Now that I've played both Sonic Generations and its new counterpart, Shadow Generations, I wanted to rank the stages and bosses across both of the games to see how they compared. Let's start with the stages:
16. Casino Night
Yeah, I'm counting Casino Night because why not? This was a DLC stage that came bundled with Sonic X Shadow for free, and it's mostly just a pinball table that you can play to rack up points. It's not a bad pinball table, it's actually quite good. The physics are genuinely some of the most polished pinball physics in a Sonic game (not that it's much of a competition), and there's a lot of hidden offshoots to discover which help give the stage some replay value. That being said, it is still a basic score-chasing pinball game so obviously it doesn't stack up to any of the other zones.
15. Green Hill
I'm bored of Green Hill Zone. While most of Generations' stages still feel remarkably fresh for me despite how much its assets have been reused in later games, Green Hill Zone has been completely and utterly played out by this point. This is the most problematic in the Classic act which isn't even bad but is still easily my least favorite in the game because I just don't see any reason to go back to it when there are so many other Green Hill interpretations I find more fun (cough Mania cough). The Modern act fares a lot better as it manages to expand on Green Hill as a setting in some really neat ways like the interior cave section and being able to break through a bridge, but its short length and abundance of long straightways also gives it a pretty low skill ceiling compared to the other stages. Green Hill Zone is a fine starter area and it doesn't necessarily do anything wrong, but it's just not remarkable anymore.
14. Sunset Heights
Sonic
Forces is arguably the most undercooked Sonic game of all time, filled
to the brim with fantastic ideas but shows a staunch refusal to expand
on any of them. The story could've been really fun, but it feels too
slight and flippant to sell its threat. Most of the stage concepts seem
really cool, I just wish they were longer. I love the idea of the
weapon-based avatar stages, I just wish they flowed with your movement
better. And while the soundtrack is one of my favorites in the series, I
hate that there's so much of it you can't hear in-game. So seeing a
stage from Forces recreated in the Generations style is something I've
always wanted to see, and Sunset Heights is a pretty solid pick. To put
it simply, I've had really high hopes for this stage and while it's
still a pretty fun time, I hate to admit that it's still probably the
weakest stage in Shadow Generations.
Act
1 fleshes out the original stage in some neat ways with cool cutscenes
involving the Death Egg Robots, an entire section in the sewers, and a
few branching paths, but it still pretty constrictive and linear with
rarely any space to move around. When compared to another city stage in
Generations like Rooftop Run, with its open town squares and more
zig-zaggy level design, it only makes Sunset Heights feel more like a
straight line. It also doesn't help that this stage has easily the
longest of the Black Doom segments and while it does have some cool
moments where he curls buildings and roads into a Lost World-esque tube
for you to traverse, it drags on particularly long and feels like it
steals most of the screentime from the Sonic Forces part. Act 2 is a bit
more interesting, fleshing out the sewer area with some really fun
waterslides and having segments where you're actively dodging the Death
Egg Robots' attacks, but I really wish the 3D act had this same level of
complexity.
13. Planet Wisp
Don't get the wrong idea, me putting Planet
Wisp so low does not mean I harbor any ill will towards the stage. As a
matter of fact, I'll defend Planet Wisp in a heartbeat. Despite its
focus on slower-paced platforming and the abundance of 2D in Modern's
stage, it still feels like a satisfying final gauntlet thanks to how it
utilizes all of both Sonic's movesets, its abundance of genuinely tricky
hazards like the buzzsaws and missiles, and its setting of an Eggman
factory. As someone who loves Colors and the Wisps, I think it's really
cool that Sonic Team brought them back just for this stage, and they
allow for the kind of complex routing and explorative level design that
makes Colors so great. There's plenty of shortcuts to find as per the usual, but there's also a lot of potential shortcuts the players can make on their own due to how freeform the Spike and Rocket Wisps are. If you are willing to put up with the 2D, Planet Wisp's skill ceiling is absolutely massive. On top of that, the setting and music of Planet Wisp is predictably gorgeous, though I will concede that I really wish we got to spend more time in the exterior areas. My only other real gripe with Planet Wisp in Generations is mostly that it can feel pretty crushingly long compared to other stages in the game, especially since the Modern stage basically demands you play it at least twice to get all the collectibles, but that's really it. It's far from bad, and I will always stand by Sonic games needing more platforming-focused stages to balance out the constant speed.
