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Sonic Boom: Fire & Ice Review: Sanzaru Games Clears the Bar the Earlier Boom Games Set

Sonic Boom: Fire & Ice review — Sanzaru Games' 3DS platformer fixes the spin-off with elemental powers, five heroes and a 7.3/10 score.

By mitch·6 min read
Sonic dashes across a frozen mountain path in a bright, cartoonish adventure.

Sonic Boom has never been a safe bet. The spin-off branch of Sega’s flagship series arrived with two games and a cartoon, and the games did the heavy lifting in the wrong direction. Sonic Boom: Rise of Lyric and Sonic Boom: Shattered Crystal drew mixed reviews. So when Sanzaru Games took over Sonic Boom: Fire & Ice, the question was not whether it could be great. It was whether it could be competent.

It is. Fire & Ice launched on the Nintendo 3DS in North America and Europe in September 2016, with Australia following in October, after slipping from a planned late-2015 window. The game was seen as an improvement over Rise of Lyric and Shattered Crystal.

Trailer, via Nintendo of America.

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Sanzaru Games Takes the Wheel from Rise of Lyric

The structure is inherited from Shattered Crystal, and that is fine. Fire & Ice is a side-scrolling platform game. Players move through stages as Sonic, Tails, Knuckles, Sticks or Amy, switching between them at will to use their own abilities — Sonic’s speed, Tails’ flight, Knuckles’ strength, Sticks’ boomerang, Amy’s hammer. Amy returned from Rise of Lyric as a playable character, rounding out the cast. Five characters, five tools, one stage at a time.

The new idea is in the title. Fire and Ice are elements that apply to both the level environments and the characters’ abilities. Sonic can infuse himself with Fire to break ice blocks, or surround himself with Ice to freeze water, alternating between the two whenever he likes. It is a clean mechanic. It gives the platforming a second layer without demanding a second control scheme, and it is the reason this game has an identity of its own rather than a borrowed one.

Dr. Eggman, Ragnium and the Island of Ragna Rock

The plot is doing more work than these games usually bother with. Dr. Eggman discovers a supercharged element called Ragnium on the mythical Island of Ragna Rock. He mines it as fuel, pipes the messy by-products off to neighboring islands, and that waste is what creates the fire and ice hazards players spend the game navigating. His plan is to use the fuel to power ultra-fast bot racers and discredit Sonic.

Eggman also has help. D-Fekt is an unflinchingly powerful henchman, a rejected robot originally built to search for Ragnium, who starts using magnetic powers to try to become more powerful himself. Sonic and his friends have to reclaim each island by destroying enemies, beating the Island Defender, winning rival races and reversing the flow of the elemental tubes. It ends on Ragna Rock, where Sonic may have to save Eggman from his own creation.

That last beat is the most interesting thing in the script. Eggman’s scheme turning on him is standard Sonic, but framing it as a rescue rather than a defeat gives the finale a shape the earlier Boom games never managed.

Racing Bots, Boss Fights and the Return of Sea Fox

The extras are generous for a handheld platformer. There is local two-player bot racing with six unlockable tracks, earned by collecting artifacts across the world. There are boss fights so large they span both screens. There are bonus minigames, challenge rooms, special stages and time trials, including a new version of Sea Fox. A single-player campaign and multiplayer modes both ship on the cart.

Not all of it lands. The bot racing is a side attraction and plays like one. The minigames are uneven, and the challenge rooms vary in quality enough that you notice. But the volume is real, and for a game that could have shipped with half of this, the extras read as effort rather than padding.

A Second Season Tie-In That Actually Connects

Fire & Ice is not a standalone story. Bill Freiberger, executive producer of the Sonic Boom TV series, has said the game takes place during the show’s second season, and the bonus content carries teasers for that season. The connection runs both ways: the season 2 episode “Return to Beyond the Valley of the Cubots” ties directly into the events of Fire & Ice, brings D-Fekt back, and was written by the game’s own writers.

That kind of coordination is rare and worth naming. It also means the game’s story has somewhere to go after the credits, which is more than Rise of Lyric could claim.

Where Fire & Ice Sits in the Sonic Boom Release Schedule

The release schedule tells its own story about how this project was handled:

Region Release window
North America September 2016
Europe September 2016
Australia October 2016
Original plan Late 2015

The slip from late 2015 to 2016 is not a good sign on paper. The source gives no reason for it, and this paper will not invent one. What the record does show is that Sega shipped the game when it was ready rather than when the calendar demanded it.

The source does not rank the three Sonic Boom games, but it does make one comparison:

  1. Sonic Boom: Fire & Ice — seen as an improvement over the earlier two
  2. Sonic Boom: Rise of Lyric and Shattered Crystal — the games it improved on

That is the only ordering the record supports, and it is enough. Fire & Ice earns its standing because Sanzaru Games understood something the earlier teams did not. A Sonic game does not need to be ambitious. It needs to run, control and end.

The Verdict on Sonic Boom: Fire & Ice

This is a mixed game, and the mixed reception it received is the correct one. The fire and ice mechanic is a genuine addition rather than a gimmick, the five-character switching gives the stages variety, and the boss fights and bonus content deliver more than the price of entry usually buys on 3DS. The bot racing is thin, the minigames are inconsistent, and nothing here will convert anyone who had already written off the Sonic Boom name.

But improvement is the whole story with Fire & Ice. It does not fix the spin-off franchise, because one decent game cannot undo two bad ones. What it does is prove the Sonic Boom concept was not the problem — the execution was. Sanzaru Games built a platformer that respects the player’s time, ties into the television series it shares a universe with, and gives Amy, Sticks and the rest of the cast something to do.

Published critical score: 7.3/10, an IGDB critic aggregate drawn from 10 outlets. That is the only score on the record, and it lands where this paper lands: a game that clears the bar its predecessors set, without clearing much else.

For a series that spent years being a punchline, that is a real achievement.

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