PS3/X360 Sonic Unleashed Frustrates In New Ways
January 04, 2009
After reviewing the Nintendo Wii version of Sonic Unleashed and coming away disappointed in the emphasis on slow nighttime werehog brawling levels over speedy daytime joy material, I decided to try the Sony PlayStation 3 version of the game which supposedly includes more day levels and therefore more fun. I am pleased to say that this is true. There are more day levels in the powerhouse console versions of the game. However, there are also some of the dreaded Quick Time Event sequences that seemingly popped into existence everywhere last generation found in the PS3 and Microsoft Xbox 360 versions of the game, and if one is not careful, it's possible to hit the metaphorical wall early in the adventure. Poison Mushroom's David Oxford knows this pain all too well.
Got my copy of Sonic Unleashed, and… wow. Generally speaking, I was happy with it, until I reached the Tornado Quick-Time Event part. I’ve never played a QTE before, and now I’m glad– talk about hitting a brick wall. Half the time, the button presses did nothing, even while the stuff was on the screen, and you take WAY too much damage during the boss part, which was a mix of attacks coming from an angle you can’t see, or “fire all weapons!” madness.
So far, I’ve had no real problem with the Hedgehog/Daytime or Werehog/Nighttime parts. I’m glad I only dropped twenty bucks on it, if this is as far as I can go, though I still feel ripped off. Couldn’t this have come later in the game?
I also found my progress coming to a sudden stop on this part and I was shocked that it happened so early in the game. It's just a mess of a level, although I think the developers know this. Things fell apart for me when I would spaz out under pressure and start hammering buttons rapidly and randomly, to which Tails would say something like "Sonic, calm down!". They know all too well, I think. I did eventually get past it after about a week of putting it aside and I have yet to come across another similar section, but I know it's coming. Why build that type of gameplay into the game engine and not use it again?