Sonic Lost World (2015) [PC]
17 min readTiming, Precision and Playfulness
-Jason Paul, Freerunner
What makes a Sonic the Hedgehog video game good?
There are many possible answers to this quandary. It could be the singular adherence to either 2-D side-scrolling or 3-D exploration mechanics. It could also be the focus on blinding speed vs. momentum-based physics. Or it could be the careful implementation of new ideas thought up to prevent a long-running franchise from going stale. It’s this third instance that I intend to explore in this in-depth review on Sonic Lost World. Despite various missteps and some poorly executed ideas, the game showcases a bold, new take on the franchise. Not only is it colourful and dynamic, but it also introduces mechanics that could potentially be incorporated into the framework of future Sonic games, if given the right opportunity. Finally, if one puts in a little patience and practice with the odd control scheme, one will find that Sonic Lost World, as a whole package, is a fairly good game.
Totally Tubular
Sonic Lost World began its development shortly after the release of Sonic Colors back in 2010. Following that game’s completion, Sonic Team wanted to both streamline Sonic’s controls and introduce longer, more diverse stages. Furthermore, series director Takashi Iizuka expressed his intent to create twisted, tube-like levels and mentioned that he was inspired by the story, Jack and the Beanstalk. Development first started on the PC and then moved to the Nintendo Wii-U and 3DS. The PC version was released two years after the Nintendo release.
With this new level design in mind, Sonic Team spent a half year repeatedly building and dismantling the first stage alone to get it to its finished state. Once completed, they were able to move on to more imaginative levels. From running down hollowed-out hexagonal trees to platforming through a dessert-themed stage and even soaring through the skies on the backs of robotic dragons, Sonic Team wasn’t afraid to make things wacky and weird with their designs. Some of the most notable maps in the game involved having Sonic traverse around the inside of a tube. This inner tube design was both technically and visually impressive. It gave off a sensation that one was falling down a rabbit hole into the unknown.
The tube-like level design also fosters a sense of curiosity as there are multiple avenues for the player to explore. For example, one may start on one side of the tube, but may then transition to the other side to find their way around obstacles or to explore an unseen side of a level. Interspersed within the environment are hidden springs, breakable walls and out-of-the-way platforms that lead to alternate pathways, shortcuts or secret areas containing collectibles.
Elements, Old and New
As mentioned above, Sonic Team strayed away from realistic environments in previous entries in favour of more colourful and diverse levels. What they also did was introduce a variety of level-specific gimmicks. Many of these were only used once, however, I found that Sonic Team was very deliberate with their uses. For instance, in Frozen Factory Zone 2, Sonic becomes a giant snowball that has to maneuver around the level. This snowball also doubles as a cue ball in the billiard section of the level, which ties its use into the Zone’s casino-like theme.
The transition between 3-D and 2-D styles of play, first introduced in Sonic Unleashed and later utilized in Sonic Colors and Sonic Generations, also makes its return. While the 3-D levels encouraged exploration via multiple pathways, the 2-D variations are more straightforward and focused solely on platforming. There are very few secret areas within the 2-D sections and they’re mainly suited for either hiding valuable collectibles or providing shortcuts through treacherous sections within levels.
Also returning are the Wisps and Color Powers, both introduced in Sonic Colours. Collecting a Wisp within an item box allows Sonic to use temporal environment-traversing abilities called Colour Powers. Iizuka stated that the Colour Powers for the Wii-U/PC version was to be used as an additional tool – something that would add to the experience rather than being essential to clear levels. Many powers from Sonic Colours return, such as Drill, Laser and Rocket, but some new powers were introduced in Lost World.
Item Boxes also make their return in Lost World. Sonic can collect these through missions and can use them within levels. Some examples include invincibility, speed up and extra lives. Each item has a quality rating; the more stars it has, the better the item.
