Full disclosure: before playing Sonic Generations (3DS) for review, I had never finished a Sonic game. I bought all the collections and rented or bought used copies of all the Wii titles because I love the series in theory. Sadly, in practice, the games always wear out their welcome before I see the ending credits.
I love the risk/reward equation of maintaining speed, which offers a higher score, a more exciting experience with the level design, and a higher risk of failure, but the way it's implemented in most Sonic games is extremely uneven. You'll take hits all the time from enemies that you'll never see coming when you're at full speed, which will encourage you to play through the stage slowly. Playing the stage slowly is, of course, less fun. Any game that encourages you to have less fun playing it is doing it wrong.
That's the problem with the 2D Sonic games. The 3D Sonic games fix that problem, but the tradeoff is usually clumsier platforming, the sense of being on rails, and general sense of feeling a false connection with the game world.
So yeah, that's why I don't finish Sonic games. I did finish this one, though.

Sonic Generations (3DS)
Developer: Dimps
Publisher: Sega
Released: November 22, 2011
MSRP: $39.99
Like its big brother on the PlayStation 3 and Xbox 360, Sonic Generations on the 3DS is a game about classic Sonic and modern Sonic doing some stuff before they abruptly stop doing that stuff because the game is over.
There is more to the story than that, but I can't imagine why anyone would care; the game's cutscenes are by far the worst part. They pop up every time you clear an area with both modern and classic Sonic, featuring Sonic and pals talking in front of a white background about things that are completely worthless. There were a few cute parts, but yikes, I was really put off by the game's attempt at narrative.
I was also not charmed by most of the opening levels. They are quite dry and free of any interesting design ideas, especially the "classic" Sonic levels. Again, I love the economy and elegance of classic Sonic's minimal moveset in theory, but in practice, his earlier levels quickly boil down to "hold right and press jump as soon as you see a pit or an enemy."
At least modern Sonic has the lock-on attack and the magic ability to shift the camera behind his shoulder to mix up the action and keep from having too many obstacles hit you without a fair warning.

Then you reach the first boss fight, and it's totally anti-climactic. First comes a race against a Sonic clone that involves (you guessed it) holding right and hitting jump whenever there is a gap or an obstacle. After that, you fight a big robot that required you to not be standing next to it when it attacks and for you to jump up and hit its weak spot. There is a little bit of clever design there which requires you to change directions mid-jump in order to hit that weak spot, but other than that, it's bleh.
And don't even get me started on the fact that sometimes falling into a pit or into water will kill you, but other times it doesn't. Any game that can't even keep its own rules straight suffers from amateurish design. Sure, there are sometimes signs there to tell you what pits or pools are dangerous, but that shouldn't be necessary. Just like a great film shouldn't need a lot of voice over to tell its story, a well-thought-out game shouldn't need to use signs to tell you what aspects of the environment are hazardous.

Compared to all that, the optional 3D-styled Chaos Emerald bonus levels seem amazing, even though they are really just average at best. I had a genuinely good time with them, but if they had been thrown in a more fun game, they might have seemed like a low point. Nothing really happens in these stages (you just run, hit speed boosts, and dodge obstacles), but at least you feel a great sense of speed without being unable to see most of the obstacles in front of you before it's too late.
Thankfully, things get a lot better from there for the main game. After that first boss fight, classic Sonic learns the homing attack, which helps his levels become varied. You also get more set pieces, gimmicks, and traits of Sonic's later games, like Sonic Rush and Sonic Colors. The inclusion of the Wisp power-ups in the Sonic Colors level went a long way in making it fun, though I couldn't help but wish that the rest of the game was more interesting. The music in the Sonic Rush level is also amazing, in a very Jet Grind Radio sort of way (Hideki Naganuma worked on the soundtracks for both games).

The graphics are also pretty good. It's about how I would have expected the Wii port of the PS3/360 version of the game to look. The 3D also works pretty well, even though it feels a bit wasted on the game's 2D gameplay engine.
Can you tell I'm trying to say nice things about this game? Because I totally am.
Even when little things like that pop up to make Sonic Generations more compelling and involving, the general Sonic problem remains the same -- running fast and pressing jump right before you hit an obstacle gets old sometimes. When the camera zooms out and you get a decent chance to see what's in front of you, like in the remade or classic "run from the Orca" scene from Sonic Adventure, the game can be a lot of fun. When you random randomly fall on your head out of nowhere in a stage based on Sonic Adventure 2, it is not a lot of fun.

