Respectable platforming and classic Sonic elements are undermined by inconsistent new ideas.
Sonic Superstars
Collecting Chaos Emeralds in Sonic games as a child always felt special.
Chaos Emeralds were an achievement for only the most dedicated Sonic players.
Not so withSonic Superstars, the latest from Sega.
After grabbing the first couple with ease, I forgot they existed.
They’re an opportunity squandered, but unfortunately that’s Sonic Superstars on the whole.
For me, the best Sonic zones are not just about speed but flow and momentum.
Platform challenges combine with impressive obstacles to overcome at high velocity, Sonic rarely pausing to take a breath.
There are reasons to explore for secrets, but how quickly can you collect them?
How optimal is your route?
Give me a Chemical Plant Zone, a Stardust Speedway, a Flying Battery Zone.
Flow is fundamental to Sonic.
And it’s missing from Sonic Superstars.
In part that’s down to Sonic himself.
Even at top speeds he never shifts from the centre of the screen to intensify the pace.
More so, it’s down to level design.
And, as always, Sonic’s biggest nemesis is water.
Sky Temple has fun sections based on Breakout, but elsewhere swirling fans lift Sonic like a stone.
The final zone has a fun time travel twist, but that means floating through zero-gravity all over again.
It’s clear Sega is attempting creativity to modernise the experience.
It’s playful and fun, a smart way to vary the game’s tempo.
Flow is hindered further by cheap difficulty and infuriatingly placed obstacles.
These elements have always been present in Sonic games but serve only to slow and frustrate the player.
Here, they wreck the pacing and it’s not helped by a camera that’s too zoomed in.
That cheapness impacts bosses too.
Sonic Superstars features welcome verticality, multiple routes and a greater emphasis on collectibles.
The issue, though, is zones are visually unappealing and bland.
Sonic Superstars accessibility options
Controller sensitivity reconfigurable.
Co-operative multiplayer is another reason for the slower pace.
For me, co-op is antithetical to Sonic.
I played for five minutes and won’t return.
For all its issues though, at times Sonic Superstars still brings back joyful memories.
I adore the 3D character models and smooth animations that feel authentic to the Mega Drive days.
I love that you could switch out the menu wallpapers for retro artwork.
Some levels in single player show other characters in the background to give a sweet sense of teamwork.
I loved it from the start.
Sonic Superstars, by contrast, is a step backwards and misinterprets what makes its mascot fun.
Sonic should be fast and cool.
Instead, it lacks thrilling level design, funky tunes, and - most importantly - flow.
A copy of Sonic Superstars was provided for review by Sega.