Issues With Design
The design is not without its problems. At the onset, some of the levels lack a sense of cohesion. It’s like Sonic Team decided to slap together several elements – tube-style 3D sections, 2D sections, cloud trampolines and mach-running (auto-running) sections, to name a few – in an uncoordinated order. Some of these elements didn’t flow together very well, however, there were some levels that, admittedly, did a great job tying in elements together. The first level – Windy Hill Zone 1 – really showcases how well the elements work with one another to create a good flow. However, later levels like Sky Road Zone 1 are examples of how the elements did not work well with one another. One will go from high-speed mach-running segments to more slowed-down affairs where precision platforming is the only way to advance. I found that transition to be a bit jarring on my first playthrough.
On top of that, while the gimmicks were interesting, some of them felt a little too finicky. While I enjoyed the snowball mechanic in Frozen Factory Zone 2, there were times when maneuvering it through tight paths and around tough enemies became very tricky. At some points, it resulted in some unintentional (read: cheap) deaths.
Finally, it didn’t make sense to include the Colour Powers. It seems that Iizuka and Sonic Team tacked on the Wisps, either due to a lack of new ideas or because they wanted to milk the Colour Powers to their fullest extent. Instead, It would have been more interesting to see Tails come up with Wisp-inspired technology for Sonic to use. This would have fit better into the overall narrative since the story focuses on Sonic, Tails, and their friendship.
Sonic the Freerunner
In Lost World, Sonic can run up and across walls – a first for the series. Sonic Team implemented a parkour system and was created as a way to make Sonic’s movements more fluid within levels. To balance the slower pace of platforming with the high-speed thrill of performing parkour, the team decided to give players free control of Sonic’s speed. This was done by incorporating a run button. For the first time, players could modulate the speed at which Sonic runs, which was a radical change of pace – pun intended!
Parkour is activated by holding down the run button as one approaches a wall. Depending on the orientation at which Sonic approaches the wall, he will either run straight up or across it. The distance or height Sonic can travel depends on how much momentum he has when initiating a wall run. During such a run, Sonic can execute a variety of moves. If he’s running up a wall vertically, he can transition to a horizontal wall run by holding the direction and pressing jump.
He can alternate between two horizontal walls by jumping to the next one, thereby extending the wall run. Sonic can also wall jump up shafts – used extensively in the 2D level sections.
Performing all these moves in tandem looks very cool and is necessary to collect some of the toughest Red Star Rings within levels. Finally, Sonic can grab edges and pull himself up – perfect for either saving yourself from a nasty fall or reaching a platform that’s just out of reach.
But, How Do You Parkour?
Sonic Lost World’s greatest weakness is the lack of tutorials surrounding the parkour mechanic. There are hints strewn about levels vaguely explaining how to use parkour moves, but the game would have benefited more from a playable in-game tutorial. Sonic Rush Adventure for the Nintendo DS comes to mind as a great example of this. In that game, players are given step-by-step instructions on how to perform various moves, like boosts and tricks. Players can then set themselves up for success by practicing the moves before moving on to the next.
This time around, Sonic Team didn’t go that route and it’s baffling as to why that’s not the case. Not providing an adequate explanation on how to use a brand new mechanic is a terrible move for a developer. Especially considering it’s from an established one like Sonic Team.
Further problems emerge as players attempt to use parkour within levels. Depending on how Sonic approaches a wall, he can end up running vertically up a wall instead of horizontally across it. Again, having a dedicated tutorial to show how the mechanics worked would mitigate this and avoid delays or unintentional deaths. Another issue revolves around the reliance on the run button. In 2D sections, for instance, players can accidentally trigger parkour if they unintentionally touch a free-runnable surface while holding the run button. Given that the side-scrolling areas are covered in these facades, it’s difficult for players to avoid engaging parkour mechanics within them. Yet, it’s equally difficult to get through these sections without using the run button. Practice, however, makes this only a minor inconvenience.
The Hedgehog’s New Groove
Sonic adds a few extra moves to his repertoire this time around. He retains his double jump from Sonic Colours. His Spin Dash and Super Peel-Out moves make a return. Sonic’s Homing Attack also receives an upgrade, in that it can either lock onto multiple targets or focus and deliver big damage to one target. The Bounce Ball move from Sonic Adventure 2 also makes a hearty return and can be used to bounce up to out-of-reach platforms or items. Finally, Sonic adds a kicking attack used either to knock one badnik into a line of others or to expose vulnerabilities in larger badniks.
