Sonic Shuffle


Name: Sonic Shuffle - All three nations

Other Names (Nicknames): N/A

Release Dates:

November 14th, 2000 - USA
December 21st, 2000 - Japan
March 9th, 2001 - Europe

Quality: 128-Bit, 3D Platformer

Game System(s): Sega Dreamcast

Also released on: N/A

Developer(s): Hudson Soft

Character Introductions: Illumina, Lumina Flowlight, and Void.

Region Game Takes Place On: Maginaryworld, a land that prospers on the hopes and dreams of all those across all dimensions. A trifle NiGHTsy if I do say so myself.

Concept Introductions: Sonic Shuffle is just another spinoff game that is meant to go in a different direction other than mainstream Sonic games, that direction being one seen in other games. In this case, Mario Party is the target. This is most notable by the fact that Hudson Soft, the co-developers of Mario Party, were the developers of this title. So needless to say, this obviously means that Sonic Shuffle's main concept introduction is its new style of gameplay. And that style of gameplay is of teh p00peh. It sucks. Boring. The kind of stuff that makes you scream for your mom to turn The View on. The premise is that there are boards and the objective is to retrieve as much Emblems at the end of each board as possible, outdoing your three opponents. There are 7 boards to get Precioustones (which coincide with the storyline, and will be explained later). At the beginning of each board, you're dealt seven cards. These cards are randomly assorted and are numbered from one to six. The number you get is the amount of spaces you move across the board. Each space triggers something special such as events (which lead to the even crappier mini games), battles, and even the Precioustones. The objective for the games is to collect all seven of these blasted things.

Concept Deductions:
Simple. The entire mainstream Sonic gameplay style is not featured in this game. Most Sonic spin-off games still manage to somewhat maintain Sonic's gameplay style with spinball jump (Sonic Spinball), the spin dash (Sonic Labyrinth), hell, there were even Sonic elements in Sonic Drift. This game would be paired with Mean Bean Machine as far as non-canon gameplay goes. Rings are probably the only thing next to the characters that were kept. So don't expect much if you're a big hustler for the flagship Sonic style of gameplay.

Storyline:

          
Maginaryworld, a dimension compiled entirely of the hopes and dreams of all. At the center of this psychedelic madhouse is none other than what is known as the Precioustone, a jewel that is the very incarnation of all of the hopes and dreams. Guardian of this gem is the Goddess of Dreams, Illumina, while what seems to be her apprentice, Lumina Flowlight, is an additional guardian.

           Of course, in the Sonic series, gems seem to be the ultimate goal for any do-badders in the local vicinity, and in this case, it was an odd-looking (actually pretty cool) creature known as Void. For no apparent reason whatsoever, Void finds it necessary to shatter the Precioustone to pieces. Without the Precioustone's power, Maginaryworld's very existence is now at stake — naturally. Even worse, the 2-bit, good-for-nothing Illumina vanished because of this loss of the Precioustone. So it was up to the little pink fairy chick to save this imaginary dimension that actually exists within the mind of some Japanese dude.

          
So, what does Lumina decide to do? Well, she decides to reach out to those in all other dimensions. Sonic, Tails, Knuckles, and Amy happen to be the ones who are chosen to perform this most noble of tasks. Unbeknownst to our heroes, who obviously accepted, Dr. Eggman caught onto their game with his eyes on the Precioustone as well, which at this point was in pieces that were scattered across all ends of Maginaryworld. So the chess pieces have been set (it's a shame I can't say the same about the subpar simulation of Chess seen in several of the mini games in this abomination) and the action begins here!


Personal Criticism/Opinion:


         Hands down, one of the worse Sonic games ever created. You see, Sonic Shuffle was like Final Fantasy VIII. This game was the huge, rock-hard dump Sega took between Sonic Adventure and Sonic Adventure 2; SA and SA2 being the scrumptious meals consisting of a nice pound of medium rare steak, a cheeseburger, and pizza with all the toppings. Thus, because of this high-fat meal, Sega's ass was thus ripped open relentlessly and Sonic Shuffle was crapped out and splashed right into the proverbial "toilet" known as the public.

           All metaphors aside, I really, REALLY can't think of anything good to say about this game. Trust me, I'm really trying. This is supposed to be criticism, not a rant. Okay, anyway, Sonic Shuffle was another one of Sega's attempts to keep going on with the trend. This game is a spinoff of the marginally popular Mario Party games, complete with the puzzles and mini-games and what not. Although Mario Party beats Sonic Shuffle by a long shot, this game has some respectable points, particularly its FMV sequences (which aren't GOOD, but are done in a cartoon style which just suits Sonic more).

           The gameplay of Sonic Shuffle has the same boring factor as listening to a Trekkie obsess about why Kirk is better than Picard, or vice versa. Huuuuge yawnfest, trust me. You need somebody else in the room to raise their eyebrow to get somewhat of a kick out of this. The board games are overly tedious, the mini-games last forever in spite of the fact that they are mini and are stupid as all get out. Sorry if this review comes off as a roast, but seriously, this game isn't good.

Let's see some GAMER'S PERSPECTIVE:

Replay value? Well, it is a puzzle game. The replay value is average, but thanks to the tons o' cons, this game's replay value is pretty much killed anyway. I'd rather watch Bryant Gumbel do standup on Comic View.


Graphics? The board graphics, good. The models, not good. The models are just the original Sonic Adventure models given a real crappy cel-shading texture, which, let's face it, doesn't work on low-poly models. Screw stylized or trendy. The word "stylized," when it comes to any form of visualization or art is just an excuse they make since giving the object detail or depth is too hard for them. However, the graphics for the boards are actually pretty good. Just a bit better than Sonic Adventure's quality, which was good for the record. The FMV sequences are done in cel-shading as well. And when you mix cel-shading with high-poly, high-res models, the results are pretty neat. Even though the modeling is still crapola, as with all Sonic FMVs, the style is good.

Music & Sound Effects? The music for Sonic Shuffle is nothing like the music seen in any other Sonic games. As far as music goes, Sonic Shuffle is like the next-gen Mean Bean Machine or Sonic Spinball. The music is cartoony, trippy, and really childish. I personally don't like it. The only songs I like from Sonic Shuffle are Action Allowance, and the title themesong.

Storyline? Okay, the storyline was pretty sweet. They went indepth with this new world, and it wasn't corny at all. Lumina is just a huge spin-off of NiGHTS and so is Maginaryworld in general. But at least SEGA is spinning off of one of their own games instead of a 1970's blockbuster sci-fi film.

OVERALL RATING? I rate Sonic Shuffle as a 3/10.