystem, it is a very enjoyable game. 

In Sonic CD, Sonic needs to save the past to save the future. This is what gives the game its uniqueness. Sonic still has his speed and quills when he rolls in a ball to take out enemies and break open item boxes. However, this game also has past and future signs which change the setting of the game when Sonic gains enough speed. This is shown with sparkles emanating from Sonic when he runs followed by a sequence showing the passage of time. 

Once Sonic has changed years, the scenery reflects the change. In the past, the game is like a regular Sonic the Hedgehog game, with levels ranging from lush green to metallic. However, in the future things have become more dystopian as the scenery shows the destruction of the game world with ruined structures. This change also applies to the game world, as passages that are not available in the past become available in the future, and vice-versa. 

The game was in development between Sonic the Hedgehog and Sonic the Hedgehog 2, so the spin dash works differently than other games. Sonic can be hit while spinning before he blasts off. The jump button also must be held down for a good amount of time or Sonic will just stand up. This is rectified in the mobile remake by Christian Whitehead. The remake also includes Tails as a playable character, which changes things up a bit with his hovering ability. The remake also is included in the Sonic Origins compilation. Sonic Origins Plus goes further, completing the trio of Sonic’s 16-bit friends by adding Knuckles and Amy Rose as playable characters as well. Speaking of Amy Rose, she makes her first appearance in this game along with the villain metal doppelganger Metal Sonic.

The presentation is where Sonic CD shines, as it uses the increased storage capacity of the Sega CD and Mega CD by including incredibly well animated story sequences at the beginning and ending of the game. Sonic doesn’t talk, but his expressions do the work of conveying the danger and surprise of the situations into which Sonic finds himself. The soundtrack behind this is excellent in all regions, but I’m partial to the North American version. The Japanese version and most of the international versions include an instrumental to the action in the videos, but a new song was composed for the North American release. This is Sonic Boom, a catchy pop song with lyrics that are precisely Sonic in a nutshell. The Sonic CD remakes by Christian Whitehead include the video with much less compression than the original release. They also have the option to play either the Japanese or North American soundtrack over the videos regardless of the region in which the game is being played. 

Sonic CD is an underappreciated gem that made the Sega CD and Mega CD a worthwhile purchase and continues to be a worthwhile experience to this day. It changes up the formula by adding in time travel, which makes it remain a unique entry in the Sonic series. It has the fantastic score and sound design of the other Sonic games, but the addition of animation to the beginning and ending of the game make it an extremely memorable experience. The weirdness of the spin dash brings it down a little compared to Sonic 2 and the later games in the series, but this is negated in recent releases as it is optionally rectified in Christian Whitehead’s remakes. 

Final Verdict: 
4½ out of 5

Platform Game Compilation Review: Sonic Origins


Sonic Origins is a compilation of enhanced remakes of four Sonic the Hedgehog games from the 16-bit era, Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog CD, and Sonic 3 & Knuckles. The latter is Sonic the Hedgehog 3 and Sonic & Knuckles combined as one game, as would have been done with the Sonic & Knuckles lock-on cartridge on the Sega Genesis or Mega Drive. It also includes the Blue Spheres game that was playable by locking in any game onto Sonic & Knuckles other than Sonic the Hedgehog 2 or 3. In addition, it includes a sequel with modes from Sonic Mania titled New Blue Spheres.

Sonic the Hedgehog, Sonic 2, and Sonic CD are enhanced ports of the Android and iOS remakes by Christian Whitehead. These remakes are completely faithful, with the same music, sound effects, level layouts, background art, character design, animations, bonus stages, and boss battles as the original 16-bit games. These remakes also contain everything from the mobile versions including a playable Knuckles in Sonic the Hedgehog and Sonic 2, but not Sonic CD. The latter does include a playable Tails, however. The best remake, in my opinion, is Sonic 2, as it contains a hidden secret passage which leads to a realized version of a partly-completed level from the beta versions of the game. 

Sonic 3 & Knuckles is a new remake using the same engine as the others. Like the other remakes faithfully recreates the 16-bit game, including the level layouts, graphics, and boss battles. However, while it has the same sound effects as the original game, the music is taken from the beta version of the game due to rights issues with the music from the final versions. This change has had mixed reception. Intellectually, it is understandable due to forces outside of Sega's hands. However, it may be a deal breaker for some people. especially those who played the original game so much that they know the original music inside and out. That said, the original music can be restored with fan patches which are easy to install, especially on Windows. There is also a fan patch available that separates Sonic 3 and Sonic & Knuckles into two games, bringing these games as close to the 16-bit originals as possible.

The neat part about the compilation is that it adds animations with silent characters ala the Sonic CD intro. These were created in the style of the Sonic Mania shorts, and serve to connect all four games together into a continuous storyline. These work really well, and are just as well animated and lively as the introduction of Sonic CD, if not quite as memorable. In fact, the animations are used together with those from the aforementioned game in its storytelling and actually work well in concert with each other.