12. City Escape
City Escape is a stage I always found a bit overrated. Like yeah, it's obviously iconic and cool from a presentation standpoint but the few bits of genuinely fun core Sonic gameplay are practically bookended by two autoscrollers and that issue is kept pretty much completely intact in Generations' rendition of the stage. City Escape Modern fleshes out pretty much everything about the original. The boarding is more involved and has multiple paths to add replayability, the park section is far more open, and the truck has a few more tricks up its sleeve to make the final chase more goofy and exciting. However, the autoscroller issue remains, and is arguably even worse considering how it also has some of the most infuriating Red Star Rings in the entire game. Personally, I find the Classic version a lot more interesting since the truck is a more active threat, and the skateboard is now an item that you have to try to hang onto. It's also quite the massive difficulty spike as it's very easy to fall behind and get yourself rammed by the truck, maybe even a bit too easy since it feels like the stage is designed mostly for players who are able to hang onto the skateboard first and everyone else second. I do still think both of City Escape's stages are fun and have some very memorable setpieces, there's just a lot of other stages that I would rather play for some reason or another. Really just a testament to how great Generations' stages are that this isn't higher.
11. Space Colony ARK
The first act of Space Colony ARK is a great first level, probably one of the series' best. Despite still being a tutorial, it's got enough branching paths, interesting mechanics, and cool bits of fanservice to help it stay pretty replayable. That wide open interior area near the end of the stage is a particularly memorable bit of level design that really demands you replay the level multiple times to see everything there. It also has probably my favorite of the three Black Doom segments mostly because for the novelty. The first time you see the stage seamlessly shift to Radical Highway, it's incredibly sick especially if you're liked me and stunned at how your console can even handle it. The next few times, it feels like it's stealing the spotlight from the more interesting and novel stage themes. But yeah, everyone loves Act 1, it's not controversial for me to say it's one of the better acts in Shadow Gens.
Sadly, I think Space Colony Ark's second act is probably my least favorite in the game solely for how unremarkable it is. Aside from serving as a tutorial for the Chaos Spear and Doom Wings, the level design feels pretty basic even compared to the other 2D stages and spamming X to open a bunch of doors is not compelling level design. As I mentioned in my review, I also think the mechanical look and abundance of repeated platforms make this one of the less visually-appealing stages in Shadow Generations despite how iconic of a location it is. Still, despite my issues, Space Colony ARK is a good start to the game and easily a better intro stage than Green Hill.
10. Rail Canyon
For as much as I like Sonic Heroes, Rail Canyon was definitely one of those stages that needed redemption solely with better rail grinding controls and that's exactly what we got. Act 1 really just feels like a more thoroughly fleshed-out version of the Sonic Heroes stage, requiring you to hop between rails a lot more often than in its inspiration and making those trams both a more active threat and a more interesting mechanic since they're affected by Chaos Control. The constant rail-grinding can get a bit repetitive though, and the Black Doom segment is easily the least memorable out of the three, though I like how it's the only one to not mark the immediate end of the stage. Act 2 is a rare case where I vastly prefer the 2D stage, though. The rail-grinding here plays out more like it did in Sonic Lost World, almost akin to a minecart stage in a Donkey Kong Country game. You have bomb cars trying to shoot off parts of the track, some pretty sick camera shifts, and an intense final section where you're being chased by a furious train, all set to a great remix of Bullet Station. Both this stage and Space Colony ARK are pretty close together in my eyes, but Rail Canyon having two good-great acts compared to Space Colony ARK having one great act and one mid act makes it slightly win out for me.
