Triple Threat Review: Absolver, Descenders, Tiltagon

It’s back! New! Improved! Well not really, it’s pretty much the same.

You can check out my older reviews here, but for those of you who don’t know, over the past few years I’ve accumulated a lot of games on my Steam account that I’ve never even heard of thanks to Humble Bundles and giveaways and such like and I’m terrible at getting around to playing any of them, so they just keep building up.

So, I came up with a solution, where every fortnight I would pick 3 of these games at random and play them for an hour or two until I felt I’d got a good idea of how the games play, then I write a review for each of them. I also score the games, but I don’t use the traditional system of ranking games out of 10 or 100, instead, I rank them out of 3.

A 1 means that I didn’t like the game and don’t recommend it; A 2 means I thought the game was ok and I would recommend it if it looked like your thing and finally a 3 means I thought the game was great and definitely recommend it. Maybe one day I’ll find a game so bad I want to give it a zero, but that hasn’t happened yet.

So now we’ve got the concept down, let’s get to the games.

Absolver

Developer: Sloclap
Publisher: Devolver Digital
Released: 29th August 2017
Steam Reviews: Mixed
Price: £24.99/$29.99/€29.99

Absolver is quite an interesting game which seems to draw inspiration from many places. It’s a game focusing all on hand to hand martial arts combat, with systems that allow you to customise your moveset and an RPG like progression system.

The combat at the base level is pretty fun, I didn’t get too heavily into customising my movesets, but I experimented a bit and found some success with what I came across. Each strike both for and against you feels very weighty, and the blocking and parry systems create a great feel for every combat encounter. Every fight feels like a proper challenge, and the visual and sound design of the combat system, along with the meat of it, means that no two fights feel the same.

I also quite like the way the game takes you through its early stages, it takes you through one linear level during the tutorial and then throws you into a sprawling world with various branches that you can go through in any order you like. It’s quite sudden and a tad confusing at first, but once you get your barings, it’s quite a nice world to explore.

It’s also at this point in the game that you realise it’s an online game, which is good and bad. The good thing is the world feels a bit more lively, even though you don’t see many people, the realisation that you’re not on your own can add to the experience a little bit. The main problem I have is the that the online isn’t optional, which would be fine except for the fact that, more people there are in an area, the more enemies spawn in packs, including the mini-boss fights. I understand it from a balance perspective and it encourages co-operation between players, unfortunately some of these areas can be rather big and in my experience it was quite hard to get anyone to help you out, you instead had to stand just outside the boss arena and wait for someone else to come along, otherwise you’re going up against 3 tough enemies on your own and it’s damn near impossible when you’re new at the game.

This brings me to the biggest issue I had with the game – a problem I have with a lot of Soulslike games – is that it’s extremely unfriendly to new players. The learning curve in this game gets extremely steep very fast to the point where after lucking my way through the first mini-boss fight because someone else showed up to help me at the last second, I could barely touch the second. The game gives you the barest explanations of how it’s systems works and then just shoves you into the world to work it out.

Doing that to some extent is fine, I wouldn’t want a game that holds my hand the entire time either, but there’s got to be some middle ground that doesn’t leave me frustrated because I feel like I haven’t been taught enough to face the challenges in front of me. Even Dark Souls holds your hand a little more than this and that’s mostly thanks to its pretty linear path, which is something I think this game could’ve benefitted more from.

If you’re looking for a game that you can really sink your teeth into and are prepared for a challenge, then you’ll probably get loads of out of this, but if you’re looking for a more casual experience, then you’re not going to have a nice time in this one.

Score: 2/3 – OK

Descenders

Developer: Rage Squid
Publisher: No More Robots
Released: 7th May 2019
Steam Reviews: Very Positive
Price: £19.49/$24.99/€22.99

So, as anyone who checks my Steam account will know, I’m cheating the rules ever so slightly with this one, as I’ve actually played Descenders for over 400 hours. However, it came out of early access recently and it’s not getting nearly as much attention as it deserves, so here I am.

Descenders is a game where you ride your bike downhill through increasingly extreme environments, and you can do all of the tricks you’d expect from a biking game such as this. That’s the whole game.

When I first picked up Descenders, I really thought it would be one of those games that I play on and off for about a week and then completely forget about it, but I never did. Instead, it became my game to play when I don’t feel like playing anything, to the point where I play it for around an hour almost daily. So what keeps pulling me back into it and avoid boredom?

Well first of all, this game was made by the same people who developed Action Henk, which was a game based all around momentum and timing, trying to nail jumps and tricks at the perfect moment to get through the level as fast as possible and it’s safe to say that the philosophy of Action Henk very much carried over to Descenders. The feeling of speed and momentum as you speed down the extreme hills that this game presents to you is so satisfying to play. As I fling myself off the end of a ramp at a speed that is clearly way too fast, it gets this pure sense of joy out of me that I find almost addictive in how much fun it is.

There’s also a suitable level of challenge since in every run of the game you start of with 4 lives if you come off your bike you lose one, and you can gain more by completing bonus objectives (such as doing certain tricks or completing the level quickly etc). This means that if you’re looking for more of a challenge then this game has you covered, but at the same time, if you just want to ride casually, then there are modes for that too.

Each of the 9 environments that the game gives you provide a very different style of play, but it’s very subtle. If you go into each environment with the same mentality you’ll find yourself burning through your lives very quickly. To use the standard career environments as an example: In Highlands you can pretty much just go at your own pace, cutting across the fields of grass with little risk of disaster; Then you move into Forest, with lots of tight corners and precise tricks and obstacles, you go off the track you’ll quickly find yourself wrapped around the tree, so you have to focus on the precision of your riding; Following that is Canyon, which is a bit of a mix of the first two environments, it’s got some very fun, wide-open paths to roll down, and if you go off the path, you’ll find some very fun challenges come your way that you can just about manage if you’re skillful enough; Finally there is Peaks, with very step paths and long drops if you come off, this environment is about finding the balance between careful riding, and the speed required to send you flying over the most over the top tricks in the game.

Descenders really fit into that niche for me of what a good casual game should be, in that it lets people of any skill level do reasonably well at it while allowing those people who are really good at it to do incredibly skilful things. You don’t have to dig very far to find video clips of people doing some insane tricks that someone of my skill level could never even dream off pulling off.

Ultimately, if you’re looking for a game to occupy a bit of your time every now and then, this will be a great game for you and if you’re looking for a game that you can really sink your teeth into and hone your skills to become a master, then you’ll be very satisfied with what Descenders can offer as well.

Score: 3/3 – Great

Tilatgon

Developer & Publisher: Kiemura Ltd
Released: 29th March 2016
Steam Reviews: Positive
Price: £1.99/$2.99/€2.99

When it comes to cheap games on Steam, the one genre that is almost entirely contained within it is the Reflex game. A genre mastered by games like One Finger Death Punch and Super Hexagon, that style of easy to learn, impossible to master is one that I find very enthralling and I love to see so many different game’s take on it.

Tiltagon’s gimmick is rolling a ball around on a variety of different hexagons, that contain various obstacles for you to overcome as you roll around each level. As I’ve mentioned before in this series, I judge these games on three main factors: Movement, Difficulty curve and Death. So let’s jump right into them.

First up is movement, which in Tiltagon is very strange and I’m honestly not entirely sure how it works. The name of the game implies that you move Super Monkey Ball style by tilting the level and dealing with the momentum of the ball and that also appears to be what visually happens when you move your controller around, as the level will tilt slightly in the direction you’re rolling the ball. However, as I was experimenting with the controls, it seems like the tilting of the level is purely visual, and you actually control the rolling of the ball directly with the analogue stick.

Personally, I think it’s to the game’s benefit that you control the ball directly given some of the platforms you’re faced with, however, the tilting can create this weird disconnect between what you expect the ball to do and what it actually does, which can take a little bit of getting used to. That said, once you do get use to it, I think the movement is very smooth and I had fun rolling around the levels.

Next up is the difficulty curve and this one’s a little difficult to tackle given with how this game presents itself. There are set levels, 10 of them and from as far as I got (level 5) before getting stuck, it seemed to progress very well. Each level provided you with one or two new obstacles to throw at you, and every level after that mixes all of the mechanics together in a really nice way to create a good challenge.

There are slanted hexes, moving hexes, hexes with holes in the middle, blocks and sweepers that spin around to knock you off and every combination thereof are just a handful of the obstacles I came across during my time with the game. There’s a nice variety in what’s being thrown at you, so no section in each level feels the same and they’re plotted out in such a way that makes for a well-scaled challenge, instead of just feeling randomly plonked down.

The other mode in the game (and seemingly the main one the game is centred around) is the endless mode. Where hexes will generate one at a time and you have to grab a cube somewhere on each hex to generate the next one. I found this mode is a lot faster paced than the levels and that’s generally to it’s benefit. This game seems to be at it’s best when it’s forcing you to take risks and play just a little bit faster than you’re comfortable with.

Finally, death. Death in this game is pretty standard for the genre, the death animation doesn’t take very long and restarts are pretty much instant, which is great to avoid frustration. For the most part, it felt like every death was my fault too, although there were a couple instances where I could’ve sworn I pushed the stick in the opposite direction to where the ball went, those were quite rare, so I’m willing to give the benefit of the doubt.

While not every death felt like a learning experience, I never got frustrated when I died, partly because I was having plenty of fun as it was, but also because it honestly never felt like the game was screwing me over. Everything’s perfectly completable, I just wasn’t good enough. This added to the satisfaction of finally completing levels.

