When Sonic X Shadow Generations was first announced, I did wonder exactly what Shadow’s content would be. As new information and trailers revealed more, I knew I wanted to get it. I might already have easy access to Sonic Generations, but this game is special for me, being what solidified my interest in the franchise. Without the Shadow content, I definitely wouldn’t have got it, however.

But, since it’s been a while, I jumped into Sonic Generations first. Giving it a full story run. With this new version, there’s been a few control tweaks. Boost has now been placed on the right trigger, with the homing attack being placed where the boost used to be. It took no time at all to get used to those changes, but because the homing attack can also still be performed with the regular jump button, I was running into an issue.

Ever since Sonic Mania introduced it, the drop dash has been making itself a staple move of Sonic. And so it has ended up as a base move for Sonic here. Both of them. Giving it to Classic Sonic I can understand, since the move made its debut in a 2D game. But Modern Sonic as well? That’s just setting up a disaster waiting to happen. As it did with me when accidentally using the homing attack with the regular jump button. Fortunately, there is a toggle in the menu to swap back to legacy controls. Not that I ever did.

Speed Highway of Classic Sonic. Sonic stands looking at the pathway that bends to vertical while a dark chao flies around his head. A highway heads into the distance on the left, going past a second highway and a tall building.

The story is much the same as it ever was, with Sonic’s birthday party being disrupted by the Time Eater distorting time to create the White Space. Both Modern and Classic Sonic work together to restore the stages that are part of the White Space and free their friends, battling bosses along the way. There’s been a few changes to interactions, which I feel work better. And Sonic now talks back to the friends he rescues rather than being silent, which definitely feels better.

Progression is still the same, with three stages from each era with two acts per stage. Everything is as it originally was, except for the fact there’s chao now to be rescued in all the stages. And speaking of things that are still the same, all of Sonic’s friends still enjoy warning about every single homing shot during the Time Eater boss fight. Which is still as awkward as it ever was.

With Sonic Generations complete, it was time to get to Shadow Generations. Right from the off, on the starting menu, there’s a Shadow’s Story option that gives a brief background of Shadow’s history. So, having watched that, it was time to begin with a new game and see just what this new content has to offer. And, much like Shadow’s history, it starts things off on the ARK.

Tying things into the original Generations story, Rouge calls Shadow from Sonic’s birthday party, telling Shadow he’s missing the fun. But Shadow will not be deterred from finding whatever anomaly is being detected on the ARK. That anomaly being Black Doom. With the Time Eater’s attack, Shadow is also transported to a White Space, but this one is different to where Sonic finds himself.

This White Space is a manifestation of Doom energy. Energy which Shadow has within him. This brings forth locations and people from Shadow’s past. And Chaos Island from Sonic Frontiers for some reason. Maria and Gerald Robotnik, people closely linked to Shadow, appear within this White Space, which provides some lovely interactions as the story progresses. Especially in the end game. Which I really did love.

Shadow at Rail Canyon, jumping between rails to position himself for the boost pad that will send him the way he came. A closed off tunnel built into the rocky canyon prevents progress forward.

Progression through the story is much the same as with Sonic Generations. Except for the fact there’s less stages, all challenge acts need completing to get boss keys, and the White Space is a 3D area. It being a 3D area makes for a great change, for both exploration and cutscene quality. Cutscenes are a lot more dynamic, even if just from utilising a greater range of camera angles.

As for stages, there’s still two acts. One act that is 3D, and one that is 2D. There only being one Shadow, there’s no swapping needed to access each act. On this White Space Island, new areas open with the completion of certain story elements. Whether that be beating a stage, a boss, or gaining a new Doom Power. And those Doom Powers play a part in the story that unfolds.

As shown in trailers, those Doom Powers give Shadow new abilities, such as riding on water and flight. They are pretty situational, but serve the gameplay better than the Wisps ever have in my eyes. Use of Doom Powers keeps the flow of gameplay going, and some even have pretty significant sections where they see use. In both stages and bosses. And all of these stages are some of the best to be found in this game.

Sonic X Shadow Generations is two great experiences, where old and new compliment each other even if separate. Great gameplay, lovely interactions, and some of the best music of the franchise all collected into one awesome package. It is one easily recommended. I can understand if some fans who have played Sonic Generations for hours on end wait on a sale, however.

Images Taken From:
Sonic X Shadow Generations | Xbox Series S

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