Sonic Heroes Hands-On: All Revealed

We've been playing the final English version of Sonic Heroes over the festive period to bring you all the details, screens and videos of every single level!

In the west we have to wait until January and February for what is arguably Sega's flagship multi-format release of this generation, Sonic Heroes - but in Japan it's out tomorrow, and from playing the final English version of the game over the holiday, we think it will do Sonic fans proud. It would be easy to go at this on the 'Sonic's back, hurrah' tip, but instead we have to face the possibility that this might be the last major Sonic game from Sega - and therefore be grateful it's a good one.

"This final build is much more polished than the demo bundled with U.S. Mario Kart pre-orders in November."

As such we bring you this, the definitive guide to everything Sonic Heroes, before it hits Japan tomorrow, North America on January 6 (GameCube) and January 27 (PS2 and Xbox), and Europe, all formats, on February 6 2004. We'll be reviewing the game near the end of January, but in the meantime, here's the full hands-on treatment with videos of every level (videos of level nine onwards will appear on January 1, after release in Japan, at the request of Sega).

When we brought you the first exclusive hands-on with this latest Sonic instalment before E3'03, we asked whether or not the new three-character system would become more innovative, or more gimmicky as the game progressed. Back then in our hurried playtest, it was all very well swapping characters to fly, speed and power through the first level of the game, but if the subsequent levels didn't start to facilitate this evolved play style in a more sophisticated way, it would all be rather superfluous.

Today we're happy to report that Sonic Heroes does indeed represent a leap forward for the series (at least in the character focussed, three-dimensional guise it's existed since Sonic Adventure). Moreover this final build is much more polished than the demo release bundled with U.S. Mario Kart pre-orders back in November. At first, the three-character system seems a little pointless, but thanks to a mild learning curve, becomes second nature as the game progresses.

"The need to switch characters increases and using them all quickly becomes second nature."

As the levels in Sonic Heroes become more challenging, the need to utilise all three characters on a timely basis increases, but switching between and using them also becomes second nature. The automatic rotation of characters evident on the early levels when passing through swapping gates soon disappears, leaving the decision to you. In less tricky situations it will still be hinted that, for example, you should swap to Sonic and his 'speed formation' to tornado speed up a pole when a co-character 'suggests' it to you. But when it gets tough (like in some of the boss scenarios) it's left up to your own intuition.

"The three-character system appears to have paid off."

The speed formation (i.e. Sonic) is the fastest, he can bounce from enemy to enemy to reach a platform, light dash through a sequence of rings, and has the ability to 'whirlwind spin' up poles. The fly formation (Tails), in addition to carrying the three heroes for a period of time, can also attack enemies at heights, useful when enemies must be destroyed to progress. The power formation (Knuckles) smashed hard objects, is better at attacking enemies, and can glide - useful when a burst of air from below needs to launch you to a higher place than could be reached in the fly formation. When you use the three characters well, it feel mighty cool. This bold design decision from Sonic Team appears to have paid off.

"The four teams on offer are practically identical in terms of the game they offer."

The four teams on offer, however, are practically identical in terms of the game they offer. All four teams (Teams Sonic, Dark, Rose and Chaotix) have the same formations available, and the only differences in the way they perform are cosmetic. For example, Omega, Big the Cat and whatever the crocodile dude's name is, can all 'glide' to the same effect, smash stuff in the same way, and chuck their partners at enemies in exactly the same way. The only differentiators in playing the game through with the four different teams are the story (i.e. the cut-scenes - which look gorgeous by the way) and subtle differences in level layout. The idea is that Team Dark is for intermediate players and Rose is for beginners. Indeed, the Team Rose game is infinately easier (and shorter) than Teams Sonic and Dark. The major exception is Team Chaotix, whose mode of play is mission based (collect four hidden items throughout the level, destroy every single Eggman robot, etc).

"There's less incentive to play through again than there was in SA2."

Therefore, there's perhaps less incentive to play through with different teams than there was in Sonic Adventure 2 to play through with the different characters, whose games were varied both in terms of levels and gameplay. The laser shooting shenanigans of E-102 Omega in SA2 are long gone in Heroes, now he's just the same as Knuckles, Big the Cat and the snappy green fella (who is so camp we refuse to look up his name). We've completed the game with Team Sonic and have played 20-50% through with other teams so far, but we'd put a lot of cash on there being a special ending when all for team games are complete, like in SA2. Especially since there's an unresolved cliff-hanger during the main story, revolving around the ever-enigmatic Metal Sonic. This, at least for us, is the incentive to play through - along with a selection of extras you can unlock, such as a two player 'battle mode'.