As for the other bosses, there aren't that many of them, and they aren't very good -- two more races, a couple of QTE-style fights, and you're done. The game is also really short. Other than some tough stages in the middle and one near the end, most people wont have to replay much of the content. It will all probably be over for you in four hours.
This all adds up to an experience that feels like half of a fairly average game, and seems particularly lame if you keep in mind that 3DS eShop titles like VVVVVV and Mighty Switch Force offer similar levels of content for a fraction of the price. Sonic 4, a downloadable game, might even have more content than this $40 title. I wouldn't know, because I haven't beaten Sonic 4, but it still might.
One area where the game really shines is the bonus content. There is a nice online mode where you can race against an opponent in any stage, and it's a good amount of fun for a quick rush of competition. There is also a mission mode that tasks you to replay various stages while completing certain requirements, like killing X amount of enemies in X amount of time. If you felt relatively lukewarm about the game in the first place like I did, these bonuses won't mean to much to you, but if you enjoyed the game the first time around and are looking for an excuse to continue playing, mission mode will give you hours of extra fun. Same goes for the online ranked Time Attack mode. People who just want to be told to play the game again will probably love it; everyone else will get nothing out of it.

If the inherent flaws found in many of the games in the series don't bother you, they won't bother you here, either. I'm sure longtime fans of Sonic will have a great time with this game, but if you've never been able to get into the series, it's unlikely this one will change your mind. While Generations has some high points that I really enjoyed, there are too many low points to recommend that anyone buy it at full price.
In the end, Sonic Generations is not the worst Sonic game I've played, but it's far from the best either. I'm glad that I was forced to play through the whole thing, as there are definitely some clever design choices and cool moments in later levels. It's just a shame that I had to wade through so many cheap speed-blocking hits and uneventful levels to get to them.
That is all <3
Jim probably didn't review this game since by "logic" it would have received an 11, and that doesn't add up. One thing I will say about this game, Classic Sonic plays pretty accurately, more so then it's console brother even.
Again, what you're describing is Sonic at it's worst. There are some sections in this on that are much better than that.
The first three areas though? Not so much.
But I didn't know hideki nagamuma did the ost. I fucking love that guy...
I always get kinda annoyed when people talk about there being no good "modern" sonic games.
I think it took your review of this to make me understand why...
It's because Sonic has never been a good game to begin with.....
In the classic games, all you did was press right and jump, and try to avoid obstacles....
Of course, I liked Sonic when it first came out for Genesis, but everyone did..... the novelty wore off quick and Sonic games have never really done anything since then or had any kind of storyline worth getting into....
Thanks for the moment of clarity, Holmes...
Oh, and BTW... 6.5 is being verrry generous from the sound of this review, especially since Sega's got the balls to charge $40 for it....
I've checked out most 3DS games that have even a small amount of interest to me, and I even had this preordered at one point, but if you're going to make the portable version of a game that is only in 2D on portables on "3DS" and make the superior version of the game on consoles with 3D levels, you should at least have marked down the msrp..... Sega has really let me down as a publisher and a game developer since they stopped making consoles....
Shinobi 3DS sucks too.....stay away unless you can find it for about $10.
From what I have seen and experienced, while both Mario and Sonic games CAN be speedrun with some finesse, the Sonic speed runs are generally tool-assisted or played in slo-mo then speed up for playback to get around the clunky mechanics and obstacles where as Mario speed runs flow naturally and as the level designs tends to lend themselves to aiding in propelling Mario forward rather than hindering him with off-screen antics, pinball machines, etc.
Even talking non-professional or record-setting speed runs, it is more accessible to achieve faster times in Mario games because the mechanics to do so are just more polished.
Anyway, I didn't mean to throw the review into a tangent since Holmes did a great job describing the later half of the game as well, I was just pointing out that the entire character of Sonic and his gimmick is sort of a fabrication just like "blast processing."
Everyone always jokes about how ridiculous it is that Mario and Sonic move at the same speed in the Olympic games, but in reality it's a pretty even match. Mario just doesn't have the "set design" team trying to make him look better than he really is.
When a Mario game or even a Ratchet game throws a new idea at you, the game doesn't come to a grinding halt nor do those games hold your hand through the new ideas. They ease these things in to raise the stakes and this makes each new level exciting and interesting to play. When Sonic has a new idea, the game just completely slows down.
Nintendo can make a level that is both something to explore and then twist it into speed run material or a level where you're chased by inky doppelgangers. And it never stops being fun, even if its just a reused level.
