Why Is 3D Sonic Controversial?

                                                            Why Is 3D Sonic Controversial?


    To pick up from where we left off last time (https://theculturecram.blogspot.com/2025/11/why-is-sonic-distinct.html) Sonic made his mark in gaming with never before seen momentum based platforming on the Sega Genesis. The gameplay was then further refined with its sequels. Sonic 2 focused on speed, Sonic CD focused on exploration, and Sonic 3 was a well balanced mixture of dopamine pumping speed and exploration for 100 percent completion. Things were looking pretty good for Sonic the Hedgehog. He was running circles around Mario. However, when it came to the late 90s, video games were making the jump to 3D. 

    This was big because game mechanics now had to be rethought entirely. It's not easy to just roll around in a cork screw or a loop anymore because players might fly right out of it. Players can't just jump on an enemy as easily because sonic is too fast and couldn't be that precise. 3D games had to be longer in length so players could explore a 3D space, right? With all of these issues to take into account, how did Sega try approach these while maintaining speed based gameplay.

    In 1996, Sonic 3D Blast was released for the not only the Sega Genesis, but also the brand new Sega Saturn. This game, while impressive at the time, is plagued with the issues previously stated. Remember when I said that Players can't just jump on an enemy as easily because sonic is too fast and couldn't be that precise. Unfortunately, that nightmare became a reality in this game. People would struggle and struggle just to jump on a single enemy. Heck it was an even bigger issue when it came to platforming thanks to the asymmetric 3D in this game. Rolling in loops and corkscrews are automated, which these sequences are actually still like that in 3D sonic games today. 

    The attempt to make explorable 3D environments in this game were to have the player slowly search for birds trapped in robots around the map to progress. This is very tedious because of the hard to execute jumping, bringing the pacing to an absolute crawl, and just being downright repetitive. Not only is it a platformer where jumping feels awful to use, but also there is little to no speed present in this game. Not to mention, there is nothing to do besides collecting the birds. Yikes, things are not looking to good for Sonic now, huh? Now Mario, and Crash Bandicoot, are running 360 degree circles around him. Oof. With the failure of the Sega Saturn and the Sega Dreamcast coming soon, can Sega get their beloved franchise back on the map? 

    In 1998, The Sega Dreamcast released along side a new 3D Sonic game, Sonic Adventure. Taking the lessons learned from 3D Blast, Sonic is equipped with the homing attack, so Sonic can automatically lock on to enemies. Loops and cork screws are still automated sequences, but now they have extra spectacle as the camera zooms out to show the player their massive size. Instead of having the player collect 5 birds around the map until they rip their hair out of their head, Sonic Adventure has the player go fast... As Sonic. 

    This game also brings back multiple playable characters. Instead of their just being three playable characters, now there are six, each having their own campaign and alternative gameplay style. Unfortunately, alternative gameplay styles is a problem in not just Sonic Adventure 1, but also all of the 3D Sonic Games made in the 2000s. Playable characters such as E102 Gamma, and Amy are fun fast paced. Then there are characters such as Big and Knuckles that slow the pacing down to a crawl. Knuckles has the player search for three emerald shards and Big's gameplay style is going fishing to catch Froggy. 

    Some of these alternative gameplay styles do drag the game down because you have to play as all of them in order to fight the true final boss, unlock the true ending and 100 percent the game. However, the player does have the choice of what character they want to play as. For example, if they want to play as Sonic but not Knuckles, they can do that. The player has the choice of being able to play as all of these characters in their own separate campaigns and stick to playing as the ones they like the best. Though sadly, the issue of alternative gameplay styles only got worse in the 2000s as they became more and more intrusive while the franchise starts to loose focus.