In terms of levels, Sonic Heroes is pretty outstanding. Visually they're all gorgeous - and as with all Sonic games since the 16-Bit original, increasing difficulty is really only manifested with more complex and speedy design, and more opportunities to 'fall off and die'. It's how genuinely, or how cheaply these elements are positioned that makes all the difference. Fortunately Sonic Heroes, developed at Sonic Team USA (but entirely by Japanese staff to clear any misconceptions), boasts the classic formula - although there are some annoyances and 'damn, that was NOT my fault' moments - pretty much true to heritage again then. The scale of the average Sonic Heroes level is comfortably the biggest the franchise has ever seen.

"The scale of the average Sonic Heroes level is comfortably the biggest the franchise has ever seen."

The levels are 'paired up', so for example, levels one and two look almost identical, as do three and four and so on. The levels released in early screenshots, Seaside Hill and Ocean Palace, are indistinguishable visually, as are the other levels you'll have seen - Rail Canyon and Bullet Station (levels seven and eight) and if you've been paying close attention to SH updates, Grand Metropolis and Power Plant (three and four). What you won't have seen anywhere else yet (with exception to a quick exclusive we pulled a few weeks ago) are the remaining eight levels.

"A tantalising into-the-screen crocodile chase near the end of Lost Jungle provides a thrill."

Casino Park and Bingo Highway (levels five and six) are your classic Sonic casino affair. Pinball tables, bingo and all that. Pretty entertaining but irritating when you can't navigate your way off a table. Frog Forest and Lost Jungle (nine and ten) are a pair of huge jungle levels with frogs who can make the rain fall, and in turn plants grow - useful when you need to grind down a vine which won't grow long enough until it gets some water. A tantalising into-the-screen crocodile chase near the end of Lost Jungle also provides a thrill. Hang Castle and Mystic Mansion are the spooky levels with ghosts, skeletons, and gravity-changing switches aplenty - these levels look stunning. And finally, Egg Fleet and Final Fortress are the Eggman airbase style levels - absolutely enormous and pretty tough as well.

"Egg Fleet and Final Fortress are the Eggman airbase levels - absolutely enormous and pretty tough."

After each couple of levels there's the obligatory boss fight, usually Eggman himself but sometimes a scrap with a rival Team. Egg Emperor - the final boss (at least in Team Sonic's game) is absolutely rock hard until you get the hang of what you're supposed to do and learn to avoid the many pitfalls dotted around. We guarantee this one will eat your credits. The 'Team Blast' - a special move all teams can perform once the special meter in the top-right is at capacity from collecting rings and attacking enemies, is usually essential in boss fights.

"The essential 'Team Blast' is a special move all teams can perform once the meter in the top-right is at capacity."

Our final video blowout for Sonic Heroes starts today. You can see every level of Team Sonic's game (that's every level period, unless there's a secret level once the game's complete with all four teams) although you'll have to wait a couple of days until Jan 1 for level nine onwards, plus subsequent bosses and cut-scenes. All the boss fights and lovely cut-scenes are included, along with introduction cut-scenes and gameplay videos for the other three teams. As usual, all the vids are hi-res, direct feed files of justice, so enjoy.

By the way, those new, high-bandwidth video servers we've been upgrading to haven't come into effect just yet, but will be kickin' in early Jan - so our apologies if downloads are still a bit on the slow side for a few more days.

Our definitive and honest review will follow near the end of January. Happy New Year!

