For all of the flack it catches, some pretty good things have come out of the Sonic the Hedgehog fan-base, all things considered – but no, Iβm not talking about your hedgehog-unicorn OC who has all the superpowers and is really into Bring Me the Horizon. Sonic Mania released last year, with the Plus DLC coming out last month, which was essentially a fan project by fan developers (albeit backing from SEGA and a nice big budget), and that was probably the best sonic game in two decades – and alongside Stardew Valley it’s the only indie game on my Switch that Iβve never uninstalled because Iβm too cheap to buy an SD card. So when a port of indie darling and successful sonic-like – yes, thatβs a thing now – Freedom Planet was announced for Switch, I jumped at the chance like a certain blue hedgehog jumps at a fat bald scientist wearing pajamas.

One of the most important elements of a sonic-like is the plot; it must focus around a Magical Mineral Macguffin(™) containing a great power, that some designated do-badders want for said power. Not the βit could end our dependence on fossil fuelsβ kind of power, you understand, more the βturning yellow and glowy and start floatingβ kind – the cool kind. Thereβs a big kerfuffle, some kind of moral lesson gets snuck in, and status quo is restored, everyone gets home in time for tea. Freedom Planet follows this playbook but with extra steps – for one thereβs several factions after the stone, five if you include the protagonistβs lot – Lilac, who is a dragon (apparently), Carol (who got the short end of the naming stick alongside characters like βSpadeβ and βArktivus Brevonβ) the Wildcat, and Milla Basset the Basset Hound (no points for guessing that one).
Iβm not sure how I feel about the gameβs story overall; full voice acting paired with very well-animated sprites gives the characters a lot of, well, character, but also some of the voice acting really isnβt very good – given the gameβs aspiration of invoking the style of Sega Saturn / Playstation 1 platformers like Mega Man X4, as well as the obvious connotations of being an ex-sonic fangame, the βhamminessβ may to a certain extent be intentional but thatβs really no excuse. Moreover, some of the cutscenes are really, really long – not quite Metal Gear Solid βsettle in and get popcornβ level long, but some are still pushing towards 10 minutes a piece between levels – which can really interrupt the flow of what is supposed to be a fast-paced game. Ultimately, and I donβt at all mean this in a disparaging way, but you can tell by looking if the cutscenes in this game appeal to you or not – theyβre catered to a certain type, and given thereβs an option to play βclassic modeβ for non-stop gameplay, thatβs absolutely fine.

With that griping session out of the way, I can finally get into what I like about the game – which, fortunately, is pretty much everything else. While you can see the gameβs sonic skeleton easily enough – ramps and loops, character that can fly with appendages that really shouldnβt do that, character that does roly-polys like an armadillo on an incline, etc – Freedom Planet also changes up a significant portion of the gameplay that really gives it its own identity. Most notable are the several new systems that replace scrapped sonic ones – all of which I consider almost direct improvements. The levels are more open and the wealth of collectibles encourage exploration, and the speed youβd expect is slightly reduced to compensate – Sonic sometimes had exploration-focused sections but it felt at odds with the speed mechanics, like trying to knit a hat while riding an ostrich. The standard platformer combat of βjump on thing, thing dies – donβt jump on spiky thing!β is dead and buried, with a fairly robust combat system in its place, providing a number of attack and movement options that vary between characters, helping them feel distinct and justifying additional playthroughs. This also sensibly leads to a more standard health system, which means enemies can be more of a threat and have more varied attack patterns since you donβt die to a butterflyβs wingbeat.

There are some problems with this system, though minor; the bosses vary wildly in difficulty from the stages that precede them at points – theyβre never too hard or too easy but the whiplash is noticeable and slightly jarring. Youβll also quickly notice that most βhardβ bosses have a laser / beam attack of some sort – which, because the invulnerability frames donβt quite work properly, stunlock you and take half your health in one blow. It’s frustrating but not at all a deal-breaker – a small stone in a comfy running shoe.

Then we come to the presentation, which is a real tour-de-force for sprite-based games. I played Freedom Planet when it was released on steam four years ago (holy moly Iβm old), and it looked good then, but the graphical style really feels at home on the Switchβs handheld mode. The game runs like Usain Boltβs dreams both docked and undocked, and the spritework is densely detailed and coloured to really pop – though occasionally it’s hard to differentiate foreground and background elements. The characters are always easy to follow at high-speed, and each βzoneβ has a unique and gorgeous aesthetic. The music veers away from typical, hummable and for want of a word βboppyβ (which is not a word but gets the point across) tunes in favour of a more full-bodied, equally brilliant soundtrack – βboppyβ when it needs to be, but also atmospheric and moody at points, almost unrivalled at setting an appropriate tone.

Overall, Freedom Planet is the same βvery goodβ (-Metacritic, 2014) platformer it was when it released a few years back. While perhaps a couple Switch-exclusive features wouldβve been a nice incentive, a music player in sleep mode for the brilliant soundtrack or something, the longer more involved level design is a perfect fit for the Switchβs portability and in-built sleep mode. If you like indie-platformers, end-of-golden-age style platformers, or reaaally like cute weird anthropomorphised dragonlings things (you know who you are), Freedom Planet justifies Switch double-dipping. Ha, try saying that three times quickly.



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