9. Seaside Hill
Seaside Hill has one of the biggest divides in quality between two acts out of any stage in either game. The Classic act is one of my least favorites in Sonic Generations mostly because it's the most water-heavy stage in the game. It's still better than most water stages in Sonic games since it brings back those fun currents from Hydrocity Zone and you can avoid a decent chunk of the water with skilled play, but it's cramped enough that it still probably feels like the slowest stage in the game. Seaside Hill Modern, on the other hand, is absolutely fantastic. It's probably the most open and sprawling stage in the game, completely riddled with branching and intersecting paths and boasting barely any 2D segments to speak of. It combines both Seaside Hill and Ocean Palace too, bringing in both the kart mechanic (but having it control well) and the sea turtles carrying platforms on their backs. And then there's just the presentation, which is all around incredible. I adore Seaside Hill as a setting, it's so bright and colorful, and both the water and the sky look absolutely gorgeous. And the music is probably the happiest theme in the entire series, always putting a smile on my face and elevating even the weaker first act.
8. Radical Highway
With how much this stage gets shoved in your face earlier on in the game, I wasn't expecting much from Radical Highway being the final stage. And for Act 1, I was mostly right, it doesn't really offer much that you haven't already seen and being able to use the Doom Wings would be a lot cooler if you didn't already get to use them in Space Colony ARK Act 2. It's not a bad level, it's probably the most faithful to the original stage and I like how both acts are fully 3D, but it is a bit underwhelming. Act 2, on the other hand, absolutely rocks. It brings back all of Black Doom's tricks from the prior stages along with even new ones like giant minibosses to fight, massive tornadoes to dodge, having to carefully shimmy along the sides of tilted platforms, and even parts where Black Doom just starts flinging large chunks of the road at you. It's a surprisingly tough difficulty spike making for a rewarding final platforming gauntlet that puts all of your skills to the test, and for as much as I am a Planet Wisp defender, this is easily the better final stage. Maybe even one of the best final stages in any 3D Sonic game.
7. Sky Sanctuary
Sky Sanctuary is a case where both the Classic and Modern acts are both generally pretty great in their own ways. Classic Sky Sanctuary is noteworthy for how many different paths it has, and for the unique gimmick of needing to take all of them at least once to get all the Red Star Rings. I'll admit that I'm not a huge fan of the spinning disks, which feel a bit sluggish to move around, but at least they're kept on the lower path so them being slower makes sense. Modern Sky Sanctuary ranks alongside Seaside Hill as one of the more sprawling stages in the game with so many split paths, some of which feel incredibly satisfying to pull off. The only thing preventing it from being a truly top-tier act for me is that some of the platforming across spinning platforms can be a bit annoying, and that ending with the crumbling platform feels poorly telegraphed for new players, but otherwise, it's still a really strong stage with an immense amount of replay value. On top of that, once again the presentation here is incredible. I always felt like Sky Sanctuary was a cool concept held back by its singular act, so seeing this far more fleshed-out version of the setting with more distinct environmental design, far more interesting gimmicks, and truly godly remixes makes this the definitive version of Sky Sanctuary in my eyes.
6. Chemical Plant
Chemical Plant was the stage that really
sold me on Generations, for both styles. I was so worried that Classic
Sonic's stage would just be a recreation of the original Act 1 complete
with annoying underwater block segment but nope, the entire level is
completely redone, any water segments can be completely avoided, and the
stage even adds some new gimmicks like waterslides. It's a bit on the
short side, but it's still quite fun. Act 2, on the other hand, is
absolutely fantastic. Despite how much its level assets have been reused
in later games, I'm frankly stunned at how fresh this interpretation of
Chemical Plant feels to this day. The dark and hellish background
coupled with the more menacing music makes this probably my favorite
version of this iconic local. The level design is also stellar, chock
full of creative hidden shortcuts and relentlessly paced. You go from
the iconic split path to drifting to rail grinding to quickstepping to a
waterslide to skydiving in the span of like a minute and it just keeps
going. Once again, pretty much all the water sections can be completely
avoided with some really precise platforming, and pulling off a perfect
run in this stage in particular feels especially rewarding.