Ultimately, Tiltagon is a good addition to the reflex genre and if you’re into that style of game then I’d definitely recommend picking it up, even if you’re not, it’s so cheap that it’s worth giving it a go and seeing if it can’t win you over.

Score: 3/3 – Great

That’s Triple Threat Review! Thank you very much for taking the time to read, I’d love to know what your thoughts are on this format either in comments below or on Twitter @10ryawoo! Also, make sure you come back next weekend as I’ll be ranking every Wrestlemania of this decade!

Every Octopath Traveler Protagonist Ranked

2021 UPDATE: Since I’ve got nothing better to do, I’ve decided to start streaming over on twitch.tv/strongstylesmark. At 2PM GMT Tuesdays & Thursdays I’ll be trying out indie games I’ve never played before, and at 6PM GMT on Saturdays, I’ll be playing games I love. I’ll be starting Saturday 16th January, so please come over and give me a follow to be notified when I go live!

Well, this is one I’ve been dreading…

As of July 13th, Octopath Traveler has been out in the world for a whole year. I absolutely adore this game and as of last week I just finished my second full playthrough on the PC version and I’m still as in love with it now as I was when I played it the first time around.

As I mentioned in my review of the game, one of the main things that makes this game so special is the characters, specifically the 8 travelers who you follow along their respective journeys; I only called them protagonists in the title because “Octopath Traveler Traveler” is a stupid title for stupid people, but I digress.

Design, personality, story, voice acting, gameplay; I’ll be taking all of these factors into account when making my rankings.

Before I rank these travelers, I will say that I love every single one of them, I think they are all well-written characters that I connect to in one way or another, however naturally I’m going to connect with some more than others. Moreso than perhaps any list I’ve ever done, this is VERY subjective, by the nature of the game, everyone will have had a different experience during their playthroughs with what characters they used the most, so I don’t expect this list to look even remotely similar to anyone else’s (especially number 1).

Now I’ve preemptively defended myself, let’s do this, here’s my ranked list of all 8 travelers in Octopath Traveler from worst to best.

…well that was a much better way of phrasing it.

Note: SPOILERS ahead for each of the traveler’s stories.

8 – Alfyn Greengrass

“Let me see to any bumps or scrapes, ya hear?”

I know. Honestly, if I could, I wouldn’t have put anyone last, but the only way to do that would be to not write this list.

Alfyn is a lovely guy, he’ll cure whatever it is that ales you and won’t charge you a leaf, but boy does he seem like a guy I’d get bored of if I knew him in real life.

Alfyn is a character who is extremely well versed in a single aspect of life, but terribly naive about everything else in the world around him. He gives off the vibe of a 10-year-old who’s trying really hard to be an adult but clearly doesn’t have the hang of it yet. His whole attitude to everyone and everything in the game gives off vibes of “Aw shucks, I’m just happy to be here” and while it’s adorable in its way, it doesn’t make for the most compelling of narratives.

Alfyn’s whole story seems to lack direction until the final chapter if you ask me. He encounters a few people, mostly Ogen, who challenge the way he views the world, but for the most part, he seems to just brush them off, almost arrogantly thinking he knows better. Don’t get me wrong, it’s refreshing to see a character who is pure and pure can be, but I can’t help but think things would’ve been a bit more interesting if there was a darker side to him. Coming across someone like Vanessa didn’t really mean a great deal to Alfyn because there were no similarities to be drawn between the two of them, Vanessa used her knowledge for evil, but Alfyn wouldn’t dream of anything of the sort, wouldn’t it have been so much more interesting if Alfyn started slipping down the same road as Vanessa, but sees the extremes Vanessa goes to and waking up? It would’ve provided a lot more growth than what Alfyn actually gets.

As a party member, Alfyn can be incredibly useful. I never really cracked the knack of his “Concoct” skill, but the apothecary class is so incredibly useful with its skill that it doesn’t matter. Not only does it work wonderfully as a support class it has the good offensive coverage that a class like Dancer lacks, making it work for a primary class since Axes are strong melee weapons and seemingly almost every enemy in the game has a weakness to it. In my most recent playthrough of the game, I found combining Alfyn’s apothecary class with the secondary class of Dancer (and later Starseer) made for a fantastic support character that could still pack a punch in a pinch (alliteration is fun!).

Like I said at the top, Alfyn is a wonderful and pure boy who always makes me smile when he comes out with his unadulterated optimism and cheesy quips, but I really would’ve liked to see more growth to the character as his story unfolded. I just don’t feel like the Alfyn at the end of Chapter 4 is a different person to the Alfyn at the start of Chapter 1 and he’s the only traveler I can say that of too. I’d certainly buy him a mug of mead though.

7 – Primrose Azelhart

“May I have this dance?”

I never really warmed to Primrose a great deal and unfortunately, it’s got nothing to do with her story, but more her gameplay. The problem with the Dancer class is that, as great as it is as a secondary class, it’s awful as a primary one. As an almost entirely support based class it isn’t helpful when you’re trying to use the character as one of your main party members, especially in the early game, her Elemental Attack leaves a lot to be desired and the only time I could get any real damage out of her is when I gave her a ridiculously OP dagger for that point in the game. I know that the dancer class isn’t designed to deal damage, but to have one of your four party members be completely defenceless is a pain in the arse early on so I never really kept her in the party for long.

From a personality standpoint, it’s also a little difficult to warm to a character who actively tries to shut herself off from everyone around her. Her whole MO is that she’s out for herself and that’s pretty much it, you get the sense that there’s a softer, kinder side to her in various travel banter scenes and perhaps that comes out of the character more once she’s avenged her father’s death and made peace, but we don’t get to see that part of the story, so we’ll never know.

While I don’t warm to Primrose as a person, I respect her as an individual. As she says at different points in her story, she dances for herself and herself alone, she’s easily had the toughest life of any of the travelers, yet she gives the impression of someone who hasn’t let it get to her all that much. She has her moments of weakness like anyone would in her situation, but she uses her tough life to bolster her motivations and stand stronger than she did before. Those looks back to her as an innocent child growing up in a wealthy household give a depressing window into what kind of a person she could’ve become because it contrasts so heavily to the Primrose we see on her journey.

Primrose is a character who keeps her emotions under wraps as much as possible and soldiers on no matter what awful things are happening to her, unfortunately, that makes a character that is hard to connect with, even though they are a very deep person when you view their life as a whole.

6 – Olberic Eisenberg

“My blade is UNBENDING!”

Olberic is the closest thing to a celebrity we encounter in Ocopath Traveler (not counting royalty), but he never acts stuck up or arrogant because of it, in fact for the most part he tries to hide his identity.

While at face value, Obleric’s story is one of vengeance, as it unfolds you slowly see that it’s more about an identity crisis. A warrior like Olberic associated his identity so heavily with the king and country he wields his sword in protection of, so without that, what is he supposed to do with himself? While he does seek out Erhardt for revenge, he also seeks him out for answers, to understand why he did what he did, the tournament was a great way to bring this identity crisis to Olberic’s attention, he sees each man he fights is fighting for something or someone and it takes a while for Olberic to realise what that reason is for him.

Olberic’s story ends with him in the same place as he started and he’s not necessarily changed a great deal as a person, except for one key difference, he understands who he is now and he knows what he wants to spend the rest of his life doing. The Olberic we saw at the start sees living in Cobbleston as a stop-gap until he can discover Erhardt’s whereabouts, but the Olberic that returns to Cobbleston at the end sees it as a home with a duty to protect those who live there.

When it comes to gameplay, the Warrior is definitely the best offensive non-advanced class. The sword strike are powerful and have the option to target one or all foes, along with lance attacks that provide great coverage for weaknesses, combined with the Hunter class (or eventually Warmaster) you have an all-out power character that can also tank a decent amount of damage to boot.

So, I’ve done nothing but praise Olberic in this entry, so why is he so low? Well honestly, it’s because I’ve never really played with him in my party very often, in fact, he’s the only character that’s never spent an extended amount of time in the party over my two playthroughs. Both times I started far away from Olberic on the world map, so by the time I got to him, I already had other characters that filled his roll so he was a bit redundant. With more time I’m sure I’d grow a larger fondness for Olberic, but as it stands, I haven’t had much time to get to know the guy.

5 – Therion

“Come on, I’ve got better things to do.”

Unlike most of the other travelers, we never find out Therion’s surname, which in a weird way adds to his character. Therion is a man who had tried very hard to build an aura of mystique around him, he works alone, doesn’t make friends and simply does the job he needs to do. He has a very bad attitude towards other people, which is why it was key to his story to strip away that aura so we could see the man that lies beneath.

While it would be so easy to dismiss Therion as an edgelord who just wants people to see how cool he is, there’s so much more to it than that. Finding out about Darius’ betrayal is a key point to this story because watching all of the flashbacks you realise that the Therion before Darius betrayed him, is almost unrecognisable from the Therion after the fact. That betrayal changed him into a cold, untrusting man who believes the whole world is out to get him, and really the first couple of chapters of his story seem to confirm that belief.

He’s baited into a trap by Heathcote and Cordelia and then blackmailed to go on a journey he couldn’t be bothered with, before being shown multiple examples of friends and brothers turning their backs on each other for one reason or another. The whole world seems to be reaffirming Therion’s idea that no-one is to be trusted, which is what makes Cordelia such a key character to Therion’s story. Here we have someone who suffered a similar betrayal to Therion and yet is still just as open and trust as ever and watching Therion try to deal with it makes for such a good story. He just can’t comprehend how someone could still believe in other people after what she’d gone through and while we don’t see him fully open up and trust people again in his story, it’s clear the attitude of Cordelia has wormed its way into his mind and you get the impression that he’s going to slowly change his ways.