I think its just time for Sega to let Nintendo have a crack at a Sonic game. Nintendo knows how to scale and maintain momentum in their platformers whether its EAD, HAL, Intelligent Systems or Retro Studios. Any one of them could do a better Sonic game than Sonic Team or Dimps at this point.
Your memory must be failing you, because by no means have any of the classic Sonic games been "just hold right and jump". That might work for the first couple of levels, but the platforming is far more complex than that later on, and half the point of Sonic's particular brand of platforming has been speedrunning - again, holding right and just jumping when something is in your way will never be the fastest route through a stage.
@The Review
While I agree this was nowhere near up to scratch with the console version, I'm surprised by your comments on the opening levels - did you not know all three of Classic Sonic's Mega Drive levels have their stage design copied and pasted directly from the originals? Granted they aren't hard levels but that's mainly because all three of them are from the earlier portions of their respective games. If anything the middle Dreamcast-based stages are probably the most "hold right and jump at the right times to win" in terms of level design.
Sonic 2's your favorite right? What's your worst one? If happen to have played Sonic 06 and don't mention that one as the worst you're absolutely bonkers. Anyway, sorry for rambling on, keep up the good stuff :).
I'll gladly pass, Sega. Besides, I own Sonic Mega Collection for Gamecube, and that fills my Sonic needs.
"...I love the series in practice. Sadly, in theory, the games always wear out their welcome before I see the ending credits."
Don't you mean that backwards?
You love the concept of Sonic and it's world, but it's gameplay mechanics put you off, so you love it in theory but it bores you in the practice.
Right?
"Sega has really let me down as a publisher and a game developer since they stopped making consoles...."
I 100% agree with you, sir. I owned a Genesis and Dreamcast, and Sega's games were amazing. They had tons of franchises (I would say more than Nintendo) that were must haves on Sega's systems, and even during the Dreamcast era, they introduced many, many new IPs like Space Channel 5, Jet Grind Radio, Samba de Amigo, and Chu Chu Rocket, to name a few. I loved Sega's games on their consoles, and now that they're publisher-only, they've severely let me down. Why aren't there new installments in franchises like Streets of Rage, Ecco the Dolphin, Space Channel 5, Jet Grind Radio, Eternal Champions, Daytona USA, Sega Rally, Virtual On, Panzer Dragoon, Toejam and Earl, Shining Force, and so many others? The only franchises Sega seems to care about are Sonic (we get a new Sonic game every year it seems) and Phantasy Star (even though nothing comes close to Phantasy Star 4).
I agree with you on Shinobi for the 3DS too. Sega, you break my heart. :(
My bad people!
SO TRUE
Oh please God no, let's just not go there today okay?
Still, I've never beaten any of them. I think i need to change that!
so... every 2D platformer ever?
The special stage is kinda fun though, which is somewhat ironic considering its the same one from Sonic Heroes and it was practically unplayable in that game.
Also Hideki Naganuma only did the music for the first Sonic Rush. They mimicked his style in the second Rush game a bit, but its definitely not his work.
Oh, Sonic, right... yeah, he's doomed. *prays for a Jet Set HD Collection*
Hey guys, Ima drop Mario because it's storyline sucks and is the same thing for the past 20 something odd years. Dead serious guys.
That is what I read. You do not, I repeat do not, play platformers for their fucking storyline. To even expect a storyline is already mind boggling.
Platformers are for those who appreciate level design and gameplay above all else (and da music). Sonic has always been a hit or miss after the genesis days, but after colors and generations Sega shows that you don't necessarily need change, in order to give a compelling experience.
"In the classic games, all you did was press right and jump, and try to avoid obstacles.... "
And in mario, and in mega man, and in donkey kong; you can generalize it all if you want, but their is plenty more to it than that.
Maybe Nintendo should make one. Sega doesn't know what the fuck they are doing anymore.
I think that was the point Jolmes was trying to make. Just like how Super Mario Sunshine is a great game but the awkward ATTEMPT at a narrative actually gets in the way of things a bit when we really just want to run around Delfino Island finding stars.
I was responding to JQM78, found it odd (to put it nicely) that somebody actually wanted a narrative in a platfomer.
The first few times you play a level, you're meant to take it slow, take in the scenery, and just learn the course--where all the obstacles are, the shortcuts etc, so that you can then replay it and blast through at full speed no problem and get the best times you can, and have a blast doing so. You obviously can't do that until you've learned the levels layouts though, so I'm not really sure why you're complaining that the game doesn't let you do the impossible. Yeah, that takes time, but once you do it, it's worth it, because it is really fun playing through the games at full speed, once you know where everything is. And, if you think that Sega's just stripping away the fun of the game by forcing you to do that first to get the most out of it, then I guess the makers of pretty much all fighting games must also be stripping away the fun of those games by forcing you to take the time to learn how to perform the characters' moves/combos before you're really able to do anything with them.
So you also hate on the 2D Marios? Or aren't they just hold right and jump? Isn't that why the Genre is called "Jump'n'Run" ;P
This isn't a problem in the classics. Especially if you're rolling properly.