One of the main draws of Sonic Origins, other than its games of course, is the museum content. There are two modes. One lets you play the games as they were on their respective consoles. The other version allows you to play through the story of all four games. Through play, you will collect tokens, which can then be used to purchase art, music, and background content on the games from their origins up to their release. It's actually quite well done, making it worthwhile to play through the games multiple times in order to unlock all the content.

Sonic Origins is not a perfect remake collection. All of the games are painstakingly accurate to the originals, however the replacement of the Sonic 3 songs for its beta versions is a let down. Whether this makes or breaks the compilation is up to you, but I personally think it is the best way to play these games, especially in light of the various fan patches that are available.

Final Verdict:
4 out of 5

Sunday, June 15, 2025

Third-Person Shooter Review: Red Dead Revolver

Red Dead Revolver is a game that has an interesting pedigree and was the fore-bearer of the influential Red Dead Redemption series. It started at Angel Studios in the early 2000s as a Capcom-funded spaghetti-western arcade-style third-person shooter that was a spiritual successor to the 1985 arcade game Gun.Smoke. When Take-Two Interactive purchased Angel Studios in November 2002 and placed it under its Rockstar Games subsidiary as Rockstar San Diego, the Red Dead Revolver beta was expanded into a full game which was ultimately released for PlayStation 2 and Xbox in 2004.

In the final game, both the Capcom and Rockstar Games fingerprints are quite obvious upon even a cursory inspection. It is still the arcade-style slapstick Western that began at Capcom. Alongside the damage indicators, there are score tallies. Each scene takes place in a round, where accuracy and damaged is assessed and duel opponents and stages for duel challenges are rewarded based on the total. Most enemies have to be shot several times to be defeated, even with precise targeting, although the smaller, weaker enemies can be defeated in one hit with a headshot.

However, it also has hallmarks of Rockstar Games in its DNA. A town can be visited between rounds, and Red can explore the shops located within, although in a much more limited way than Rockstar's usual output. Alongside the gun shops where Red can purchase and upgrade his equipment, there are also other businesses to be visited such as the saloon, tailor shop, and the bank. The purchases within have less to do with what they advertise than act as a place where Red can unlock background information on the lore of the game through journal pages and purchase duel stages and characters that weren't unlocked when the stage scores were tallied

It's by no means a masterpiece of game design, but it is really a miracle these two different styles of game development actually manage to work together at all. Going in after playing either of the Red Dead Redemption games is really odd, such it is such a different style of game. However, once you reconfigure your brain to treat it like an arcade-style third-person shooter, it actually becomes enjoyable.

The main enjoyment to be had in the game is in the story. As a spaghetti-western, it is enjoyably over-the-top in its presentation and story-telling. The game follows Red Harlow, a gunman who had witnessed the death of his father Nate Harlow and his Native American mother Falling Star. They were killef by a gang of outlaws lef by Mexican General Javier Diego and the American mercenary who called himself Colonel Daren. Red's dad found gold in Bear Mountain with a man named Griff and forged two revolvers to celebrate. The Mexican Army took Griff prisoner and Javier learned about the gold. All three Harlows were meant to die to conceal the existance of the gold, but Red got away by shooting Javier's arm off with his father's revolver.

Red intends to avenge his father's death, teaming up with the English trick-shooter extraordinaire Jack Swift, a rancher named Annie Stoakes, Red's cousin Shadow Wolf, and an African American soldier called the "Buffalo Soldier". Each of these characters, along with Red are playable in specific points in the story, alongside the villain Javier who is also playable for a short time.

Many of these characters served as templates for characters who appeared later on in the series. Annie Stoakes was a brave, headstrong woman who bucked the social norms of the time, much as Bonnie MacFarlane would years later in Red Dead Redemption. She also was a pro with a gun, much as Sadie Adler in Red Dead Redemption II. Jack Swift bears more than a passing resemblance to the second Red Dead Redemption game's Josiah Trelawny in both appearance and the fact that both characters tend to their own business while occasionally teaming up with their game's protagonists. Shadow Wolf's headstrong personality and willingness to put himself in danger for his family and his tribe was akin to Eagle Flies in Red Dead Redemption II. Charles Smith from Redemption II bears a similarity to both Buffalo Soldier and Red Harlow himself. All three characters are stoic, selfless, and unambiguously the most morally good among their peers.

Javier Diego shares both a name and a background with Javier Escuella. Both were part of the Mexican Army before the start of their respective games and both, unfortunately were let down by borderline offensive Mexican stereotypes. For Escuella, at least, he received some much needed character development in the jump from Red Dead Redemption to Red Dead Redemption II. It's a shame we won't see more character development from Diego, since it is pretty much a sure thing that Rockstar Games won't feature the Revolver characters in the future outside of campfire folk tales.

Red Dead Revolver is more of a curio to see from where the Red Dead Redemption series started than anything else. It's not as easily accessible as the Redemption games, however it could be worth a play to people who aren't averse to playing arcade-style third-person shooters. The spaghetti-western atmosphere alongside the over-the-top portrayal of the characters and the story manage to elevate this game from what would otherwise be a purely mediocre experience. It's not up to Red Dead Redemption standards, but it is certainly not a bad game.

Final Verdict:
3½ out of 5