Sonic and the Secret Rings | |
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North American cover art |
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Developer(s) | Sonic Team |
Publisher(s) | Sega |
Designer(s) | Yojiro Ogawa (producer and director) Morio Kishimoto (lead game designer) |
Artist(s) | Yoshitaka Miura (art and field art director) |
Composer(s) | Kenichi Tokoi (sound director) Fumie Kumatani Seirou Okamoto Hikeaki Kobayashi |
Platform(s) | Wii |
Release date(s) | |
Genre(s) | Platform, action |
Mode(s) | Single-player, multiplayer |
Rating(s) | ESRB: E PEGI: 7+ CERO: A |
Media | Wii Optical Disc |
Sonic and the Secret Rings (ソニックと秘密のリング Sonikku to Himitsu no Ringu ) is a video game developed by Sonic Team and published by Sega as part of the Sonic the Hedgehog series. It was released exclusively for the Wii on February 20, 2007 in North America; March 2 in Europe; and March 15 in Japan. It is the first Sonic game for the console, following an aborted attempt to port Sonic the Hedgehog. Secret Rings is a three-dimensional platform and action game whose plot follows the series' main character, Sonic the Hedgehog, on a quest to stop an evil genie named the Erazor Djinn. In addition to the basic platforming gameplay of previous Sonic titles, Secret Rings uses a system of experience points and levels, as well as special moves unlocked via leveling up.
Producer Yojiro Ogawa conceived the game to tap into the Wii Remote's capabilities. He chose the theme of Arabian Nights, using many elements of the stories in the game's setting, characters, and Middle Eastern-influenced music. Sega changed the title of the game several times, settling on Sonic and the Secret Rings to tie in the theme of Arabian Nights. Upon release, Secret Rings was generally well-received, contrasted with its predecessors as "definitely on the mend".[1] Reviewers praised its visuals, but criticized its controls and inconsistent difficulty. It sold 83,000 copies in its first month and continued to chart throughout the year. Sega released a sequel in March 2009, Sonic and the Black Knight; the two form what is known as the Storybook series.
Contents |
Sonic and the Secret Rings is a three-dimensional platform and action game featuring an on-rails style of movement. Sonic the Hedgehog, the series' main character, is the game's only player character. He is controlled exclusively with the Wii Remote, which is held horizontally like a traditional gamepad.[2] Players adjust his forward movement by tilting the controller. He runs along a predesignated path; players jump and brake using corresponding face buttons.[3] Thrusting the Wii Remote forwards performs a homing attack, a mid-air move that targets and damages enemies in his path.[4]
Like in other games in the series, Sonic collects rings scattered throughout levels; contact with certain obstacles and enemies scatters them away, and Sonic dies if he touches an enemy without any rings. Unlike previous titles, Secret Rings does not feature a life counter or game over screen; Sonic simply reappears at the last visited checkpoint when he dies.[5] The game contains 100 missions (including boss battles) over the course of eight levels. New missions, cutscenes, and sometimes new levels are unlocked by completing missions. Successful missions earn Sonic experience points, which advance him levels.[6]
Sonic has 104 special moves called "skills" unlocked upon leveling up or reaching certain points in the story. The player can distribute these skills to four "Skill Rings", which the player selects before starting a mission. Skills can provide Sonic with improved movement, offensive, and defensive capabilities, as well as special attacks.[7] Skills are generally used by depleting the "Soul Gauge", which is slowly filled by collecting pearls scattered throughout the levels.[8]
Secret Rings features three game modes: "Adventure", "Party", and "Special Book". The story is played in the Adventure mode. The Party mode features multiplayer gameplay for up to four players simultaneously.[9] Players spar in a turn-based tournament of motion control-based minigames. The "Special Book" mode displays the game's 225 unlockable bonuses, won by completing levels quickly and collecting "Fire Souls"—small fiery objects scattered throughout the levels. These bonuses are development documentaries, interviews, concept art, in-game cutscenes, and game music.[10]
Sonic is the game's protagonist, and his sidekick throughout the game is Shahra, "Genie of the Ring". Their enemy is Erazor Djinn, a genie who aspires to erase the entirety of the Arabian Nights book.[11] He was once the Genie of the Lamp from the story of Aladdin and the Magic Lamp, who was punished for misdeeds and imprisoned in his lamp until he granted the wishes of one thousand people. Erazor did so, gaining a renewed hatred of humanity and deciding to take over the world. Several Sonic series characters appear in the form of figures from Arabian Nights, such as Miles "Tails" Prower as Ali Baba, Knuckles the Echidna as Sinbad the Sailor, and Dr. Eggman as Shahryār.[12] Though Sonic recognizes them as old acquaintances, they do not recognize him, and Shahra insists that Sonic's perception is mistaken.[13][14]
After reading the Arabian Nights, Sonic falls asleep, only to be awoken by Shahra. She explains that Erazor is erasing the pages of the Arabian Nights and asks Sonic to help her, to which he agrees.[11] He dons a ring that makes him Shahra's master and grants him the ability to ask for any wishes within her power; he then enters the book. Sonic and Shahra encounter Erazor inside; he tells them of his intent to search for seven artifacts called the World Rings, which Shahra claims do not exist. Erazor shoots an arrow of fire at Shahra, but Sonic takes it for her. Erazor opportunistically tells Sonic that he will remove the arrow if Sonic gathers the World Rings for him. If Sonic does not do so before the flame goes out, his "life is forfeit". Sonic and Shahra embark on a quest to retrieve the World Rings. Over the course of this quest, they learn that whoever collects the rings must be sacrificed to create a link between the Arabian Nights world and the real world. Elsewhere in the quest, Shahra gives Sonic Erazor's lamp to use as a last resort.
