

The only things that really bother me is that the peel-out just doesn't get you to a very satisfying speed (making it sort of useless), and the camera could really use some work. Rolling down a sharp hill, coasting along a passageway and swiftly deciding my route to take, ramping super high into the air, bouncing off enemies far below you and not losing a bit of speed unless you do it yourself (or screw up). It feels like the most solid translation of the classic gameplay since Sonic Adventure, if not slightly better, what with all the polish. Sonic steers very well at about all speeds, rolling feels ultra satisfying, the jump / homing attack is sublime when timed properly, air control feels just floaty enough and very maneuverable. Out of any 3D Sonic engine to exist on the internet, this is the one that I think really shows how the classic mechanics could work in a 3D space more than any other. You're showing Sega the way to do anything. It doesn't feel like there's enough to do and yet the map is huge, you know?īut whatever. It sure is fun for all of this critique I'm putting out though. However, the level is lacking in good landmarks here. I did have fun here and the level's best offerings were in finding the secrets much like Paradise Final Mix. Landmark level design is a good way to make sure your level feels good to progress through. GHP is feeling a lot more focused now that we see this. It's just a little flat in places I expect to have more to do.Īnd it's interesting to get into the level design aspect of these. The level itself? Serviceable and certainly fun when you really get into it. Every Badnik has its own reactions and sound effects and the variety of things to see go on here is nothing short of dazzling for a game that isn't as demanding as a UDK game. The personality is something that caught me immediately. I feel like there could have been more hills and elevated area and fewer pits where you had to go look for some platforms and springs to climb back up. Oh it's fun to control but I did expect this to have a little more going on in it which wasn't something I was having a problem with in Green Hill Paradise. The level design is really tantalizing and open but at the same time so much of it is a flat plane with a ton of plateaus of slopes and loop de loops to balance on. Sonic at any speed is smooth and fun to control but maybe a little bit slippery in spots depending on if you're landing on platforms that are far away.

Very smooth animation and game flow were a wonder to behold. The momentum and physics aren't tied down to computer performance and even on non gaming PCs, this runs decently.

Cannon Something, everyone.We got two great 3D Sonic fan games with physics and momentum in mind? Oh come on, now you're just spoiling me.
#SONIC UTOPIA FREE#
Give it a play for yourself, its a free download. And as a final aside, I got wind of this over the weekend because I’m subscribed to The Great Lange’s YouTube Channel, because he also just so happens to be the creator of the single greatest Mario fan film I’ve ever seen. It’s a little rough around the edges, but a wonderfully playable, highly fun demo, filled with enough potential to get even the most jaded Sonic fan excited. Still, it’s an absolute blast just to run around in, if only to see your pre-1999 3D Sonic dreams realized in a much more authentic, meaningful way. Lange and Murasaki Fox have created the most enormous incarnation of Green Hill Zone you’ve ever seen, and while it’s an awesome distillation of all the best things from Sonic’s 2D and 3D games, there’s a lot to see, but not a lot to do… Yet! It’s a demo.īut you can quickly see how making multiple levels of this size and scope, populating them with worthwhile objectives, and polishing them into something retail worthy would be a massive undertaking even with a Triple A team and budget. And with Sonic Utopia, you can kinda see how they were both wrong and kinda right. Sonic Team has long claimed that a fully 3D world, devoid of Sonic’s mouthy friends and meaningless crate puzzles, was an impossibility. After years of polygonal 2D official games, a couple of fans have come along and shown us what an open world Sonic game could look like. An unofficial fan project brings to light the untold reality of a open world Sonic the Hedgehog game.