Adam Doree
Editorial Director, Kikizo

Click here for all new screenshots, forming a complete Sonic Heroes Level Guide



Video Coverage
(See Latest Videos & Video FAQ Here)
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO
DescriptionDur.SizeDetails
Sonic Heroes (Direct Feed Vids)
Team Sonic Opening Cut Scene [640x480, 1500kbps]
1.02min 10.80MB WMV
Sonic Heroes (Direct Feed Vids)
Level 1: Seaside Hill [640x480, 1500kbps]
2.12min 23.32MB WMV
Sonic Heroes (Direct Feed Vids)
Level 2: Ocean Palace [640x480, 1500kbps]
2.21min 24.99MB WMV
Sonic Heroes (Direct Feed Vids)
Boss 1: Egg Hawk [640x480, 1500kbps]
1.30min 15.71MB WMV
Sonic Heroes (Direct Feed Vids)
Level 3: Grand Metropolis [640x480, 1500kbps]
2.21min 24.98MB WMV
Sonic Heroes (Direct Feed Vids)
Level 4: Power Plant [640x480, 1500kbps]
2.23min 25.27MB WMV
Sonic Heroes (Direct Feed Vids)
Boss 2: Team Rose [640x480, 1500kbps]
0.52min 9.00MB WMV
Sonic Heroes (Direct Feed Vids)
Level 5: Casino Park [640x480, 1500kbps]
2.05min 22.08MB WMV
Sonic Heroes (Direct Feed Vids)
Level 6: Bingo Highway [640x480, 1500kbps]
1.43min 18.05MB WMV
Sonic Heroes (Direct Feed Vids)
Boss 3: Robot Carnival [640x480, 1500kbps]
1.36min 16.77MB WMV
Sonic Heroes (Direct Feed Vids)
Level 7: Rail Canyon [640x480, 1500kbps]
2.56min 31.27MB WMV
Sonic Heroes (Direct Feed Vids)
Level 8: Bullet Station [640x480, 1500kbps]
2.51min 30.30MB WMV
Sonic Heroes (Direct Feed Vids)
Boss 4: Egg Albatross [640x480, 1500kbps]
1.32min 16.16MB WMV
Sonic Heroes (Direct Feed Vids)
Team Sonic Mid-Game Cut-Scene (Storyline 'spoiler' alert!) [640x480, 1500kbps]
0.36min 6.08MB WMV
Sonic Heroes (Direct Feed Vids)
Team Dark Intro Cut Scene [640x480, 1500kbps]
1.28min 15.12MB WMV
Sonic Heroes (Direct Feed Vids)
Team Dark Gameplay [640x480, 1500kbps]
0.57min 9.85MB WMV
Sonic Heroes (Direct Feed Vids)
Team Rose Intro Cut Scene [640x480, 1500kbps]
0.58min 10.05MB WMV
Sonic Heroes (Direct Feed Vids)
Team Rose Gameplay [640x480, 1500kbps]
1.45min 18.49MB WMV
Sonic Heroes (Direct Feed Vids)
Team Chaotix Intro Cut Scene [640x480, 1500kbps]
0.56min 9.64MB WMV
Sonic Heroes (Direct Feed Vids)
Team Chaotix Gameplay [640x480, 1500kbps]
1.41min 17.76MB WMV

Level Nine Onwards: Added Jan 1, 2004

Sonic Heroes (Direct Feed Vids)
Level 9: Frog Forest [640x480, 1500kbps]
2.03min 21.79MB WMV
Sonic Heroes (Direct Feed Vids)
Level 10: Lost Jungle [640x480, 1500kbps]
2.41min 28.52MB WMV
Sonic Heroes (Direct Feed Vids)
Boss 5: Team Dark [640x480, 1500kbps]
1.19min 13.80MB WMV
Sonic Heroes (Direct Feed Vids)
Level 11: Hang Castle [640x480, 1500kbps]
2.24min 25.46MB WMV
Sonic Heroes (Direct Feed Vids)
Level 12: Mystic Mansion [640x480, 1500kbps]
2.46min 29.41MB WMV
Sonic Heroes (Direct Feed Vids)
Boss 6: Robot Storm [640x480, 1500kbps]
1.23min 14.57MB WMV
Sonic Heroes (Direct Feed Vids)
Level 13: Egg Fleet [640x480, 1500kbps]
2.49min 29.89MB WMV
Sonic Heroes (Direct Feed Vids)
Level 14: Final Fortress [640x480, 1500kbps]
3.00min 32.04MB WMV
Sonic Heroes (Direct Feed Vids)
Boss 7: Egg Emperor [640x480, 1500kbps]
2.24min 25.51MB WMV
Sonic Heroes (Direct Feed Vids)
Team Sonic End Cut Scene [640x480, 1500kbps]
0.42min 7.19MB WMV