5. Chaos Island
Out of every stage in Shadow Generations, Chaos Island was the one I was expecting to like the least. It has everything going against it. It's based on the worst area in a game I'm immensely bitter towards, it's so blatantly an asset reuse that doesn't even relate to Shadow in any way, and it's built around probably the hardest-to-control Doom Power in the Doom Morph, it should have been the easy low point. And yet, it's not. Act 2 is generally fine. It's got some cool moments like the Donkey Kong reference and those
platforms that shift with your weight along with some neat visuals, but it's way too short and underdeveloped which is a real shame. Act 1, on the other hand? Absolute peak.
Chaos Island Act 1 is one of my favorite Sonic levels in recent memory. It's one of the longer stages in Shadow Generations but it never slows down, constantly tossing new environments and level types at you. There's open areas and linear areas, exterior sections and interior sections, challenging platforming and moments to breath. Even the Doom Morph works here since most of the trickiest manuevers are kept to optional shortcuts, rewarding players who mastered its movement but not punishing players who are still learning. It doesn't even need to resort to Black Doom to keep things interesting,
it manages to do so by squeezing potential out of pretty much every
environmental trope Frontiers had. But the most impressive part is how shockingly good it looks. Like, Sonic Team is obviously reusing assets here, but they all feel more thoughtfully-placed. The scaffoldings scattered around showing how Eggman was mining the crystals here, the striking interior shots that display the infamous foreign symbol peppered around frontiers, and the way you're constantly shown the volcano as you slowly inch closer to it over the course of the act all help to give Chaos Island a real sense of place. The stronger lighting, bolder colors, and focused cinematic framing does so much to elevate Chaos Island as a setting. It doesn't feel like a Unity asset flip, it feels like an actual location, and it baffles me that Shadow Generations has better visual storytelling for the Starfall Islands than anything in Frontiers. I even liked the divisive music, the somber piano blends the frenetic EDM really nicely in my opinion. This is the Crisis City of Shadow Generations, the stage that shows just how good Frontiers could've been.
4. Speed Highway
Sonic Adventure is my favorite Sonic game, and Speed Highway is my favorite stage in that game, so it shouldn't come as much of a surprise that its Generations rendition ranks pretty highly. The Classic Sonic act is novel for being the first one based on a non-Genesis game, so it's really cool to see Speed Highway translated into a 2D level. It has you going in an elaborate hotel complete with a parking lot area for those who fall to the lower path, and often shoves you onto the street to dodge cars, it's great stuff. The Modern version feels more like a souped-up version of the already incredible original stage, with more branching paths, wider roads that make great use of drifting, even more interior sections, and all the most iconic setpieces from the original like the helicopter and Goin' Down sequences brought back in full force. The improved visuals also really help Speed Highway, making it feel like more of a bustling city and really leaning in on the spotlights that made the original stage look so striking. There's also just a ton of cute little references in all the various posters you can spot, such as the return of Chao In Space. Speed Highway is flashy, fast-paced, slightly challenging, and an absolute joy to perfect your run in, definitely a highlight within Generations and one of the most replayable 3D Sonic stages out there.