The Thief class is surprisingly versatile, there are abilities like Armour Corrosive that are great at assisting others in their striking capabilities, but skills like HP/SP Theif and Aeber’s Reckoning still pack quite a mighty punch. I’m not sure what secondary classes work best, although I had some success with both Merchant and Runelord, nothing has quite lept out at me as a perfect fit for the class just yet; not to mention, the fact that you need Therion to open purple chests means he pretty much has a reserved slot in the party.

Therion is a guy who’s exceptionally closed off and moody, but unlike Primrose, the story goes to great lengths to strip that away and show us the soft person that lives underneath that armour. He’s a fascinating look at what can happen to people who try to be something they’re not, but God I wish I could be even half as cool as him.

4 – Cyrus Albright

“Now the true lesson begins!”

Cyrus is my kind of guy, someone who is unabashedly obsessed with something and that passion for it comes out in every single word he says. Cyrus could quite happily sit in the library studying tomes for days just to translate a single sentence of ancient text and he wouldn’t have a care in the world about how much time has passed.

When Cyrus speaks about how he believes knowledge is something to be shared and passed on, not hoarded I truly believe in his sentiments because of vigour with which he says them. His confrontation with Lucia is absolutely perfect at framing this, the debate those two have over how knowledge is supposed to be treated is honestly one of the most rivetting cutscenes in the whole game because of just how well performed both parts are, it genuinely felt like two opposing ideologies clashing in a major way.

Cyrus’ dedication to his studies does, however, lead to a lot of unintentional comedy at his expense however since he seems to be totally oblivious to everything else in life. I normally don’t care for every female character in sight swooning over a guy, but the fact that it’s Cyrus, who probably doesn’t even notice a difference between men and women, makes it absolutely hilarious. I can’t help but smile at scenes like his one with Ophilia where he just doesn’t understand what the problem is with stating a woman’s beauty in the flowery, over-flattering way that he does, to him it’s just a fact and facts must be shared with others, it’s adorable and I wouldn’t want him any other way.

The scholar class is an interesting one, it’s very useful early on in the game, but once you have the Sorcerer advanced class it becomes pretty useless since it’s entirely focused on elemental attacks, which Sorcerer does much better, although Cyrus’ talent that instantly reveals a weakness of an enemy is very useful indeed.

Cyrus is a man who is driven by his passion for knowledge and the desire to be able to pass that knowledge on, while his relative naivete about many other aspects of his life makes for a character that always makes me smile whenever he talks.

3 – Tressa Colzione

“Now to seal the deal!”

Tressa is everything about the joy of youth captured in a character. Almost nothing gets Tressa down, even in her lowest moments, it doesn’t take her long to pick herself up off of the ground and push forward full of determination. She takes the time to find the joy in everything she does and as she rambles on about all of her passions and travels, I can hear the smile in her voice.

Having her as a merchant was a very interesting idea for the character too, because it means she’s very smart and savvy – she doesn’t let much get by her – but she’s also still got that level of naivete that comes with being that young. She does all she can to see the best in people, sometimes to her detriment but she refuses to let any bad experiences sour her view on the world. She meets someone like Ali who totally undercuts her profits, which she’s salty about, but when he needs help, she won’t hesitate to lend a hand because the joy in her life comes from the people around her and bringing the smiles and joy out them; be that through being a good friend or selling them something they’ll truly treasure, it’s what makes her tick.

There’s not a great deal of complexity there, but there doesn’t really need to be. In her journey, she has her view on the world challenged, but she sticks true to herself and finds exactly what she was looking for out of her time away from home; she knows what she wants, and she keeps going until she finds it. Tressa doesn’t change as a person all that much in her story, but that’s because her story is about her changing everyone around her. She gets a softer, more sensitive side out of Ali and inspires Noa to stay strong and go on a journey of her own, despite her condition.

On top of that, the Merchant class is a deceivingly powerful one. The Transfer Rune & Sidestep combo is well known by now of course, but you’ve also got the invaluable skills of Donate BP which is always useful and Hired Help which can be extremely powerful if you have the cash to spare.

I always like a character that is unabashedly happy and joyous all the time, but the difference between Tressa and Alfyn is that Alfyn’s happiness seems a little forced and like nothing ever phases him, but with Tressa that happiness is built into her character and absolutely flows out of her whenever she’s on-screen.

2 – Ophilia Clement

“The flame guides us true.”

Ophilia is quite simply the purest human to ever live.

From her flowing blonde hair to her pure white robes, everything about Ophilia is clean, soft and elegant. Every single one of her actions in her story is motivated by doing kindness for other people: She takes on the kindling so Lianna can stay with the dying archbishop; the only reason anything happens in her Chapter 2 story is simply because she wanted to chat with some children and help them out; She puts herself in harms way to rescue the Bishop’s daughter in Goldshore and she does everything she can to pull Lianna out of the pit of despair she falls into.

Nothing sways Ophilia from her belief that the is kindness in every living creature, no matter how bleak things look for her. The irony in the way Ophilia acts is that it’s motivated by an incredibly traumatic childhood, she lost her parents and was taken into a family that she could never truly call her own, even when they welcomed her with open arms. She can never bring herself to call the archbishop “father” because it just doesn’t feel right to her and yet at the same time she’s dedicated herself to expressing the kindness to everyone else that these people have shown to her.

What’s more, is she’s willing to stand up and fight for those beliefs when they’re challenged. I feel that emotion in her voice as refuses to let Mattias get the better of her, as she defends her belief that kindness and love will always win over the darkness, she refuses to be moved because the highs and lows in her life have made her so much stronger than anyone could imagine.

Not only is she a wonderful person, but she’s an extremely strong party member to boot. Cleric is a fantastic class with widespread healing, reflective counters and powerful elemental attacks, I find Ophilia tends to have the most powerful elemental offence of anyone on my team, especially when she’s given the Sorceror class, she’s an absolute mainstay of my team.

Ophilia is a character with many layers to her past and her motivations as to why she does what she does and she stands firm when those motivations are challenged or called into question. No character in the game is kinder or purer than Ophilia, but you’d also be hard-pressed to find anyone mentally stronger than her.

1 – H’aanit

“Standest thou against me? Then be hunted!”

Thy may speakest liken a twat, but goddamnest I loven everything abouted thou.

I did consider writing like that for the whole thing, but that one sentence took 5 minutes so sod it.

H’aanit was the first traveler I picked when starting up the game, so I don’t think it’s that surprising that I like her as much as I do, since across my two full playthroughs there’s literally never been a time when she wasn’t in my party and that’s the kind of thing that tends to endear you to a character.

I know most people hate how she speaks, but I find it pretty cute. It’s so unnecessary that I can’t help but wonder how such a speaking pattern evolved in S’warkii. Did one guy just start doing it one day and everyone caught on? Did they just never move on from a time where it was commonplace? Either way, I think it helps exemplify who H’aanit is a character, someone who doesn’t quite fit in with the world around her.

She’s a respected village member in S’warkii of course, but I always got the impression that she didn’t have a close connection with anyone there other than Z’aanta. Immediately the story takes away the only person she had a real connection with in the world and it makes it so interesting to watch her try to fit in with all of the other characters in the world because you can tell she feels a bit out of her depth, yet soldiers on anyway.

Even things like the travel banter with the other travelers shows us that she doesn’t understand a great deal about the world outside her village, constantly asking questions to understand why many of the other travelers do what they do in their stories. Even when she starts to understand, she can’t help but draw parallels to hunting, because that’s all she really knows, it’s the only context she has with which to understand the world and I can’t help but find a character like that extremely endearing.

The changes in her at the end of heE story are subtle, but when you think about them, they’ll make a huge impact on her life. In her early chapters, it often feels like she’s feigning confidence in unfamiliar situations and towns and there’s always that small sense of nervous energy to her, but by the final chapter that’s gone; it’s not fake confidence anymore, it’s the real deal. H’aanit was forced to experience the world without the one person she could rely on to teach her and it’s made her an infinitely better-rounded person. Saying she “becomes the master” is a bit of a stretch, but I definitely get the feeling that she’s got a new outlook on both the world and herself by the time her story comes to an end. It’s so subtle and yet so powerful.

Looking at the gameplay side of things, H’aanit is an absolute powerhouse if you build her correctly. Combining her abilities with that of the Warrior job makes for an extremely powerful physical attacker that can buff the rest of the party in the process; not to mention Leghold Trap is one of the most vital skills in the whole game. In the late game, giving her the Warmaster skill makes her pretty much unstoppable, easily being able to deal out over 50K damage per hit with WinnehIlds Battle Cry. I don’t know where I’d be without her on my team.

H’aanit is a character that I feel like very few people like as much as I do and I can see why, but my personal experiences with the character have made me connect with her so much that I can’t help but draw myself towards her whenever I can.

Oh and also, she has a Snow Leopard that’s one of the most beautiful animals I’ve ever seen, so shove it.

So that’s it! Those are my rankings of every traveler in Octopath Traveler. Thank you very much for taking the time to read this article, let me know what travelers you like best either in the comments below on Twitter @10ryawoo. Make sure to come back next weekend, where we’ll be going back to the world of Doctor Who!

10 Best Tracks from Octopath Traveler

WARNING: This list will contain major SPOILERS for several traveler’s stories and post-game content.

