Already falling in profits, SEGA sales are reportedly quite low as Sonic Boom for both Wii U and 3DS sold fewer than 490,000 units within the three months since release.
These games were received rather poorly as they are not only the worst-selling Sonic games yet, but they are also rated as 4.3/10 (Wii U) and 4.0 (3DS) by IGN – and, to many, that is for good reason. Luckily for SEGA, a few changes could lead to some improvements in ratings and sales.
Ranging from mechanics to stability, here is what Game Rampage found needs improvements:
All games have glitches of some sort, but Sonic Boom for Wii U has a game-breaking one – and, to say the least, it is game-changing. By pausing and unpausing mid-jump with Knuckles, the player is capable of jumping an infinite amount of times. Additionally, there have been multiple reports of texture glitches such as rendering issues. By addressing the glitches, SEGA can make the game feel less incomplete and more patched. Considering many games get digital patches these days, this is definitely not out of the question.
Right after launch many gamers reported slow animations for running through loops that not only felt choppy, but that were also automatic. Being automatic, they should be treated more like a cutscene than a normal animation like that of combat, yet still it appears to be slow and laggy. Fixing this would help establish the quick, smooth gameplay that, at one point in time, were the alluring aspects of the franchise.
As mentioned before, Sonic the Hedgehog was meant to be something along the lines of a fast-paced Mario game. Today, that is not seen very easily. Even in Mario games such as Mario Galaxy, the player is rather swift and everything appears fluid. Platforming, although important, seems a bit too focused on in these entries. The games, especially the Wii U version, seem more focused on platforming and exploration than, well, “going fast.”
Sure, Sonic games are not known for their insightful, mind-blowing stories, but the ancient ruins trope is a bit overused already. Add that into a game that lacks the elements that draw many of its fans in and Sonic Boom is born. The game does, in fact, boast new graphics and multiple playable characters, but that does not make up for a lack of exciting story. On the bright side, collectibles in the 3DS version allow Wii U players to unlock special content. Since the move towards a more adventure game genre has taken place, SEGA should begin to put more of a stress on the story to accompany the shift.
Certain mechanics are simply annoying or even unnecessary. That is right: the ring limit and the back-tracking in the 3DS version. Players of the Wii U version may be surprised to find that, despite the game being quite generous with rings, the maximum amount that can be held is 100. When thousands of rings drop and that meter goes up none at all there is a certain degree of frustration that follows. Likewise for back-tracking, Sonic games come from roots that are completely against the concept of searching for specific areas. Yes, there were shortcuts, but the end could be achieved without them – this is, unfortunately, not exactly the case in the 3DS version of Sonic Boom.
Nonetheless, these games are but a piece of SEGA history and have yielded quite the interesting television series (seriously, it is not half bad).
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Have you played Sonic Boom? What are your opinions on the game and is there anything you would change? Leave a comment below to let us know!