3. Kingdom Valley
Kingdom Valley being my favorite stage in Shadow Generations is a no-brainer. It really didn't even need to change much, and it didn't outside of adding some fun Doom Surf sequences. It was always the most full-realized stage in Sonic 06, large, dynamic, full of branching paths, and boasting an incredibly striking and memorable medieval aesthetic. All of that still applies to Shadow Generations' rendition and then some, it's as endlessly replayable as ever and fleshes out all of its mechanics wonderfully, even bringing back the iconic split waterfall for the end of the stage. Even the music didn't change much, because it was already incredible, though it's a shame it doesn't adapt to the part of the level you're in like in 06. Chaos Island was definitely the most impressive glowup, but Kingdom Valley Act 1 just has everything anyone could ever want from a Sonic stage. Act 2 obviously isn't as strong, though it's still a pretty good time as it's far lengthier than many of the other Act 2s and spends a decent chunk of itself inside the castle which helps it really stand out from both Act 1 and the original game. Both stages have so many branching paths and moving parts that I feel like I could play them over and over again and they'd never get old.
2. Crisis City
Yeah, two Sonic 06 recreations in the Top 3! For all that game's issues, it's got some pretty sick locals, and Crisis City in particular has one of my favorite settings... in any game ever, honestly? The concept of an entire city being burned and melted down, flooded with molten lava, and being endlessly hit by hellish fire tornadoes is such a cool setting and is the perfect place to set arguably Generations' hardest stage. If you want a good challenge and feel Planet Wisp is too slow-paced, Crisis City is the stage for you. It's filled to the brim with tough Iblis enemies and punishing lava pits, but it manages to keep up the pace and dodging the variety of obstacles this stage has at its disposal at top speed is incredibly fun regardless of the act. Modern Sonic has a nice variety of paths in its first third, a fun stomp-heavy mechanic in the second third with the geysers, and end with a intense quick-step section where you're running towards the fire tornado. Classic Sonic's stage might be even better thanks to all the collapsing platforms and the second half which takes you right into the eye of the fire tornado hopping across floating debris as you chase after the goal post. It's a rare stage where I think both acts are equally phenomenal.
1. Rooftop Run
I've heard a lot of good things about Rooftop Run, but I was not prepared for just how exhilirating this stage would be, both acts. Classic Sonic's version starts pretty assuming but really gets good once you enter the wine cellar and start dodging rolling barrels, only for the stage to take you right up to Spagonia's iconic clock tower and has you climb all the way up to the top only to use its face to cause a blimp crash. The sheer escalation is just wonderful. That being said, Modern Sonic's act is easily the star of the show here, probably the best boost stage ever made. It's constantly tossing you from setpiece to setpiece, briskly hopping between sprawling rooftops to tense chases against a variety of different robots. And that midsection where you run up the rooftop only to grind back down is jaw-dropping. The sheer amount of detail in Spagonia is also incredible, there's a whole bunch of meticulously rendered interiors to burst into, and the decision to set the stage during a festival not only makes it feel more lively but allows Sonic Team to show off even more and add even more details like the flags of all the other countries in Unleashed. Add in one of the best tracks in any video game, and yeah, I totally get the hype behind Rooftop Run. It's an incredible stage, and it only makes me want to play the game it came from even more.
And here's my ranking of all the bosses:
11. Death Egg Robot
The Death Egg Robot's first phase is a solid conversion of the original boss fight, but the second phase gets pretty annoying. Having to guide the robot's arms to hit one of the mines while also staying far away enough from the mine to not get blown up yourself is really hard to gauge, and I feel like I only manage to not get hit out of sheer luck.
10. Shadow The Hedgehog
I wish I liked this fight more because it is a cool concept, but Shadow's speed seems so inconsistent that it almost feels like he has rubberbanding which really brings down the fight. I also love the little dodging minigames in concept, but once I hit every asteroid and still couldn't land a hit on Shadow. And on top of that, the fact that he goes down in a single hit makes the fight also feel kinda underwhelming.
9. Time Eater
Yeah, I don't think the Time Eater is the worst boss. It's got more going for it than people think, like the creepy and menacing atmosphere, the cool dimension switching mechanic, and how utterly satisfying it feels to land a hit on him. The worst thing about this fight is that it doesn't properly explain its mechanics at all, but once you understand how the charge works, how to properly damage, when to switch dimensions, how to regain your rings, and most importantly, that staying to the center of the Time Eater is what allows you to catch up to him, it's a fine final fight. At this point, the actual biggest problem is that it's too easy and short, but it feels climactic enough that it didn't leave me with a sour taste in my mouth by the end.