Yes, I know I’m one week late to celebrate the 1 year anniversary of Octopath Traveler’s release, but there was a WWE Pay-Per-View on, so I had to cover that instead. Regardless, I’m making it up to you with not just one, but two articles all about Octopath Traveler this weekend, one today and one on Sunday.

The first of these is the part of a game that always sticks with me the longest. Moreso than the story, the characters or even the gameplay, what sticks with me for the longest time after I’m finished with a game is the music. With each passing year, my Spotify playlist is becoming more and more filled with game OST’s and Octopath Traveler’s soundtrack is most definitely my overall favourite.

The soundtrack has just about everything you could want, there are touching slow tracks, exhilaratingly fast tracks and just about everything in between and as of right now, it’s the only game soundtrack that I own a physical CD of, I love it that much.

Naturally, picking 10 tracks was always going to be a tricky task that led to me leaving some great tracks off of the list like H’annit, the Hunter; A Settlement in the Red Bluffs and Battle II, which are all honourable mentions. Also, I know it’s obvious, but this is the internet so I still need to stress that these are my opinions. Music is one of the most subjective things out there in the world and naturally, this list will revolve around my tastes (loud and fast over soft and slow, generally) so don’t feel insulted if I left off a track you really like.

Anyway, let’s get on with it, shall we?

10 – Tressa, the Merchant

Listen Here

The traveler’s themes were an absolute stroke of genius by the composer of this soundtrack, Yasunori Nishiki. The idea of having an instrument to represent each of the travelers is such a great idea and I think they nailed which instrument should be used for each traveler.

In Tressa’s case, we have the harmonica, which seemed odd to me at first, but I realised how well it fits a travelling merchant. A harmonica is the kind of instrument you can fit in your pocket and, as far as instruments go, it’s one of the easier ones to get a base level understanding off, which is exactly the kind of oddity a travelling merchant might pick up in their journeys. On top of that, it strikes in me feelings of youth an innocent and since Tressa is the youngest of the travelers, it’s perfect.

The melody encapsulates who Tressa is so well, there’s the chimes and violin in the background that hint at her inquisitive and slightly cheeky nature, with the harmonica there going through highs and lows to convey her desire to break free of the small little town she’s in and see the world. Even when the harmonica sinks into those lower notes, there’s still this cheerful tone to it, Tressa would love to get out of her little town but she’s still happy living there and is determined to make the most of every day and get the best deal possible.

This track invokes those feelings of optimism in me and brings out that cheerful and cheeky side that so often gets dragged down in life.

9 – They Who Govern Reason

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I’ll level with you, a lot of this list is going to be battle themes.

The advanced job bosses were definitely my favourite battles in the whole game, they struck that perfect level of challenge where, even when I was over-levelled, I had to go in with a strategy and change it on the fly when things went wrong, not to mention the rewards were so great that I wanted to get them as soon as possible, so I was usually under-levelled instead.

This music fits the idea of these battles so well, the track can almost be split into two halves, the first half with the violins seems almost jovial, with how the melody bounces along, which makes sense in a way. These beings aren’t threatening to destroy the world, or even trying to kill you, they’re just testing you to see if you’re worthy of wielding the power they’re going to bestow upon you.

Then all of a sudden the track flips and becomes a lot more threatening and sinister as the drums and deep trumpets come in to remind you that, though they may not be out to get you, these beings your fighting are still Gods of some description, they’re not going to go down easy even in a situation like this.

This track manages to cut a great balance between bringing both the fun and the intensity of the battles that it plays in and it’s able to switch between the two so seamlessly to boot.

8 – Olberic, the Warrior

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Olberic is an inherently tragic character, not quite as tragic as Primrose admittedly, but he’s still a man with a past that troubles him, with failures he feels he’s responsible for.

This track is able to capture that sense of tragedy that lies in Olberic’s character, the whole thing has an innate sadness to the whole track mostly thanks to the violins that start off the track, they create this very downtrodden picture in my mind of that deserted battlefield where Olberic met his downfall. Then the trumpets start playing alongside the violin the image changes.

The violins swell into much higher notes as those trumpets kick in and I can just see Olberic staring out over that long-dead battlefield that he used to call home.  Those trumpets then become the main focus of the melody, representing Olberic as he stands tall, living to fight another day. Olberic is someone who takes a lot of pride in wielding his blade and I get that attitude when I listen to the trumpets in this song. They’re mighty and strong, but flawed and there’s this underlying sadness to them that hits me every time I hear this track.

7 – Battle III

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The random encounter themes in Octopath are all brilliant, but this is the one that stands out the most to me. Each one of the “Battle” tracks does such a good job of building and adding to the previous ones. The melodies aren’t the same of course, but the intensity and scale of the tracks slowly increase as you get into higher and higher levelled areas, culminating in this adrenaline fuelled piece of music.

First of all, the opening is my favourite opening to any track on the album, the quick lead in with the drums, the little taste of the main melody on the violins before everything stops so the trumpets can do their bit and then we’re right into the battle. The pace in this track is a mile a minute, which is exactly what it should be, because when you get to these high-level areas you start coming across some crazy enemies and you should have your strongest attacks to unleash by this point, meaning this is exactly what these battles feel like.

Not only that, but the track also does a good job of mimicking the ebb and flow of a battle through its melody. By the very nature of the turn-based combat, these fights have a lot of back and forth to them and I can feel that in the way the violins behave here. They’ll burst forth with energy for a few seconds before taking a quick breather and coming back in just as strong. I didn’t flee from many encounters while playing Octopath, and this music is one of the biggest reasons why.

6 – Cyrus, the Scholar

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Cyrus is an incredibly grandiose and joyous character. He’s bold and grand in everything he does, but he also takes a great deal of fun out of all of his work that’s exactly the emotions this tracks conveys to me.

I can imagine Cyrus standing there at the head of his class while this music plays, excitedly spouting all of the knowledge he’s gained over the years to these young people that sit before him because that’s what he loves to do. There’s an elegance to the track that completely fits with how I imagine Cyrus carries himself when teaching, how I imagine he reads and writes for days on end, buried in his studies so deeply that he barely even notices the passage of time.

The passion, the wisdom, the charm. Everything that makes Cyrus who he is is there in this track, elegantly gliding about the stage as the violins swell into those high notes, mimicking Cyrus’ many passionate (and slightly over the top) speeches he makes throughout the game of the value of knowledge and his desire to pass all his knowledge on to others.

Personally, I don’t think any of the other traveler themes capture the essence of who the character is quite as well as Cyrus’ track does here. Whenever this track hits my ears, I instantly think Cyrus and it makes the picture of him in my mind very clear.

5 – Daughter of the Dark God

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It was always going to be an opera singer, wasn’t it?

The final boss of Octopath Traveler always felt like a huge deal to me, after 50+ hours of bringing these travelers through to the conclusions of their journey’s, we’re faced with what all of the loose ends were drawing to, fighting the long-sealed away God of darkness Galdera.

As Lyblac steps into the darkness to unleash Galdera, I got that sense that everything had been building up this and what better music to back up this fight for the ages. That almost heavenly voice of the opera singer feels like it’s the soul of Galdera finally breaking free and being able to show the world it’s true power. I don’t know what the lyrics are, but I know there are words like “death” and “annihilation” scattered in there, it gives that sense of foreboding that this is Galdera’s time to shine, not yours, you’re just standing in their way.

Then, once the opera singer has finished the track moves into an epic crescendo, that is exactly what imagined the final boss battle of this game to sound like. The way those violins hit those high notes is that force of the travelers and their will to stop Galdera from wreaking havoc upon the world, only for the singer to come back in and the two fight each other for dominance in the track, mimicking the battle for the fate of the world you’re currently engaged in.

This is by far the toughest battle in the whole game and this music does a great job of capturing the menace of what stands before you, but keeping that sense of hope there throughout the fight.

4 – Decisive Battle II

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Decisive Battle II is a track that wastes no time in getting you pumped up for the boss battle ahead. While Decisive Battle I focuses more on being menacing, edition II of the track tries to intimidate you through sheer power and speed.

The track immediately hits you with sharp violin notes backed up by trumpets and cymbals, which is such a great intro for some of the boss battles in the game, it gets you straight in the mood for action while also being a shock to the system and somewhat intimidating. Then the orchestra kicks into full gear and we get another battle theme that is able to capture the ebb and flow of a battle, the main melody pushes back and forth between high and low notes so smoothly you can feel when the tide in the battle turns thanks to the movements.

Ever now and then the trumpets will kick back in, signalling those big power moves you can bust out in Octopath that do a crazy amount of damage. There’s also a slight elegance to the melody in between the grand moments with the trumpets, that I think really helps me picture what these battles would actually look like in real-time were this a film instead.

Decisive Battle II is a track that’s not afraid to go very big, very fast in order to capture the epic scale of some of the boss battles you face in Octopath, while still keeping a level of nuance in there that makes this soundtrack so great to listen to.

3 – Determination

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This track is most definitely the one that gets the strongest level of emotion out of me.

That’s partly thanks to how it generally plays during the most emotionally charged scenes of the stories, specifically when low characters are picking themselves up at long last. The melody is so simple and yet I find it incredibly powerful, the way the oboe slowly rises it’s notes until it transitions into the violins that carry on the melody as drums, and trumpets start to come in and back it up.

When it comes in at moments like when Primrose is standing on that stage, confronting Simeon I can’t help but well up as she makes her stand, not letting this horrible man put her down again and again. Drawing comparisons to movies, I can absolutely see this playing in the background as the protagonist makes their rousing speech to huge cheers from the audience.

