Sonic X Shadow Generations Review (Switch) – Shadow Finally Gets His Due — Too Much Gaming



Shadow’s Unique Toolset Changes the Game

Navigating the central hub is a game in itself, as it puts Shadow’s abilities to the test, and there are plenty of optional platforming challenge courses that lead to chests or unlockable items. The hub is heavily inspired by Sonic Frontiers, and at times traversing it feels like playing Super Mario 3D World: Bowser’s Fury (which, interestingly enough, this game seems to take inspiration from, down to the opening menu).

As far as gameplay and abilities go, Shadow has Sonic Frontiers controls by default (old-school controls are optional). He can also do a little double jump for precision. While his gameplay is sans firearms or motorcycles this time around, he does have his Chaos powers, such as Chaos Control, which stops time and allows him to beat super-fast missiles, obstacles, and platforms. He also uses Chaos Snap to attack enemies instead of Sonic’s homing attack, allowing him to traverse obstacles while combo-ing foes and even launch himself along with them and teleport.  

Shadow will also unlock Doom Powers, which are put to use both in the hub and within the levels themselves. For instance, after unlocking the Doom Surf ability, Shadow will automatically surf on a manta ray while on water and can spin to destroy or fling objects. With Doom Spear, Shadow can lock onto up to five objects at once and release spears of electrical energy, which can stun enemies or activate switches. Doom Morph lets Shadow swim and swing between globs of black goo. The final ability, Doom Wing, allows Shadow to glide at high speeds.

Shadow Generations also features several major boss battles, which are all excellently realized, with multiple phases. The design philosophy of this game seems to have been to make everything fairly accessible to play, but difficult, though not impossible, to master. There is still a little of the “jank” that Sonic fans have come to expect from the series’ games, but it thankfully feels like these levels have been thoroughly play-tested. By and large, Shadow controls the way you want him to, the timing windows are fair, and if you fall off the level in some odd way, there might just be a spring down there to save you, or you won’t be going back too far. Chaos Control also comes in clutch in many situations.



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