One of the nice things about getting into Sonic the Hedgehog is that the community doesn’t tend to forget things. All the successes, failures, and obscurities are well documented. Strike up a conversation and they’ll have a lot to talk about (if they’re British they’ll probably insist on talking about Fleetway’s Sonic the Comic). They’ll often have stories of the first time they encountered the hedgehog.
I initially came to Sonic as a game that I’d play at the houses of friends and family. It was usually Sonic 2 or 3 and I was always playing as Tails. Eventually I bought a couple of the games myself on PC, thanks to the budget brand Xplosiv. Their releases were often found in the 3 for £10 section of Game, which made it easy for me to get more games as a child. One of the first I picked up from that was Sonic 3D: Flickies Island (the other two games I got in that deal were Sonic R and Theme Park World but those aren’t important right now).
The interesting novelty of Sonic 3D is that it’s not using polygons, it adopts an isometric viewpoint with pre-rendered sprites to make it look three-dimensional. This is probably down to it being a game intended for the Mega Drive (I’m aware of the Sega Saturn’s polygonal special stages, but those don’t feature in either version that I’ve played).
That novelty wore off very quickly when I returned to it recently, as it’s a frustrating game to play. It seemed as though developers of early “3D” games felt the need to facilitate some amount of exploration. There were more directions for travelling, so with that came more reasons to go all over the place. Sonic 3D: Flickies’ Island chooses to do this by making each level a compulsory egg hunt, with the titular flickies taking the place of the eggs hidden inside the various baddies to defeat within each level.
Many classic 3D platformers use similar structures so it’s not inherently a bad idea, but the mismatching of character movement and level design is what spoils the fun. Sonic is built for speed but the levels are not. To move through a lot of narrow spaces I felt as though I was constantly wrestling with momentum. It became especially annoying whenever I had to search every nook and cranny for a flicky that I missed along the way.
While the game was lacking, I admire that even Sega is happy to ensure this game isn’t forgotten, as they’re still including it on Mega Drive compilation releases that are available on current consoles.
There’s an unofficial “director’s cut” of Sonic 3D, which makes the game a little less tedious to play, but it doesn’t make it into a good one. However the existence of this shows that the Sonic fan community makes a habit of not abandoning games that are considered bad. Even notable trainwrecks like Sonic ‘06 get another chance. To the community, a bad game isn’t something to be forgotten, it’s a mistake which could be fixed.
This article is part of the Sonic Mega Collaboration, a collection of articles from other writers about games found in the compilation release, Sonic Mega Collection Plus. This project was coordinated by Super Chart Island, a blog covering every UK No. 1 game in chronological order which I enjoy reading.
If you’ve come from that website to read this article, welcome to PixPen! Feel free to take a look at the articles on Final Fantasy I’ve been putting together, or read about other RPGs that I’ve been covering.
Last year I decided to commit to playing as much of Final Fantasy as I could. It’s been a very fun journey so far but I thought it would be useful to look back at Dragon Quest, a game Final Fantasy owes a lot to. Final Fantasy wouldn’t exist without this game (though Japanese RPGs might still exist since efforts like The Black Onyx, Dragon Slayer and Hydlide predate it).
I was surprised to find that the original Dragon Quest is a fairly relaxing game. That’s partly true with some of the other games in the series I have played, but those other ones also had tense moments. Fighting Psaro the Manslayer in Dragon Quest IV was not calming in any sense. If you want something to wind down with at the end of the day, the first Dragon Quest works well.
The simplicity of the game allows for that. While it is about saving the world from some evil wizard, there’s never any tension. Because it’s a turn-based RPG the pace of the game is extremely player-dictated. While there’s artifacts to be found and a princess to be saved, there’s no pressing need to do all of that immediately. Dragon Quest’s world is a place without difficulty and deadlines.
As this game was made for older hardware, there was a need to condense the experience in a way that was easy for the system to display but still understandable for a player. This is why battles play out simply with a picture of the enemy, some stats numbers on the left and a menu at the bottom. The removal of all of this context means I can’t help but not think of it as a tense battle, but instead a contest to see who can get a number down faster. A contest heavily weighted in my favour, and increasingly so as the main character’s level goes up. Losing isn’t much of a setback either. It reduces the in-game money earned to half, but that can easily be regained.
Many older RPGs are similar, Phantasy Star is one example. But Dragon Quest is a little different. It centres on one specific location: a castle. It’s where the game begins. It’s the home of the main character. It’s where you go to save the game. It’s where you go when you lose a battle. It’s where the game ends.
Having a specific home that needs to be returned to combined with the game’s simplicity makes it play like a game a child would think up. I don’t mean that in any pejorative sense. If anything I couldn’t help but feel a little nostalgic. I suppose this may be one of the reasons that Dragon Quest has lasting appeal.
It’s less like a hero embarking on a dangerous adventure and more like a child going out to play. The hero can only venture out so far, but as he grows he can go a little further. If the hero gets defeated in battle, the king tells him off like a concerned parent. When it’s time to finish playing, the hero must go home.
If you do decide to give Dragon Quest a go, just know that the more easily available ports on mobile phones and the Switch look terrible. A lot of the art in the game feels very mismatched. The environments, characters, and monsters all feel like they are drawn for separate games. It’s strange for a foundational game in a series that continues to sell large numbers gets something that looks this bad.
However you go about playing it, I think it’s worth going back onto Dragon Quest especially if you’ve been playing a lot of RPGs like myself. I’m surprised how long it’s taken me to get to it myself.
I can easily see how this works as a foundation for many games after it, but it’s also interesting in its own way. It’s a shame that a lot of discussion of this game in particular seems to stop at how “old-fashioned” it is. This game didn’t always exist as being a predecessor to something else.
You could probably finish the whole thing on a lazy afternoon anyway, so it’s worth a shot to find out what you make of it for yourself.