I talk so much about how much I connected with the characters and stories in Octopath, but I don’t think I could’ve connected anywhere near as much without tracks like this.

2 – Main Theme

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This is the kind of track that I probably wouldn’t care that much for under any other circumstances, but the amount of emotion and connection that I now have thanks to this song makes it so wonderful to hear.

It starts off so peaceful and slow with the lone flute and the violins softly in the background and the whole thing slowly but surely builds up, looping the main melody three times throughout the track, but each time adding more and more to the orchestra, making everything feel so much grander, it almost mimics the pattern on the character’s journey. They start out on their own, setting off from their quiet home town, before slowly going out there and exploring the vast world, meeting so many new people and facing tougher challenges along the way.

Not only that, but I think this is the track that best encapsulates what the Octopath Traveler soundtrack is like, because as the track progresses and more and more instruments get added it really does seem to have a bit of everything. I remember listening to this music reach a climax as the credits rolled on my first playthrough of the game and it genuinely brought a tear to my eye.

This is the track that most resembles Octopath Traveler in my mind and listening to it brings back all these wonderful memories of the times I’ve had Orsterra.

1 – Battle at Journey’s End

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When Battle at Journey’s End begins to play emotions are always at the highest, this is the final battle, everything this traveler has suffered through in their journey has led up to this battle here where it’s all on the line (especially if you forgot to save beforehand), so these battles really needed a piece of music that captured that level of emotion so here we are.

Battle at Journey’s End is a closest a track from a video game comes to flawless if you ask me. The quick grand hits from the orchestra to start off the track gets us straight into the heat of things and then the violins that carry the melody instil the flow of the battle into the music while the bass guitar and drums in the background keep everything feeling extremely intense.

Then when the next section of the track hits, I always tear up because the raw power of the emotion behind this section is so strong that I can’t help but cry. The melody of the flute and trumpets as they reach their high notes click so well with me and when that melody repeats for a third time, with the lone flute hitting as high notes as are humanly possible as the drums and bass guitar in the background serve to emphasise it, I feel all of the emotions I’ve built up over the course of the journey pour out of me.

The track does an amazing job of capturing that sense of the final step in a journey, it’s always the toughest step of all, but it’s also the best one. This track manages to make the final battle feel epic, high stakes and threatening while keeping the emotions of everything that’s happened up until that point running high, truely investing me, in the journey’s end.

So that’s it! Those are my favourite tracks from the Octopath Traveler soundtrack. Thank you very much for taking the time to read this article and let me know what some of your favourite tracks are, either in the comments below or on Twitter @10ryawoo.

Make sure you come back this time on Sunday when I’ll be continuing the celebration by ranking all 8 travelers!

Every Main Series Assassin’s Creed Game Ranked

I have an extremely weird relationship with the Assassin’s Creed franchise. It was one of the first games I played on a console not made by Nintendo, and in many ways was my introduction into the world of AAA gaming. This means that I have a strange affinity for the franchise, despite huge swathes of it being examples of everything I hate about modern AAA games.

It’s a franchise that I find myself looking on from a mostly negative viewpoint nowadays for various reasons that I’ll get into, but there is still lots of good stuff in there and sometimes I need to remind myself of that because ultimately it is still a franchise that I like. So, when I decided that I wanted to talk about my weird relationship with Assassin’s Creed, I thought that the best way to do it would to be to rank all of the main series games, capturing what I love and what I hate about this modern juggernaut of gaming.

As I say, this is just going to be the main series of Assassin’s Creed titles, “main series” meaning: the big release that Ubisoft promotes to death almost every year. I’m also not counting Rogue since, as much as you could consider it a part of the main series, it was pretty clearly an afterthought to Unity and didn’t bring anything new to the table following Black Flag.

With that caveat out of the way, let’s get into the rankings.

10 – Assassin’s Creed Unity
(2014)

So there’s a whole lot to unpack here.

Firstly, you can’t talk about Unity without mentioning how completely and totally broken it was on its release. You’ve all seen the image of the characters without faces a thousand times in the years since and it’s arguably deserved, there are very few AAA games on the scale of the Assassin’s Creed franchise that have ever launched that broken, and it took them a lot longer than it should’ve to fix the thing.

However they did eventually fix it, so taking it’s launch aside, what are we left with?

Essentially, you know the standard and fairly generic formula that you think of when someone mentions Assassin’s Creed? It’s just that, with very little layered on top of it. The fact that they were trying to develop two games at once no doubt played some role in this, but there was little to no innovation what so ever in this game. There were plenty of side-quests but they were all the exact same set of activities we’ve been doing over and over since the dawn of the open world game, so I had absolutely no desire to do them.

The story is barely worth mentioning, every character felt like the most paint by numbers version of their archetype, with the protagonist Arno (whose name I had to look up because I didn’t care enough about him to remember) being the most watered down protagonist in the whole series. I had no reason to care about him or anything he was doing because he had no discernable personality for me to grip on to.

That was really my main gripe with Unity. As much as it looked visually impressive for the time (Assassin’s Creed games almost always do), the entire world just felt completely void of character, the colour palette felt drained and muted, which would’ve been fine if that was part of the narrative but it wasn’t. There was plenty to explore and do, but I had no want to do any of it because the world just felt boring, and I don’t play games to be bored.

9 – Assassin’s Creed III
(2012)

Speaking of boring…

For many years leading up to this, the Assassin’s Creed franchise was very much straddling the line of being a so-called “feature creep”, wherein every game they would pile new stuff on in the hope some of it worked but refused to throw any of the old stuff out that didn’t, and this game is arguably the height of that.

With the exception of the awful tower defence mini-game from Revelations, I can’t think of a single feature that this game threw out, it only tried to pile more stuff on, most of which didn’t work. Once again, I found the open world was pretty boring to explore, a couple of the towns had a decent variety to them, but there were huge swathes of nothingness between it all. This was during the phase of open-world design where all that mattered was how big your open world was, and not how much stuff there is to do in it and this game really suffered as a result.

The narrative had some nice beats to it, playing as the bad guys for the first few hours without it telling you was a great little twist and it actually did a fairly compelling job of telling the story of the War of American Independence, unfortunately, I found all of the good guy characters to be horrendously dull people so once again I just didn’t really invest much in them. Meanwhile, the bad guys ended up being quite charismatic and entertaining whenever they were on screen, which was kind of the downside of making me play as them for so long.

Ultimately, when I list the things I dislike about Assassin’s Creed, almost every single one of the features in AC3, it was the first time when I started to feel tired with the series and quite honestly if it wasn’t for Black Flag’s refocusing in the next game, I doubt I would’ve pushed forward with the franchise.

8 – Assassin’s Creed Syndicate
(2015)

Ah, the weird middle step-child of the franchise.

Syndicate was in a very awkward position when it released because it was in the in-between phase of the franchise, where Ubisoft was trying to move away from the standard gameplay formula they’d been using for years but hadn’t quite decided on exactly what they wanted going forward. It meant Syndicate felt like a weird mashing of gameplay styles that didn’t really gel very well at all.

For example, it introduced a levelling system for armour, weapons etc. but it didn’t feel fully formed enough to work as an actual RPG style system. It meant we were left with a system that didn’t seem to fit the standard Assassin’s Creed gameplay style since if you knew what you were doing, you could still take out enemies much of a much higher level than you without too much trouble, so the entire thing felt a little bit pointless.

That said, the side of gameplay that was the standard formula was done fairly well, with based and strongholds being fun to sneak around and take out, it was able to capture that feeling of controlled chaos that I loved from the Farcry games. There was also the personal aspect of being set in London – which is where I grew up – meaning that I actually knew the rough layout of the city and had quite a lot of fun clambering victorian versions of landmarks I already knew quite well.

The main problem I had with Syndicate was it’s writing, most specifically the protagonists, Jacob & Evie Frye, who I despise with all my heart. First, you have Evie, who is the most bog-standard, generic version of a strong female protagonist there possibly is; she takes no shit from the men, has a very serious perspective on things and snore, snore, snore. Then you have Jacob aka world’s most punchable human. He’s so obnoxious and seems to have the compulsive need to make a Whacky Quip™ during every single scene regardless of whether it’s narratively appropriate or not. I disagreed with him at almost every single opportunity, to the point where I would avoid playing as him as much as possible because he was actively detracting from my enjoyment of the game.

All of this left Syndicate in a very odd position looking back at the franchise as a whole because it doesn’t properly fit into either category when it comes to phases in the franchise since it’s this weird stitched together mess at both.

7 – Assassin’s Creed Revelations
(2011)

We go from a game packed with way too much “new” to a game with not nearly enough.

As we’ll get into a little later on, I really liked the game that preceded this one, Brotherhood, a lot, so on paper, it would seem like that a game which is essentially the same thing but in a different open world would be something I’d love right? Well, sort of.

I do tend to cut Revelations some slack because it is ultimately a version of the formula that I like quite a lot from Revelations, however, it fails in a few key aspects. The first of which, as I mentioned above is the lack of new features. Obviously, since it was a formula that I liked, I didn’t want them to burn the book and build it again from the ground up, but some cool new additions that would change certain aspects of how I played the game would be great fun and for the most part that didn’t happen.

First of all, we got the hookblade, which is the iconic Assassin’s Hidden Blade, but with a hook on the end, so you can use ziplines and…climb slightly faster? Granted it was fun to rocket down ziplines, but the novelty of that only goes so far and the increased climbing speed really only came into effect when there was a jump just a tiny bit too high for Ezio to make on his own. Then there was the bomb crafting, which was completely pointless because no-one used anything other than the smoke bombs which had already been in the franchise for two games by that point. Finally, there was the building up of the Assassin’s Guild. On the one hand, it was quite fun to do actual missions with these people you’ve been levelling up and getting to teach them how to be really good at stabbing Templars, but it also gave us the worst feature in the history of the franchise with the terrible tower defence game that’s only redeeming quality was the music that played during it.

