2 people found this review helpful
Recommended
1.4 hrs last two weeks / 328.0 hrs on record (57.3 hrs at review time)
Posted: 8 Nov, 2022 @ 12:30am
Updated: 26 Nov, 2022 @ 8:40pm

Cyber Space is the best part of the game with how accessible speedrunning is by learning to homing attack cancel into a boost and utilizing the drop dash in 2D stages. The bounce is especially useful for quickly regaining an air boost as you're limited to one per air time and no longer regenerate from enemies, springs, and dash rings. The physics very much take getting used to compared to the other boost games but this is the tightest Sonic has controlled since Adventure. Even though the majority of the stages are reused layouts from past games, they play very differently and the speedrunning techs keep things fresh. The low skill floor and high skill ceiling was enough for me to stick around for 50+ hours and it feels incredibly rewarding.

Cyber Space also has the best music in the game with its incredibly massive variation in EDM genres from drum and bass to happy hardcore. It's addicting and cheers you on as you shave off precious seconds.

Only major problem I had with the open-zone were surplus collectibles being useless after they served their purpose and the lack of replay value. The trick system could've been utilized more like ending with a finisher but is instead only used to gain large amounts of skill pieces for a very small skill tree. Don't expect an endless gameplay loop, although post game content would've been nice and would solve these problems.
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