Sonic obtains the World Rings, and Erazor convinces Shahra to give them to him. To keep them out of Erazor's hands, Sonic wishes for Shahra to do what she truly thinks is right, and she collapses on the ground. Erazor attempts to sacrifice Sonic to open the gateway between worlds. In a move of altruistic suicide, Shahra interrupts the attack, saving Sonic but asking for his forgiveness and dying in his arms. Without Sonic as the proper offering, Erazor mutates into the monster Alf Layla wa-Layla. Sonic absorbs three of the World Rings and transforms into Darkspine Sonic, a darker, more violent version of Super Sonic, granting him the power to defeat Alf Layla wa-Layla. During the battle, Sonic appears to defeat Erazor, who subsequently boasts that he is immortal.[15] Sonic then reveals that he possesses Erazor's lamp.[16] Sonic then wishes for Erazor to bring Shahra back to life, restore the book to its original state, and be trapped in his lamp for all eternity. Erazor refuses to do so, but is helpless against the power of his lamp.[17] After granting the third wish, Erazor pleads for Shahra to stop Sonic and save him, but she refuses, leaving him to be sucked into his lamp.[18] Shahra bursts into tears, and Sonic wishes for a mountain of handkerchiefs to help her through her crying.[19] Sonic then disposes of the lamp in a pit of lava in a previously explored level. Sonic runs through the book until he finds a way home. Shahra states that his story will be forever remembered in the pages of the Arabian Nights, and the credits roll. An image of the story of "Aladdin and the Magic Lamp" in the book then changes to "Sonic and the Secret Rings".
Sonic and the Secret Rings was developed by Sonic Team (led by Yuji Naka) and published by Sega.[20] Sega originally planned to release a port of the 2006 Xbox 360 and PlayStation 3 game Sonic the Hedgehog as the first Sonic game for the Wii.[12] Citing lengthy development times for a port, Sega switched plans and conceived of a Sonic game that would use the capabilities of the Wii Remote.[21] Producer Yojiro Ogawa, who had previously worked on Sonic Adventure, "already had this basic idea (of Sonic constantly moving forward) in [his] mind", and immediately imagined its compatibility with the Wii.
“ | When we first started thinking about it, the system was still called the Revolution. So we thought we should revolutionize Sonic. I wanted to do something that people haven't seen in previous Sonic titles.[12] | ” |
He later decided that this could be done by using the Arabian Nights—a compilation of Middle-Eastern fables—as the game's setting. This inspired the use of Sonic characters as figures from Arabian Nights. Sega removed "some of the extraneous elements" of recent Sonic games to "get ... back to basics".[12] The game's art and setting were heavily influenced by the games Shadow of the Colossus, Prince of Persia, and God of War.[21] The game's cutscenes consistently feature hand-painted, static imagery resembling classic art through paint on parchment.[22] On a technical level, Secret Rings uses the PhysX engine.[23] Sega improved the game's camera system to address criticisms of prior Sonic games.[10]
On January 19, 2006, IGN staff writer Matt Casamassina revealed that "sources close to Sega" had informed IGN of an upcoming Revolution-exclusive Sonic game, which was two months in development.[20] Sega officially announced Sonic Wild Fire at Electronic Entertainment Expo 2006,[24] then as Hyper Sonic at a Nintendo press conference[25] and again as Sonic Wild Fire in its trailers. Sega changed the title to Sonic and the Secret of the Rings, then slightly modified it to Sonic and the Secret Rings in August 2006. Sega preferred Wild Fire over Secret Rings, but the latter better fit the game's story and Arabian Nights.[10] The game received a rating of E from the ESRB, 7+ from PEGI, and A from CERO.[26]
The music of Sonic and the Secret Rings was composed by Kenichi Tokoi, Fumie Kumatani, Seirou Okamoto and Hideaki Kobayashi of Wave Master; Steve Conte and Runblebee performed the vocal tracks.[27] The music maintains the guitar-based rock style of previous Sonic titles, adding elements of traditional Middle Eastern music to complement the game's theme and aesthetic. Sega released a video game soundtrack album, Seven Rings in Hand (ソニックと秘密のリング オリジナルサウンドトラック Sonikku to Himitsu no Ringu Orijinaru Saundotorakku ), on March 15, 2007.[28] The main theme and album title track of Secret Rings is "Seven Rings in Hand".[12]