Giving players control of Sonic’s running speed allowed Sonic Team to focus on platforming mechanics. This resulted in a more laid-back and balanced platforming experience compared to the high-speed endeavours of previous games. Sonic’s movements are fairly snappy – more so when he’s jogging than when he’s running. The lower speed allows for more precise movements – perfect for slower platforming segments. Sonic does what he does best at running speed – run fast. The downside is that his handling decreases and he becomes a little slippery to control. This is problematic when navigating narrow corridors or jumping to smaller ledges. Though the difference in handling isn’t that vast, it can be an issue that newcomers will need to adapt to.
From time to time, Sonic enters an auto-running mode called “Mach Running.” Sonic moves at mach speed in this mode, and the player must react quickly to avoid obstacles and death. Desert Ruins Zone 2 (Honeycomb Highway) has an entire level dedicated to Mach Running. There is also an on-rails section where Sonic literally must grind on rails to advance through the level.
New Moves, New Problems
Parkour isn’t the only gameplay issue that Sonic faces in this game. His upgraded homing attack tends to act unpredictably. Most times, the multi-target attack hits its mark. However, there are times that the attack may not hit the intended amount of targets. Sometimes and especially at close range, the move fails to register a lock on. Thankfully, this is a very rare occurrence, but still problematic when it does happen.
Another problem centres around the new ice skating mechanics introduced in Frozen Factory. Holding the run button down while on icy surfaces causes Sonic to skate across them. Jumping while skating causes Sonic to perform a twirling figure skater’s jump. While in midair though, Sonic can neither double jump nor defend himself. While it’s suitable for making long jumps without reducing momentum, the downside is that one loses the second jump’s safety for course correction. It can also make dealing with a swath of badniks near or over a gap a tricky ordeal.
A Narrative Marred by Poor Characterization
A second, glaring weakness within Lost World is the game’s narrative. Dr. Eggman is kidnapping critters and Sonic and Tails are out to stop them. Eggman shoots down Sonic’s plane and the pair crash-land on the Lost Hex – a floating continent made of hexagonal panels. We then meet the Deadly Six; a group of ogre-like creatures that can control machines. Eggman has enslaved them using a MacGuffin called a Cacophonous Conch and pits them against Sonic. When the aforementioned hedgehog liberates the Conch from the doctor’s hands, the Six rebel and activate the Extractor – one of Eggman’s latest creations – to drain the energy from Earth and use it for themselves. Sonic must now team up with Eggman to stop the Deadly Six from draining Earth’s energy. Meanwhile, Tails is distrustful of the doctor’s intentions, which clashes with the hedgehog’s pragmatism of the situation.
On paper, introducing the Deadly Six as the prime antagonists had some great potential in flipping the Sonic vs. Eggman script. However, that potential is wasted. The Deadly Six are an uninteresting and one-dimensional group. That’s not to say that they don’t have their good sides. Zazz, for example, is very zany and his dialogue is hilarious. However, that’s all he has to offer to his character. The same goes for the rest of his brethren.
Roger Craig Smith has gotten a good feel on how the character should sound in his third year as Sonic. While Sonic is at his snarkiest in this adventure, some of that snark comes across as being mean. His jokes come off as corny and, at times, he treats Tails less as a friend and more of an annoyance. Whatever the writers tried to make the hedgehog seem more cool ended with him being kind of a jerk overall.
The Nitty-Gritty of Level Progression
Sonic Lost World has a fairly standard progression structure. The Lost Hex is divided into seven areas, with one secret area unlocked after beating the game. Each area has four levels or Zones. The first Zone is an exploration-heavy level that introduces the area to the player. Zone 2 is Sonic’s first fight against a member of the Deadly Six. Zone 3 is typically a unique, odd-ball level. Examples include running through a casino or grinding through a tube-like waterworld. Zone 4 is a second fight against the Deadly Six member the player fought in Zone 2 and unlocking it required collecting critters, which are animals found within badniks and capsules. It’s both their first appearance since Sonic the Hedgehog 4 and the first time that they are used as a collectible.