Do you see the common thread between all three of these features? It’s that we’ve never seen them again in the franchise. They were, for all intents and purposes, failed features that no-one liked enough to ever be returned into future instalments.

That’s why I rank Revelations so low, because as much as it’s a perfectly fine edition of the formula I enjoy, but there was a severe lack of major innovation, and the few areas where it did innovate ended up being complete failures, and I can’t praise a game that failed to innovate so hard.

6 – Assassin’s Creed Odyssey
(2018)

Ah yes, the game packed to the brim with a void of stuff.

Odyssey marks the only game in the series that I haven’t completed, partly because it’s the most recent, but mostly because I was 40 hours in, and had barely discovered a quarter of the map.

All of Odyssey’s systems are great, the combat is really enjoyable with huge amounts of variety in how you can tackle a situation. There’s a decent amount of variety in the side quests, and several of them have a pretty good story to go with them as well. The game is also stunningly beautiful, with vast swathes of terrain to run and climb all over, bringing ancient Greece to life in a great way to the point where I enjoyed most of the time I spent in it.

My main problem with Odyssey is that there is just way too much stuff crammed inside it. The open world is huge, which is fine but there’s not as much to do in it as I’d like, and while there is a great variety of locations and tasks, there’s not a large enough variety for the size of the world. This meant that after 40 hours, doing fairly similar tasks over and over I had absolutely no desire to keep playing, not because I wasn’t enjoying the game, but because I felt like there was nothing new for me to see and I’d got all the enjoyment out of it that I could, which isn’t great considering I wasn’t even halfway through yet.

It’s frustrating, because all the hallmarks for a great RPG are there, with a levelling system that feels natural and scales up at a good pace for what the game moves at; a variety of weapons and combat situations to mean that every enemy encounter is a challenge, to the point where stealth isn’t just an option, but a necessary part of gaining much-needed advantages and boat battles that are just as fun as they always have been. The problem is that the world-building just isn’t there.

It might be able to get away with this flaw if the story and lore behind everything were compelling enough, but it’s hard to build up a lore-rich world when your setting is a time period before the order which the entire franchise is named after even existed.

Odyssey is a fun game to play, but I found that there was a hard limit to the amount of fun that can be got out of it, and I really hope the next Assassin’s Creed game is more refined and focused than this one because a decrease in scale is desperately needed.

5 – Assassin’s Creed
(2007)

If you’ve ever read any of my rankings before, you know I’m the first person to stand up and say that the first entry into a franchise was crap, so it’s time to buck the trend because I quite like the original Assassin’s Creed.

It was far from perfect, but it felt like quite a focused game, the three main cities all felt distinct in both their design and feel and while the world that transported you between them, was almost entirely empty, it wasn’t so big as to be a constant annoyance. There’s also something to be said for the simplicity in the mechanics in the original, with just four different weapons and the parkouring was yet to be overcomplicated with several pointless mechanics.

It also followed a rhythm that made sure it never felt too samey, despite the fact you would end up doing some fairly similar tasks over and over. Every new assassination target would require you explore a new portion of one of either Damascus, Acre or Jerusalem, and it also did a pretty good job of varying the order that it sent you to each of these cities, so I never felt like I was retreading old ground with each new assassination target.

The story isn’t overly interesting, but it does a good job of introducing you to the Assassin’s order and exactly what they stand for, using Altair’s complete disregard for all of their tenants to show you just why the Assassin’s should be considered the good guys; even if later games would end up betraying that sentiment.

The original Assassin’s Creed is a game that laid all the foundations required to launch a franchise from, while still having enough stuff there to be a great game in its own right, to the point where it still stands out in the franchise 11 years and 9 games down the line.

4 – Assassin’s Creed Origins
(2017)

From the first game released, to the first game in the timeline.

Origins was able to take what Syndicate was trying to do, and finally complete that transition to a new style of gameplay, to great effect as far as I’m concerned.

The RPG systems that were poorly implemented in Syndicate were used to their full potential here, and while it still pales in comparison to the mechanics of an RPG like the Elder Scrolls games, it works really well for what it’s trying to do. I criticized Odyssey for being really unfocused, and Origins was able to avoid spreading itself to thin for the most part to create a much more refined game that leads to an overall more fun experience than what we’d get in Odyssey.

As I’ve already mentioned, I love the combat style that this game introduced in Origins, it made every encounter a challenge, and more importantly a challenge that was enjoyable, rather than one that felt like a chore. The strikes and blocks felt meaty and the finishers felt brutal and I found myself really having a blast with every enemy encounter.

The story was a bit crap, with the whole thing getting very it’s own arse at the end, with Aya murdering Julius Ceasar, because of course, that was actually an Assassin and then going on to become the single most important person in the whole franchise by forming the Assassin’s order; which felt really unearned for a character that wasn’t that interesting and had only had about 3/4 of a game to get to know.

I also thought the world design still wasn’t amazing, the cities and landmarks were vibrant and beautiful as always, but the problem with the game being set in Egypt is that most of the map ended up being desert, which just isn’t very fun or interesting to be constantly running around. So it meant that although the game didn’t suffer from a sparsely populated world like Odyssey, it did suffer from a world that often wasn’t very fun to explore, since the answer to the question, “What’s over that hill?” was more often than not, “Sand.” Admittedly, that’s not the designer’s fault, because that’s what ancient Egypt was like, but surely something more interesting could be done with it?

All that said, I still had a lot of fun with Origins, and if this is the style the franchise is going to stick with going forward, I’d like to see future games made more like Origins, and less like Odyssey.

3 – Assassin’s Creed II
(2009)

This is what happens when a company decides to go all-in on a franchise.

The jump between the original Assassin’s Creed and it’s sequel is one of the biggest leaps in both scope and quality that I’ve ever seen. Following the original, a sequel seemed all but inevitable, and looking at it through modern eyes, it seemed like Assassin’s Creed II would be a fairly solid upgrade from the first, but nothing special; but the development team here went above and beyond to try and get this franchise permanently into the mainstream gaming consciousness, and it’s hard to argue they didn’t achieve that.

There was an insane amount of new stuff added in this game, with the stealth mechanics being expanded to make it a more fun way to play the game; there was a huge variety added to the weapons, and as much as the combat didn’t evolve much, it was fine-tuned to feel a lot smoother than it did before. The quality of the world design also went through the roof, renaissance Italy looked stunning for the time, and the colours that are absolutely everywhere as you run around the place make traversing the world such a joy.

Looking at the story, although it was nothing special, it was enjoyable enough to make me care about the characters more than I do in most Assassin’s Creed games, there’s a reason almost everyone says that Ezio is their favourite Assassin after all. You felt like the historical figures actually had a crafted place in the story, rather than just being there for the novelty of seeing them, and for most of the game, I didn’t immediately groan when a cutscene started to play.

However, there are still a few things that drag this game down for me. For one thing, the game is just an hour or so too long, especially with the DLC, which now is unremovable from the game. In the final 3 or 4 sequences, I found myself getting really frustrated and impatient about how slow the game wanted me to step through it. The story does all it can to build up and head right into the finale, but then it just randomly decides to throw another obstacle in the way and makes you run around the world pointlessly for an extra couple of hours and it meant I’m always in a bitter mood going into the final mission, because I’ve just had to trudge through a couple hours of crap.

Thankfully, that’s the only major problem I have with the game, and it doesn’t rear it’s ugly head for most of the game anyway, so I’m happy to overlook it and recognise how amazing the rest of this game is. You can make whatever you want of the current state of the franchise, but looking back at this game, you can’t say that it didn’t deserve the status it achieved.

2 – Assassin’s Creed IV: Black Flag

Remember that one time when Ubisoft just thought “fuck it” and made a pirate game for no reason? Good times.

Counting Black Flag in a list of best Assassin’s Creed games almost feels like cheating, because let’s face it, it’s an Assassin’s Creed game in name alone; that doesn’t mean it isn’t brilliant though.

I don’t think I’m alone when I say that my favourite part of Assassin’s Creed III was the sea battles. The team at Ubisoft clearly thought the same because the next game, Black Flag, was entirely about the sea battles. They stumbled upon a really fun style of gameplay and to their credit, they leaned all the way into it, to make an absolutely fantastic game.

Every battle you got into with the boats felt like an all-out war. The scale of it all combined, with the vibrant colours of the Caribbean, and the extremely well-designed soundscape made every single encounter feel like a chaotic and epic fight. Pile on top of that, extreme weather conditions, a big variety of weapons at your disposal, and the ability to board your opponent’s ships and cause a massive skirmish in quite a confined space, and you’ve got yourself a formula that never ceases to be fun to play.

The world was also extremely well designed, with the towns being bright and colourful, but not so big as to feel too big and also having enough variety in the environment so all of them felt distinct. The random islands and plantations were also great additions, with things constantly sidetracking you (in a good way) when you’re poncing about on the open seas.

Black Flag, has a fairly big open world, but by no means too big, and the game is very carefully designed to tour you through it at a very steady pace, so you never feel overwhelmed at the amount of stuff there is available to you. Speaking of stuff, unlike most of the other open worlds in this franchise, Black Flag’s world is very densely packed with a great variety of stuff to do, be it hunting down collectables, hunting animals for crafting, playing board games, throwing harpoons at sharks or firing on every British ship you see, there’s never a dull moment when traversing the world in this game; and even if you do get bored, you can just make your crew sing sea shanties to keep you entertained.

