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, Iām 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 Iāve never uninstalled because Iām too cheap to buy an SD card. So when a port of indie darling and successful sonic-like – yes, thatās 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 āit could end our dependence on fossil fuelsā kind of power, you understand, more the āturning yellow and glowy and start floatingā kind – the cool kind. Thereās 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 thereās several factions after the stone, five if you include the protagonistās lot – Lilac, who is a dragon (apparently), Carol (who got the short end of the naming stick alongside characters like āSpadeā and āArktivus Brevonā) the Wildcat, and Milla Basset the Basset Hound (no points for guessing that one).
Iām not sure how I feel about the gameās 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 isnāt very good – given the gameās 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 āhamminessā may to a certain extent be intentional but thatās really no excuse. Moreover, some of the cutscenes are really, really long – not quite Metal Gear Solid āsettle in and get popcornā 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 donāt 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 – theyāre catered to a certain type, and given thereās an option to play āclassic modeā for non-stop gameplay, thatās 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 gameās sonic skeleton easily enough – ramps and loops, character that can fly with appendages that really shouldnāt 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 youād 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 ājump on thing, thing dies – donāt jump on spiky thing!ā 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 donāt die to a butterflyās wingbeat.
There are some problems with this system, though minor; the bosses vary wildly in difficulty from the stages that precede them at points – theyāre never too hard or too easy but the whiplash is noticeable and slightly jarring. Youāll also quickly notice that most āhardā bosses have a laser / beam attack of some sort – which, because the invulnerability frames donāt 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 Iām old), and it looked good then, but the graphical style really feels at home on the Switchās handheld mode. The game runs like Usain Boltās 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 āzoneā has a unique and gorgeous aesthetic. The music veers away from typical, hummable and for want of a word āboppyā (which is not a word but gets the point across) tunes in favour of a more full-bodied, equally brilliant soundtrack – āboppyā 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 āvery goodā (-Metacritic, 2014) platformer it was when it released a few years back. While perhaps a couple Switch-exclusive features wouldāve 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 Switchās 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.
You must be logged in to post a comment.