The final area – Lava Mountain – operates differently from the other six areas. Zones 1 and 3 are boss rushes where Sonic faces off against three of the Deadly Six. Zone 4 is a showdown against Eggman.
Each level has a time limit, similar to levels within the Mario series. If the time elapses, Sonic loses a life and starts from the nearest checkpoint.
Hidden within each Zone are five Red Star Rings. Gathering some of these requires advanced use of Parkour. Gathering all 20 Red Star Rings within an area grants a Chaos Emerald. Collecting all seven Emeralds allows Sonic to transform into Super Sonic within levels. Unlike other Sonic games, Emerald collection isn’t related to the plot in any way.
Sonic Lost World utilizes a scoring system that tallies up the number of rings, remaining time and number of critters collected. The score itself is meaningless, however, it does affect when the Nightmare Zone DLC (available for the PC version) reopens.
Euphonic Wonder World
The music for Sonic Lost World is Sonic Team composer Tomoya Ohtani’s best work yet. There are a variety of fun and catchy tunes to bop your head to as you’re zipping through levels. Probably the best known of the lot is “Honeycomb Highway”, played in Desert Ruins Zone 2. The song is pure Sonic; it’s a high-speed, high-energy track with a sweet bassline and a great brass and flute accompaniment. It’s the kind of track that fits well with a classic ‘70s car chase scene.
Another fantastic track is the titular “Wonder World,” the main theme for Sonic Lost World. It captures the spirit of adventure and wonder. It employs Ohtani’s signature of combining grand string and brass sections with backing drums and choice synths interspersed through the piece.
Ohtani also managed to sneak in a few cameo pieces from classic Sonic games in the Lost World soundtrack. Windy Hill Zone 1 has a little, hidden piece of Green Hill Zone that’s recognizable on a close listen. Juice Archipelago (Tropical Coast Zone 2) also has a tiny piece of the save menu music from Sonic the Hedgehog 3 nestled within the track.
Despite the Deadly Six being a bit of a disappointment in terms of character, they get a great boss theme. The banjo meshes well with the trumpet section and evokes the feeling of watching a spaghetti western. The Six also get an orchestrated version of their theme, which is much more climactic and epic in scale in contrast to their base theme.
Finally, Sugar Lane, which plays in Des(s)ert Ruins Zone 3, is the kind of track you’d hear in a Mario game. This song is a bit more synth-heavy than the other tracks but still manages to call to mind a playful, sugar-infested world.
If You Can’t Beat ‘Em…
As I was playing the game, I noticed several similarities to another popular platforming franchise: Mario. The portly plumber’s influence in Sonic Lost World could be seen in many ways, from the colour palettes to the imaginative level design and even in the way Sonic moves about in levels.
During the Summer of Sonic Convention in 2013, Iizuka stated that he wanted Mario fans to try out the slower-paced platformer aspects of Lost World. His comments here reflected the idea that Lost World is like a Mario game. However, it’s anything but. Despite sharing similar elements and the focus on platforming instead of speed, this is still a Sonic game through and through.
In truth, Sonic Lost World can stand up and run on its own, despite it tripping over its feet from time to time.
The 8-Bit Review
Visuals: 8/10
Running at 60fps, the game sports vibrant and fluid colours without experiencing graphical lag. The 3D portions of the levels contain lots of details that are eye-catching. Character models also look great. Sonic looks great and moves without any problems. The blur trails/afterimages that he leaves behind when he executes Parkour was also a nice touch. Some 2D sections look drab, except for Des(s)ert Ruins Zone 2.
Gameplay: 7/10
The controls require a bit of practice to get a hang of, especially for Sonic veterans. Introducing Parkour was a novel idea as it allows Sonic to move more freely than ever before. Sonic controls more snappily than in his previous adventures due to the focus on precision platforming. However, this focus sacrifices his trademark blistering speed. The game offers little to no explanation on how the Parkour controls work and requires the player to experiment to figure out the mechanics. Parkour mechanics are also a bit finicky due to the various ways that Sonic interacts with his environment. The level design suffers due to single-use gimmicks. Control of those gimmicks is problematic at worst but does not detract from the overall experience.