Once again, the story was perfectly fine. It doesn’t stand out to me as any kind of exceptional storytelling, but it also never did anything to piss me off or turn me against the characters which, in a game like the Assassin’s Creed series, is all I really want.

In a way, I’m quite glad this ended up being a one-off for the franchise because I honestly don’t see many ways in which this formula could’ve been improved, as the boat-based mechanics in subsequent games in the franchise have proven. Black Flag was a rare instance of a game I can honestly describe as unique in its gameplay and at the end of the day, it’s just an absolute blast to play.

1 – Assassin’s Creed Brotherhood

It’s got a little bit of everything without having too much of anything.

I’ve talked a lot throughout this article about the “formula” of Assassin’s Creed, which is the general: Viewpoints, 5 different types of collectables and about 100 of each one, way too many weapons and vague stealth mechanics, (this would later become almost every Ubisoft game as well, but that’s a discussion for another day). I generally view this formula as a bad thing, but that doesn’t mean it can’t be fun. While too much can be a bore, the right amount of small tasks dotted all over the open world can make for an extremely compelling game for a habitual completionist like me and Brotherhood is the closest thing I’ve found to a perfect version of that formula.

The open world is big enough to have plenty of variety to it, but not so expansive that it feels bloated and pointless. Traversal of the world feels fun and fluid, with parkour mechanics that Assassin’s Creed have always been good at, but it especially feels like the world was handcrafted to make running around Rome’s rooftops extra fun. Even when you wandered out into the outskirts of the city, the large plains felt like a breath of fresh air and galloping about the place on horseback was just as fun.

There was also an extremely large mission variety, not just in the main story, but with side missions too. Each of the three guilds had different styles of missions, which were solid enough to flesh out the relevant characters while staying pretty brief and not overstay their welcome. Leonardo’s missions are also great fun, playing with all the weird toys and you get to drive a tank, so I don’t have anything bad to say about that. However, best were the Lairs of Romulus which were a series of levels almost entirely based around fun parkouring challenges, with interesting scenery and a great variety in the mini-stories that surrounding them, they’re my favourite set of side quests in the whole franchise.

The visual design is also excellent, with every section of the colour palette being used in one place or another in the game. Ezio’s red and white outfit from Brotherhood is far and away from my favourite protagonist outfit, and every other character had colours and styles that seemed to perfectly match their personality. Speaking of characters and story, it’s still nothing overly special, but it’s definitely the best the franchise has done. Cesare is the best villain from this series as far as I’m concerned and Ezio is also the best protagonist by virtue of the fact that he’s the only one I don’t hate at least a little bit.

Brotherhood is simply where all of the features and styles that make the Assassin’s Creed formula what it is come together in just the right way. I firmly believe that if you took all that was good about Assassin’s Creed and refine it to a point, you’d end up with something that looked pretty similar to Brotherhood, and it’s the game that I will always go to when I need reminding of why I actually love this franchise deep down.

So there are my rankings of the Assassin’s Creed franchise! Disagree? Of course you do, so let me know how you would’ve ranked them either in the comments below or on Twitter @10ryawoo. If you enjoyed then make sure to come back this time next week for my Money in the Bank Predictions!

Every 2D Platforming Sonic the Hedgehog Game Ranked

As you may know by now, I really like the Sonic franchise, and I’ve played a hell of a lot of it. There something about the fast-paced platforming that hits me in a way that nothing else in the 2D platforming genre.

That said, Sonic is also known for some of the most horrific fuck ups and awful games known to man, thanks to Sonic games having two very different styles of design. With the 3D games generally being the ones to drag the series down into the depths of…well…you’ve seen Sonic ’06. While the 2D games aren’t without sin, they’re certainly much more consistent in terms of quality and what is ultimately responsible for the blue blurs widespread success.

So what better way to show the best and the worst of the 2D Platforming Sonic game than ranking them all in a completely subjective list? Obviously, there is no better way, so let’s do this.

NOTE: I’m not counting the Nintendo DS/3DS versions of Sonic Colors, Sonic Generations and Sonic Boom because they were afterthoughts compared to the full 3D versions released on other consoles. I’ll also be compressing any handheld series with multiple games into a single entry since the list would be much too long otherwise.

9 – Sonic The Hedgehog 4 Episodes I & II

Wow, I didn’t think a 2D Sonic game could go this badly.

For starters, look at that screenshot, this was released on Xbox 360 and PlayStation 3, and that’s the best Sega could do? The screen feels so claustrophobic because despite having access to full HD screens with 16:9 resolution, for some reason they decided to keep the camera zoomed in way too close with an offensively ugly art style for level design and backgrounds.

I could look past that though if the gameplay was actually fun, and well, it’s at the bottom of the list so what do you think? It’s this weird hybrid of modern and classic modern Sonic mechanics that just don’t mesh well at all, mostly thanks to the inclusion of modern Sonic’s homing attack. It’s an attack that works well enough the 2D sections of other modern Sonic games, but for some reason here it’s just absolutely awful. You have no way of predicting how close you have to be to something for it to lock onto something and there were countless times where I flung myself in completely the wrong direction because the homing attack refused to work like it does in every other Sonic game it’s been in.

Even when it does work as expected though, all it serves to do is completely kill all of Sonic’s momentum and speed, you know, the two things this entire franchise is supposed to be about. There are very few opportunities in Sonic 4 for you to ever build up any real momentum or speed, and the times where you do are usually extremely brief or set pieces where you have very little control.

Sonic the Hedgehog 4 was an attempt to bring Sonic back to its 2D platforming roots, but in doing so managed to completely miss what made the originals so much fun in the first place. No wonder the trailers for Sonic Mania completely ignored its existence.

8 – Sonic Rivals Series

This one is more of a disappointment than anything else.

I really think this idea could’ve worked, some of the rival battles in other Sonic games were really fun, and making a whole game based around them seemed like a pretty interesting idea and certainly a way to freshen up the classic Sonic gameplay.

What it actually turned out to be though, were fairly samey levels over and over again and you’d occasionally switch which character you were battling against, although it wouldn’t make a great deal of difference. One of the main flaws of this game was that none of the characters really felt unique to fight against other than each one having slightly better AI than the last. There was variety in playing each of them, but not playing against them, which was the whole point of the game.

The platforming was much more fun than in Sonic 4 in this game, with the designers having pretty much nailed down how to design its visuals and mechanics for handheld consoles by this point, however, the level design let it down a bit. While it was fun at first to blast through the stages, they became a bit samey after a little while, with boss battles dragging on a little longer than they should and the platforming stages just not having enough variety to them to keep me entertained all that long.

I would by no means describe the Sonic Rivals games as bad, but when it comes to handheld Sonic titles, it’s certainly at the bottom of the barrel.

7 – Sonic CD

Ok, this is a weird one.

This was a Sonic game released during the golden era of Sonic, developed at the same time as Sonic 2, for a console that was doing fairly well at the time in the SEGA CD, and yet it just feels so….wrong. Everything from the visual and level design to the soundscape and mechanics felt so disconnected from everything the original Sonic the Hedgehog was.

It’s worth mentioning the situation of the development of this game, since Sonic Team would split for the first of many times not long before development on Sonic CD started, with many of the core Sonic Team members relocating to the US where they would produce Sonic 2 (which we’ll get to later), so while the team developing this game were by no means underskilled, many of the people responsible for Sonic 1 were no longer with them, which may go some way to explaining why this game feels so strange compared to the others in the franchise at the time.

Many of the quality of life tweaks we’d see from Sonic 1 to Sonic 2 were implemented in here, such as the Spin Dash, but they didn’t feel fully fleshed out or developed. Using the Spin Dash as an example, the animation for it was simply Sonic in ball form spinning on the spot, you didn’t get that satisfying animation from Sonic 2 onwards where he’d kick up smoke from the friction with the ground before bolting off at speed.

While the level design was a bit weird, it was still quite varied and fun, and the time travelling mechanic was one that was implemented in quite a fun way. Giving you 4 versions of every level (Past, Present, Bad Future and Good Future) encouraged you to explore every nook and cranny of every level to not only complete the level but complete the secondary objective of destroying Robotnik’s machine and creating a “good future” in every stage.

Sonic CD was a game that had the core of what 2D Sonic platforming should be, but it lacked the polish that the rest of the franchise had at the time of its release, which makes it feel more like the weird cousin of the Sonic golden era. It did give us Metal Sonic though, so it gets bonus points for that one.

6 – Sonic Advance

I wondered about this one’s position for quite a while.

Sonic Advance is a strange one because its flaws are weirdly comparable to Sonic 1. It was the first full Sonic game on a handheld console (unless you count Pocket Adventure, which I don’t because let’s face it who owned a Neo Geo Pocket when you could but a Game Boy instead?) which meant a couple of things: Less cartridge space, which in fairness they got around fairly elegantly, with the game having a bigger scope than both Sonic 1 and 2 did at the time of their release; and more importantly, Less screen space.

Screen space is one of my big criticisms for Sonic 1 and it holds true here. Although the team had got better at making the unavoidable obstacles a lot less unfair, it still fell prey to a few of the same pitfalls that Sonic 1 did, mostly in the placement of well…it’s pitfalls. Admittedly this could be negated by playing as Knuckles, but this is a Sonic game, so I’m gonna play as the Blue Blur whenever possible.