Reception | |
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Aggregate scores | |
Aggregator | Score |
GameRankings | 71%[29] |
Metacritic | 69%[30] |
Review scores | |
Publication | Score |
1UP.com | B[1] |
Allgame | [2] |
Computer and Video Games | 8.2/10[31] |
Electronic Gaming Monthly | 6.5/10[32] |
Eurogamer | 8/10[22] |
Game Informer | 5.5/10[33] |
GameSpot | 7.6/10[9] |
GameSpy | [34] |
IGN | 6.9/10[35] |
Nintendo Power | 8.5/10[36] |
Official Nintendo Magazine | 81%[37] |
Sonic and the Secret Rings debuted on February 20, 2007 in North America, March 2 in Europe, and March 15 in Japan. Reviews were somewhat positive; the game achieved a 69% score from Metacritic[30] and 71% from Game Rankings.[29] Secret Rings charted well; it was the eleventh best-selling game of February 2007 worldwide, and third for the Wii.[38] It proved the best-selling Wii game[39] and fifth among all platforms in the United Kingdom.[40] In North America, it was thirteenth overall, and fourth for the Wii,[41] with 83,000 copies.[26] In June, July, and August 2007, the game was the fourth, third, and seventh best-selling game for the Wii, respectively.[42][43][44]
Critics felt Secret Rings was a general improvement over recent Sonic games, whose popularity and critical reception had declined. Electronic Gaming Monthly stated that it "does a decent job at stopping the bleeding caused by the recent 360/PS3/PSP Sonics",[32] and 1UP.com's Shane Bettenhausen wrote that Sonic was "definitely on the mend" after suffering progressively-worse games since the release of Sonic Adventure.[1] GameSpy's Patrick Joynt agreed, writing that Sonic had been "reanimated to a lurching existence".[34] IGN's Matt Casamassina, Nintendo Power's Chris Shepperd, and GameSpot's Greg Mueller named Secret Rings the best 3D Sonic game, but criticized 3D Sonic games in general.[35][36][9] Eurogamer's Rob Fahey praised the game for employing Sonic as the only playable character.[22]
The game's level design received mixed reviews. Joynt preferred fast levels, feeling the ones requiring players to "move carefully" detracted from the experience.[34] Bettenhausen praised the visual appeal of Secret Rings, comparing it to that of critically acclaimed Resident Evil 4.[1] Casamassina agreed that the "Sonic Team has done a lot with [the seven levels]", and praised the varying missions and levels' aesthetic contrast; he criticized the placement of obstacles.[35] Fahey denounced levels' "avoidable blind spots and leaps of faith", and found the number of stages and their re-use over multiple missions "a little bit disconcerting". He conceded that it added to the game's replay value, comparing the levels to tracks in racing games.[22]
Control and camera movement concerned reviewers. Bettenhausen called the controls "a tad reckless at first – Sonic's momentum takes some getting used to, and trying to go in reverse is a pain – but become more natural and fluid as you get acclimated to the fast-paced, twitchy action."[1] Casamassina and Mueller offered similar opinions.[9][35] Shepperd criticized the game's low camera angle and arbitrary targeting system.[36]
Bettenhausen dismissed the game's multiplayer mode as a failed adaptation of the Mario Party series.[1] Fahey concurred, adding that a multiplayer racing mode would have been preferable to "lame" minigames.[22] Casamassina compared the games to those in Super Monkey Ball: Banana Blitz: "only a handful of them really stand out and some are downright pointless, but overall gamers will probably be happy that they were included."[35] Shepperd agreed, but decried the necessity to "play the story mode extensively to unlock some of the party mode's best features."[36]
To mark Sonic's introduction in the 2008 Wii game Super Smash Bros. Brawl, Nintendo used "Seven Rings in Hand" and other Sonic series music as backing for the "Green Hill Zone" stage.[45] Sonic Team and Sega later created Sonic and the Black Knight, a sequel to Secret Rings released on March 3, 2009.[46] The two form the Storybook series; Secret Rings is based on Arabian Nights, and Black Knight casts Sonic into the world of King Arthur.[23][47]
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