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Sonic the Hedgehog 4: Episode I: A Solid Platformer and an Incomplete Sequel

Sonic the Hedgehog 4: Episode I review: Sega's 2010 2.5D revival promised a true Genesis sequel after 16 years. It scores 7.5/10.

By mitch·5 min read
A blue hedgehog dashes through a bright forest level, springs bounding beneath his feet.

Sonic the Hedgehog 4: Episode I arrived in October 2010 promising something Sega had not delivered in 16 years: a proper sequel to the Genesis games. Dimps developed it with assistance from Sonic Team, and Sega published it as a downloadable title for iOS, PlayStation 3, Wii, PC, Xbox 360, and BlackBerry OS. The pitch was simple. Take Sonic back to a 2D plane, strip out the extra characters, and pick up where Sonic & Knuckles left off.

Trailer, via SEGA.

Doctor Eggman Returns From the Death Egg

The story starts shortly after Sonic & Knuckles. Sonic parts with Miles “Tails” Prower and Knuckles the Echidna to explore new territories alone. Doctor Eggman survived his defeat, refines some of his past robots, and launches a plan to get rid of Sonic. That is the whole setup, and it is enough.

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Episode I is presented from a 2.5D perspective. Movement is restricted to a 2D plane, but characters and objects are rendered in 3D. Sonic is the only player character in this single-player game. He moves left or right to gain speed, jumps, and rolls into a ball to attack enemy robots.

The homing attack carries over from the 3D Sonic games. In midair, Sonic locks on to robots or objects and homes in on them. Chaining homing attacks sometimes opens alternate pathways. The Spin Dash returns as well, and both moves sit at the center of the control scheme.

Four Zones, Three Acts, One Sonic

The game takes place across four zones, each split into three acts. After completing the first act of a zone, the player can freely choose which zone to play via a world map. That is a break from the Genesis games, which sent players through levels in a fixed order.

The levels draw on locations from the original Sonic the Hedgehog (1991) and Sonic the Hedgehog 2 (1992). They feature slopes, bottomless pits, vertical loops, corkscrews, springs, and boost pads. Power-ups include shields, invincibility, and speed shoes. Some levels add unique elements like vines or pinball flippers and bumpers.

After a player completes a zone’s acts, a boss encounter with Eggman unlocks. Eggman pilots one of his robots, and the player must hit him eight times to defeat him. Special stages let the player collect Chaos Emeralds. Online leaderboards compare level completion times and high scores.

The sequel fans have waited 16 years for is finally here

A Smartphone Spin-Off That Grew Up

Development began in May 2009 and lasted a year and a half. The game was first conceived as a smartphone-exclusive spin-off before it became a multiplatform, mainline Sonic installment. That origin shows in the scope, and not always for the better.

As a continuation of the Genesis games, Episode I keeps a simple control scheme, no voice acting, and level design built around platforming and momentum. There are no player characters besides Sonic. It does, however, borrow Sonic’s design and abilities from later games like Sonic Adventure (1998).

The game was built to appeal to two crowds at once: older fans who played the Genesis games, and newer ones who played titles like Sonic Unleashed (2008). Producer Takashi Iizuka and composer Jun Senoue were the only Sonic 4 developers who had worked on the Genesis games. That is a thin thread to hang a legacy on.

Element Genesis Sonic games Sonic the Hedgehog 4: Episode I
Perspective Side-scrolling, 2D 2.5D; 2D plane, 3D-rendered characters and objects
Playable characters Sonic and others Sonic only
Level order Fixed progression World map after first act
Homing attack Not present Present, carried over from 3D games

Where the Game Holds Up

The core of Episode I is sound. Momentum-based platforming, the Spin Dash, and the homing attack give Sonic a moveset that rewards speed and precision in equal measure. The zones nod to the 1991 and 1992 games without simply copying them, and the boss fights against Eggman’s robots ask for eight clean hits rather than a gimmick.

The world map is the smartest addition. Letting players choose a zone after the first act respects their time and softens the sting of a level that does not click. The special stages and online leaderboards add reasons to replay stages for faster times and higher scores.

The problems are structural. Four zones is a thin campaign, and splitting each into three acts pads the length without adding much variety. The 2.5D presentation keeps the action readable, but the 3D-rendered characters and objects sit oddly against the flat plane they move on. It is a compromise, not a style.

The 16-Year Gap Shows

Episode I is not the sequel fans waited 16 years for. The game began life as a smartphone spin-off, and the final product still carries that smaller frame. It is a solid, well-built platformer that understands what made the Genesis games work, then stops short of matching them.

The decision to keep Sonic as the only playable character is defensible. Tails and Knuckles are absent, and the game does not suffer for it. But the reliance on Sonic’s later design and abilities, including the homing attack, means Episode I is a hybrid: part Genesis revival, part modern Sonic. It never fully commits to either.

That hybrid nature is the real story here. Iizuka and Senoue were the only Sonic 4 developers who had touched the Genesis games. The rest of the team was building a sequel to a legacy they had not worked on, and the result is respectful rather than inspired. The zones reference the originals. The feel does not always follow.

What matters most is that Episode I gets the fundamentals right. Sonic moves well. The levels reward momentum. The homing attack adds a layer without breaking the 2D plane. For a downloadable title at a modest scope, that is a fair trade.

The sharper problem is what the game leaves behind. Tails and Knuckles are gone, and with them the range the Genesis sequels had. Episode I trades that range for focus, and the trade mostly works, but it also caps how far the game can go. Four zones of one character is a tight box.

The special stages and leaderboards are worth the time. The boss fights land. Episode I is a good platformer and an incomplete sequel, and those two facts sit together without cancelling out.

Sonic the Hedgehog 4: Episode I scores 7.5 of 10.

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