14th Game Completed in 2023
Sonic Superstars is 2023's Nier Automata. No, seriously. Nier Automata is a weirdly apt touchstone for what Sonic Superstars is. Bear with me here.
So if anyone remembers the discourse in 2017, Nier Automata was not considered to be a great game. A great many reviewer and forum poster only played through the game once, and were understandably baffled. In the following years - and it did take a good year or so - people eventually came to understand that Nier Automata cannot be played just once; the full game requires multiple playthroughs.
Sonic Superstars is the same way. Not with story, but with gameplay. There's two very different games in here, and the fact that few reviews allude to this tells me that the low Metacritic average is based on a single playthrough, and not in the complete experience. Sonic Superstars has two campaigns, and a brief epilogue episode after them. And it's really a great little game, one of the absolute best in the series.
So let's start at the top. The first playthrough of Sonic Superstars is good in and of itself. You can play as Sonic, Tails, Knuckles or Amy, and each of the four have different abilities, and can access different routes of each level, much like in Sonic 3 & Knuckles. While the first five or six zones are pretty bog standard Sonic fare, playing much like your typical Genesis era Sonic games. And make no mistake - this isn't some Sonic 4 stuff. These are some really good levels. But in the back half of the game, things really start to shine.
Press Factory might be a top 5 Sonic zone all time for me. Both acts have excellent level gimmicks - Act 1 has giant, world-shaking stamping press that pounds down at timed intervals and launches your character into the air. Act 2 has a doomsday device that slowly powers up, while the level contains giant, glowing buttons that will cut the power and force the machine to begin start-up. Both of these add tension and diversity to the game, and I had so much fun. Pinball Carnival Act 2 is basically a horror-themed spin on Casino Night Zone. Cyber Station looks like something out of Wreck-It Ralph, with chunky voxels composing the world. There's some seriously cool levels in this game, and they're all good.
Except Golden Capitol Zone. Golden Capital has a pretty cool end boss, but this zone is deliberately designed to piss you off. It's awful, it takes way too long to complete, it has all the game's cheapest enemy types, it has really cheap spike placement... It's not even hard, per se, it's just annoying. Incredibly annoying.
Something new to Superstars is Emerald Powers. As you unlock chaos emeralds, you also unlock new abilities that really open the game up. Some of these are offensive, allowing you to wipe out enemies on screen or score hits on a boss when it's otherwise unreachable, and others can be used to access hidden or obscured areas. They're all fantastic additions, and while a handful aren't especially useful, some of them really make you absurdly powerful if used correctly.
So that kinda brings me to the boss fights. I have seen multiple times in other reviews about how the bosses are bad - how it takes way too long before you are able to damage them, how they're incredibly slow... And that's true to a point. If you're playing these like every other 2D Sonic game, that's true. But when you start cracking out the emerald powers? You can shred these bosses in significantly less time. Something too high to hit? Crank out the fireball or vine. Window to hit too tight? Slow time. Want to score a cheap hit as a last resort? Use the clone rush. You can absolutely play this game without using these powers (at least in the first play), but once you start playing with them, they fit into the game seamlessly. A lot of this game's emerald rings and other goodies are tucked away in places that are most easily accessed with these emerald powers.
Then there's the final boss. This thing is exhausting, in both campaigns. Each phase can take 5-10 minutes, and you will die. A lot. Quite a few bosses in this game use randomly generating terrain that materializes in front of you while you need to stay in constant motion, and that design choice really makes this fight a ballache. You will spend 15 minutes on an attempt, then get totally screwed by the terrain when you bounce off the boss and into a raised part of the terrain, which then drags you into a one hit death. I attempted this thing probably 30+ times before I finally beat it, and that was with the clone emerald power scoring 3 free hits in the final phase.
So the second campaign. I won't spoil it too much, but you unlock a fifth playable character whose powers are quite different from the others. Because these powers can make the main game trivial, this new character gets their own levels - remixed versions of the existing levels, granted, but with the difficulty cranked up significantly.
And it's in these levels where the game design really shines. You will need to understand and master this character's mechanics pretty quickly to adapt, and the level design is incredibly creative. You know how Pokemon fans complain the games are too easy and hardcore fans need a hard mode? This is that hard mode. The first playthrough has its tough moments, but is a pretty casual play. This one? It will take some patience. With the exception of one boss (we'll talk about this little bastard in a minute), nothing in this campaign is cheap, or broken, or frustrating. It's a step up in difficulty, but it's fair difficulty. I would die a lot, but I wanted to keep pushing, because I always knew where I went wrong and what I could do different. Bosses here take more hits, so really leaning into those emerald powers is paramount here. They like to float up in the air to hide, but you have tools to get to them up there.
While these levels do use the same zones and a lot of the same assets, these remixed versions have totally different layouts, usually have new hazards, and often iterate upon gimmicks introduced in the first play. For example, Act 1 of Press Factory has a press that gets progressively faster as you damage it. It's a really clever way to deliver a "double campaign" on a budget, and without making the game feel like it drags on too long.
But let's talk about Terrordactyl real quick. Terrordactyl hates you and wants you to suffer. You know how I said nothing in the second story mode its cheap or unfair? This little dick needle is the exception. You know how I complained about randomly generated terrain earlier? Yeah, this boss has that. But worse. Some of the platforms and floor tiles are conveyors running in reverse. If you take damage on one of these, you are dead. If you bounce off the boss and land on one of these, you are dead. The boss also launches mines at the level. They land in random places. Sometimes, they destroy a platform off screen and you run into a pit with no notice. Sometimes, they land on you and knock you into instant death. You need to jump up on randomly generated platforms to hit this boss... Those platforms can generate on an angle. If it generates on the wrong angle, you miss your window to hit the boss. This boss fucking SUCKS, so much, and I am genuinely shocked anyone thought this was okay. I dead more times on this than the final boss, and it's a mini boss.
And then there's the final boss of the second campaign. Listen, I haven't beat this thing. I simply lack the patience. It has the same problems as the other final boss, but this one adds one-hit kills. Constantly. And it takes FOREVER between openings to do damage, you can't even use emerald powers to expedite things. Like this boss isn't hard per se, I just don't have the energy right now to keep trying over and over. But I have watched the game's true ending, and it's pretty cool stuff.
Overall, Sonic Superstars is an excellent Sonic game. It's not just aping the Genesis games, but truly iterating and expanding upon them - while also respecting the things those games did so well. If Mania was a celebration of Sonic's best years, Superstars represents the next stage. Between this one and Frontiers, Sonic has a really bright future if Sega and their devs learn from these games and keep building upon them. If you like classic Sonic, and you aren't completely closed off to new ideas, I think you'll find a lot to love about Superstars. If you're expecting Mania 2, it's not that. It's not trying to be that. And I think it's better for it. The devs here tried something new, and I think that boldness paid off.