8. Metal Sonic
Metal Sonic's fights are always a lot of fun, and this is a really solid first boss fight for Generations. It plays out more like a fight at top speed rather than a race, but Metal Sonic has a nice variety of attacks to keep things fresh. Sadly, it's also over way too short and if you play perfectly, you'll only get to see each attack once in a fight.
7. Mephiles The Dark
Conceptually, this is one of the coolest fights in the game. I love the idea that Mephiles is trying to force himself back into the timeline after 06's events got wiped away, and his utter desperation in the face of a hilariously uncaring Shadow made for a really neat conflict. He's got some cool attacks too, from dropping columns on you to turning into a giant monster by the end. The only problem is that this fight was too easy, Mephiles barely does anything to defend himself for the first half and even when he turns into a monster, it's not hard to break through his defenses.
6. Biolizard
The Biolizard in Sonic Adventure 2 has one of my favorite fights in the series, and the Shadow Generations version of the fight does improve in some aspects. It's a bit flashier, it lacks the jank SA2's fight has, and it's got a few more phases where the Biolizard sprouts arms and later jumps onto the ceiling. The only problem is that it's predictably quite easy since it's now the first boss in the game, compared to the original fight which I found memorable primarily because it was a satisfying challenge to conquer.
5. Egg Dragoon
The Egg Dragoon is an almost perfect fight held back by a few issues. I love the intense atmosphere and dark environment, and many of Eggman's attacks are quite fun to dodge, particularly the wall jump. It's also easily the hardest fight in the game, but not too hard that it's not still satisfying to take down. However, in the 3D segments, I feel like I'm barely able to move left and right without quickstepping, and having to survive an entire phase with the game's slippery skydiving controls is also a bit annoying. Both of these issues can be worked around, but it does add a level of unpolish that sticks out quite a bit in an otherwise really well put together game.
4. Devil Doom
As a final boss, Devil Doom definitely gets the job done. This fight tests you on your skills in using the Doom Surf, Doom Morph, and the Doom Wings, and like with the best fights in Shadow Gens, it's all very player-driven in how damage is dealt. The final phase with the Doom Wings is especially visually stunning as you fly all around Radical Highway as Devil Doom tosses everything he can at you, though it goes down quite a lot quicker than the first phase. Once again, definitely a better final boss than Sonic's.
3. Perfect Chaos
Perfect Chaos is another one of my favorite Sonic bosses, and while this version feels more like a platforming stage than an actual boss fight like the original, it's still a damn fun platforming stage. The level design slowly gets crazier and crazier as the city gets more flooded all the while Perfect Chaos starts flinging increasingly more attacks at you, culminating in a tense final phase suspended in mid-air.
2. Silver The Hedgehog
Silver The Hedgehog is the most fully-realized boss in Sonic Generations, a fast-paced and frenetic fight that uses Silver's telekinesis to its absolute fullest. The way the fight slowly amps up in scale as Silver starts using more and more cars against you, culminating in that wild final phase where he tosses an entire ball of cars at you makes for a memorably chaotic encounter, and it helps that it all plays incredibly well.
1. Metal Overlord
Metal Overlord's fight in Shadow Generations had me skeptical at first. Turning one of the series' best Super Sonic fights into a showcase of the Doom Surf seemed like a noticeable downgrade, but I was stunned at how fun this fight is. It's incredibly fast-paced and propulsive, with Metal Overlord slinging a ton of attacks at you from launching missiles to swiping you with his tail. The length of the fight is solely determined by how fast you're able to deal damage to him, which makes the encounter feel particularly replayable. So many moments in this fight made me giggle like a madman, from that hilariously extra finisher to "Trying to use Chaos Control? Ha! That power already belongs to me!"