Audio: 10/10
The music in Sonic Lost World is some of the best that Sonic Team and the Sega Sound Team have produced. The tunes are catchy, fun and instill a sense of wonder. There’s an element of multiculturalism within the soundtrack. It seems that Ohtani the Sound Team got their inspiration from various cultures around the world. Pieces go from high-tempo themes with strong string and brass orchestral elements, to more mellow and soft tunes. Sea Bottom Segue is a prime example of this mellowness, with warm piano interlaced with a beautiful string section and placed on top of a smooth drum n’ bass rhythm. Voice acting also is a plus in this game. Despite the ho-hum script, the actors deliver their lines with gusto. Standouts include Mike Pollock as the long-time voice of Eggman and Roger Craig Smith in his third year as Sonic.
Narrative: 6/10
Sonic Team’s direction was an interesting one – subvert the normal Sonic vs. Eggman storyline in favour of introducing new and powerful foes called the Deadly Six. Unfortunately, those foes were a disappointment. While stereotypically fun, the Deadly Six are, overall, an uninteresting and forgettable group. Their dialogue doesn’t help endear them to players either. The game ends with a showdown between Sonic and Eggman. One positive thing about the story is that it shines a light on Sonic and Tails’ friendship. Sonic demonstrates that he cares about his best buddy, despite being a jerk to him through most of the game.
Challenge: 4/10
Though it appeals to all ages, Sonic Lost World is quite difficult to get a handle on without extensive practice. Part of the challenge here stems from the lack of tutorials on how to use Parkour. There are also plenty of areas where Sonic could very easily fall to his demise. Single-use gimmicks can be a barrier to get through for some players, such as the snowball or the pinball machines in Frozen Factory Zones 2 and 3 respectively. Ultimately, getting through this title takes a modicum of patience and lots of practice.
Accessibility: 4/10
The lack of proper tutorials explaining how Sonic’s mechanics work hurt how accessible this game is to all players. However, there are plenty of opportunities early on in the game to practice. Despite that, a proper, playable tutorial, like the ones seen in Sonic Rush Adventure would go a long way in making this title more enjoyable to more players.
Replayability: 9/10
Players can return to levels and collect all the Red Star Rings within them to unlock Super Sonic. There is also an eighth Hidden World to explore. This area features four very wacky and out-there levels to play. There is also a time attack mode to play for each Zone where players race against the clock to reach the end and get the highest ranking possible. Omochao, the robotic Chao character, returns to offer missions to the player. Many of these involve performing certain Parkour moves or fulfilling specific objectives to complete. There is also a Nights-themed DLC level to play. This level features Sonic facing off against a series of bosses from the Nights Into Dreams series.
Personal: 9/10
Despite all the flaws presented in this game, Sonic Lost World has become one of my favourites to play in recent months. Once I put in some practice and got a handle on how the parkour mechanics worked, I found myself having a blast with the various environments that Sonic Team came up with. Introducing Parkour into Sonic’s move pool seemed like an obvious thing to do and it was surprising to me that it took so long to implement it. Nevertheless, I hope this mechanic returns in some refined form in future Sonic titles. Overall, the music is wonderful, the visuals are gorgeous and, above all, the gameplay was fun! It’s a game I would recommend playing at least once. Hate it or love it, Sonic Lost World is a pretty good game after all.
Aggregated Score: 6.9
Ryan Cheddi – our friendly, neighbourhood caffeine addict – is a man of many talents: an engineer, a gaming historian, a fiction writer and a streamer. He is also a self-avowed Sonic the Hedgehog fan. You can check out his cool beans at his site – Games with Coffee – or find him on Twitter as @GameswCoffee, and Instagram as @games_with_coffee. He streams on Twitch, also as Games_With_Coffee.
I’m glad to see some love for this one. I’ve never really understood the mass of criticism it sometimes gets. It’s not perfect, but it was a lot of fun.