    In 2001, Sonic Adventure 2 released, being the last Sonic game to release on Sega hardware. Sonic Adventure 2 ditches the six campaign structure, in favor of two campaigns, each containing three gameplay styles. The speedy Sonic and the slow treasure hunting Knuckles gameplay styles return from Sonic Adventure 1. There is also a new Tails mech style of gameplay where Tails would pilot a missile shooting mech. The Knuckles gameplay is more of the same and the Tails mech stages have the player walk down linear corridors, shoot enemies, and do simplistic platforming. The mech stages and the treasure hunting stages are slow paced and do not benefit the game because they aren't about speed or momentum based platforming. Furthermore, the player doesn't have the option to chose what characters they want to play as, for the Tails and Knuckles stages are mandatory in Sonic's campaign.

    Then there was Sonic Heroes, released in 2003, that had tag team based gameplay that used the abilities of Speed, flight, and combat strength on the fly. However, the game's slippery controls and trying to combine three gameplay styles into one makes for a fast paced, yet rather jarring experience for some. Then in 2005, Shadow the Hedgehog came out, which has the player kill all the enemies on a specific side to progress on either the good path, or evil path. The player then gets flash backs to 3D Blast, for Shadow the Hedgehog repeats the mistake of tedious enemy scavenging. Sonic the Hedgehog 2006, is a glitchy mess through and through, tanking the franchise's reputation. Sonic and the Secret Rings came out in the year after Sonic 2006 and had the player deal with motion controls to move Sonic around, a poorly throughout ability unlock system, and mandatory, yet meaningless side missions. 

    Then in 2008, Sonic Unleashed re-invents Sonic in 3D with the boost to win gameplay style. This gameplay style works wonders. It has the player collect rings to power the boost gauge down linear, Crash Bandicoot like, hallways, and was exactly what the franchise needed. But this game is mocked to this day with its odd inclusion of God of War inspired gameplay with the Werehog that drastically cripple the pacing of the game with slow combat. I can go on and on, but I think you get the point. Sega was more focused on making their games longer, but got lost and accidentally went overboard with gameplay variety and extension.

    With all of this being said, why is 3D Sonic Controversial? 3D Sonic is controversial because despite there being many people mocking these games for their ideas and saying how bad they are, these games and alternative gameplay styles do have their fans. What makes 3D Sonic so controversial is that everybody has their own preferences as to what they like about 3D Sonic. I can see some people preferring Knuckles gameplay over Sonic's style, for perhaps some people prefer getting the best times collecting emerald shards. 

    There are valid reasons for why some people may like these games. The combat focused games such as Sonic Unleashed and Black Knight for memorizing combos and getting the satisfaction of executing them. The enemy scavenging in games like Shadow the Hedgehog and Sonic 3D Blast, for perhaps they like to take their time and explore the levels. Ones that do something completely new like Sonic Heroes, for its tag team gameplay that utilizes the benefits of all three characters in high speed platforming, or Sonic Lost World with its focus on precise platforming and utilization of parkour. Even games like Sonic 2006 for utilizing many characters with their own abilities and its ambition, despite the glitches, and Secret Rings for its on rails linear experience. These games may not be as polished as ones we get today, but there are people that like the ideas and gimmicks that a few of these games provide. 

    People have their preferences when it comes to 3D Sonic, myself included. I don't think its a secret at this point, but I'm not a fan of the alternative gameplay styles such as Knuckles' treasure hunting, Tails and Eggman mech stages, Big the Cat's fishing levels, and the Werehog. However, some people do like them. If you like these games and the alternative gameplay styles that they provide, then more power to you. Again, everyone has their preferences. Though everyone has their own preferences as to what they want in 3D Sonic, that is what makes 3D Sonic controversial. Another reason is all of the gameplay mechanics that had to be rethought to make the transition to 3D. Because of things like automated loops makes some prefer the 2D games over the 3D ones. Its that the franchise lost its vision and the games started doing things that strayed so far away from the core focus of momentum based platforming in favor of gameplay variety.

    Can Sega ever find that balance of speed momentum based platforming and new gimmicks that enhance the game rather than slow down the entire experience? They did... In the year 2010, but that'll be a story for another time. Stay tuned to find out how Sega creates the blueprint for an excellent 3D Sonic game.

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