Speaking of this, playing as multiple characters was nothing new to the franchise by now, and Sonic Advance would add to this by making both Amy Rose and Cream the Rabbit (with Cheese the Chao) but they really weren’t inventive with their abilities. Cream could fly, which was a role already filled by Tails so who cares? And Amy could run slower than everyone else, couldn’t go into ball form and instead had to hit enemies with her hammer which is way more tedious than just jumping on them like everyone else.

That’s the thing that gets me about the Sonic Advance series, all of the core mechanics and ideas that were already established in the Sonic franchise are done really well – the level, art and sound design are all fantastic – but when it tried to add something new it felt either pointless or just plain crap. It’s still a very solid entry into the franchise, but it’s not surprising that none of the new features it added never caught on.

5 – Sonic the Hedgehog

The original, but not necessarily the best.

Don’t get me wrong, the historical importance and overall quality of the original Sonic the Hedgehog game can’t be denied, but like with most first games in a franchise, most of the subsequent entries would refine what this one did to a point to make it an overall more enjoyable experience.

Sonic was born out of corporate suits at SEGA trying their damndest to work with their marketing teams to create a hit, and while in this era of gaming that will almost always lead to generic trash, in the 1980s and 1990’s it would often bring the best out of the design teams. While it’s laughable today, designing Sonic as a cool and edgier alternative to Mario was a golden idea at the time, and when it launched in 1991 it was pretty much the only game that looked like it would get even close to knocking Mario off his perch.

Focusing on speed came with some pretty obvious flaws thanks to the technology of the time. For example, a 4:3 resolution screen with a fairly zoomed in character meant you often wouldn’t have time to react to obstacles if you were going full screen since you had only a second or so of them being on screen for you to react. Sometimes these were just momentum killers, but in later levels, they would often be things that deal damage or pits of instant death, which fell quite unfair when you go back and play them today.

That said, many of these moments were few and far between because huge sections of every level were designed for you to feel the joy of going fast, in a style of gameplay that appealed to me in a way that the Mario games never could. This game established the variety in design and satisfaction in momentum based gameplay that would be the core of what makes a good Sonic game right up to the modern day.

Sonic the Hedgehog is rough around the edges and lacks some of the quality of life elements that we’d see later in the franchise (the Spin Dash is a notable element missing from this game). However, it was able to lay the groundwork for what would become some of the best games ever made while still being an enjoyable – and most importantly successful – experience in its own right.

4 – Sonic the Hedgehog 2

That’s more like it.

While Sonic 1 laid the groundwork, Sonic 2 is where the franchise really proved to me that it had the potential to go down as one of the best of all time.

At face value, it doesn’t look like there’s a huge amount of differences between 1 and 2, and if I’m being entirely honest, most of the changes are minor quality of life changes, but these all add up to a much better game than what came before it. We were introduced to the Spin Dash, a move that has been in every main series game since it’s inclusion, to the point where a Sonic game without it feels really lacking.

That wasn’t the only thing that made life better in the Sonic franchise, with one of the biggest issues from Sonic 1 – the fact that you’re moving to fast to react to things that fly in from off-screen when you’re at full speed – being, not necessarily fixed, but certainly improved upon, since now these obstacles that were impossible to react to are no longer damage dealing enemies or pits of instant death, but instead quick momentum killers, or something that forces you to switch to a slower lane. Granted, it doesn’t entirely fix the problem as a lot of the obstacles are still pretty hard to dodge unless you already know they’re there, however it no longer felt like the game was out to get you by taking all your rings or killing you unfairly.

The level design (which was already top notch in Sonic 1) saw a noticeable improvement, with stages designed to pose a solid challenge to platformers of all skill levels, while still leaving plenty of space to enjoy rushing past the scenery at the speed of sound. This lead to several of the most iconic stages in the franchise, with Chemical Plant and Casino Night Zones still ever popular to this day, to the point where almost every Sonic game since has had some sort of copycat version of them.

Sonic 2 did pretty much everything a good sequel should. It took what the first game did and improved upon it in nearly every aspect, without sacrificing the core of what made the original so good, to begin with and provided us with pretty much everything that was expected from a second Sonic the Hedgehog game.

3 – Sonic Rush Series

I will never get the main menu theme to Sonic Rush Adventure out of my head.

The Sonic Rush games are as good as the handheld Sonic games ever got as far as I’m concerned, and it’s disappointing that there’s only ever been two of them because I really think they struck gold with this style of gameplay.

By this point, the developers had long since gotten over the limits of the hardware they were working with, and they were able to spend a lot more of development time putting the shine on things instead and that really shows with these games. I’m not the biggest fan of modern Sonic’s “push one button to instantly hit max speed” style of platforming, but I think these games did a really good job of designing levels in such a way to make the boost mechanic a lot of fun to blast through levels with.

The extra mini-games that were added in Sonic Rush Adventure were also nice and generally more context was given as to why and how the characters were getting between these wildly different zones. The plot was nothing special, but it did give a lot more context to what was going on than many other Sonic games up until that point, and while that isn’t always a good thing, I think it works for what it is here. Plus they introduced Blaze the Cat, who’s basically just Sonic but purple and way cooler.

One of this game’s stand out features were it’s boss fights, with them doing their best to involve you in the fight more than ever. While some of them did still follow the standard formula, most of the bosses were more than just waiting around until the moment to strike appears, and it forces you to be much more proactive when it came to taking down these massive machines, to the point where fights like Whiskers & Johnny are among my favourites in the whole franchise.

The Sonic Rush games were a window into what the Sonic franchise could’ve become if SEGA had dedicated themselves more to merging the two styles of Sonic gameplay instead of sticking rigidly to one or the other, with a constant need to rebrand themselves every other game. It’s a shame we’ll likely never see this style of Sonic game again, so these are definitely ones you should check out.

2 – Sonic 3 & Knuckles

I know Sonic 3 and Sonic & Knuckles are technically separate games, but nowadays they’re pretty much only played as one big game instead.

I’d love to have something fresh and profound to say about this, but it’s more or less ditto what I said about Sonic 2. They took what was an already brilliant game, added quality of life changes, made it bigger and better and shipped it out. Ok, so that’s not entirely fair, there were some more major additions this time around.

For one thing, there was a hell of a lot more levels to it, so much so that it couldn’t all fit on one cartridge, so it had to be split into two. We had the elemental shields, which are a really underappreciated feature if you ask me, along with the variety of special stages (which aren’t). We also had the ability to save for the first time in the series, which is just as well considering the length and the biggest addition which was that of a brand new character in Knuckles, who was new and cool in just the right way unlike Shadow, a character that’s trying a bit too hard to be “alternate”.

Outside of the new features, once again every other aspect of the game’s design got tighter and more polished. Levels felt more expansive than ever without feeling obtuse and confusing (except maybe Marble Garden Zone, but you can’t have everything); the difficulty had the right balance of challenge and forgiveness to make sure I kept wanting to push forwards; and thanks to a partial collaboration with Michael Jackson, we had some of the best music in the entire franchise with tracks like Flying Battery, Lava Reef and Ice Cap zones all being among my favourite gaming tracks.

Sonic 3 & Knuckles was a culmination of everything that had gone into the franchise up until that point, having thrown out the trash and kept everything that was great until we had a phenomenal 2D platforming experience. Every time a horrible and broken Sonic game released over the years, I would always come back to this game to remind myself exactly why I loved this franchise to begin with, as by my reckoning this was the best game in the franchise for almost 23 long years until…

1 – Sonic Mania

Could it really have been anything else?

As I just mentioned, come August 2017 it had been very nearly 23 years since a Sonic game on the level of the originals had released. We had the odd glimmers of hope to hold onto, with games like Adventure 2, Colors and Generations proving that the great revival we were all hoping for was just around the corner, but like many fans, once the catastrophic Sonic Boom released I had all but given up hope that the days of the golden age of Sonic would ever return.

So holy shit was I blown away when this game came out.

Thanks to a combination of a development team that were craving a return to form as much as the fans were, and SEGA having the nerve to take a chance with the Sonic franchise for once, we were treated to this absolute perfect tribute to the fastest thing alive.

Sonic Mania took the original games and boiled them down to their purest essence, the development team on Mania seemed to truly understand what was fun about Sonic – the fast-paced, momentum-based gameplay – and designed absolutely everything in the game to feed back into that. The levels are clearly designed more for fast-paced platforming more than ever, and it has this genius way of being so complex while not moving too fast so that you can’t react to anything coming your way (the camera finally being zoomed out a bit more helps).

However, Mania didn’t just take what the originals did and refine it, the Sonic Mania team also included so much new stuff into the game as well. The new additions to old stages – such as the coloured jellies in Chemical Plant – were brilliant ways to spice up familiar territory and the brand new stages like Studiopolis and Press Garden are some of the best in the whole game. The new and the old blended so well in this game that unless you already know, then I doubt you’d be able to tell them apart, it proves that Sonic the Hedgehog wasn’t only good in its time, with the right vision and quality of design it can easily still hold up today.

I sincerely hope that this wasn’t a one-off and that there’s more Sonic games from this team in the future because I really don’t think there is a 2D platforming experience out there anywhere near as good as this one. Sonic Mania doesn’t only mark the return to form of a gaming icon, but it could potentially mark the start of a new Sonic golden age; it really is that special.

And there you have it! Thank you very much for reading, if you enjoyed then please share it around on social media and let me know what you think of the 2D Sonic games on Twitter @10ryawoo. Make sure to come back here at the same time next week, where I’ll be ranking WWE world champions since the 2016 brand split!