Today marks the 15th anniversary of Sonic the Hedgehog 4, and it’s the perfect time to reflect on Sega’s uneven, yet fascinating, journey to rekindle the magic of the classic 2D franchise. Why did this promising revival ultimately fall short?
Let’s be honest, Sonic the Hedgehog 4 had some undeniable issues: inconsistent physics, levels and boss fights that felt a little too familiar (dare we say “rehashed”?) from earlier Sonic titles, and a soundtrack whose synth choices were, to put it mildly, controversial. Yet, even after all these years, I still find myself booting up both episodes for a nostalgic playthrough. And you know what? I genuinely enjoy it.
Despite its shortcomings, the game did shine in several areas. I particularly admired how each act within a zone introduced unique mechanics, rather than just recycling hazards. Take Casino Street, for instance: Act 1 had traditional pinball elements, Act 2 introduced dynamic playing card platforms, and Act 3 challenged players with aiming colorful cannons to propel Sonic. Visually, the game was quite appealing, blending the vibrant charm of the classic titles with a polished, modern look. And while veteran composer Jun Senoue leaned heavily into Genesis/Mega Drive-style synths, the tunes themselves were undeniably catchy.
Sega clearly listened to fan feedback, as many of Episode 1’s issues were noticeably improved in Episode 2. Levels like White Park and Oil Desert felt far more original and fresh. Tails, usually a simple follower, gained incredible utility, allowing him to carry Sonic over gaps, speed through water and snow, and unleash a powerful team blast to clear enemies. Owning both episodes unlocked the ability to play Episode 1 levels as Sonic’s metallic rival, Metal Sonic, adding parallel story elements and evoking the beloved lock-on mechanics of Sonic 3 & Knuckles from the 90s.
Metal Sonic’s elevated role was a refreshing change for the franchise, signifying his return to the storyline after his previous defeat in Sonic CD. Prior to this, Metal Sonic was largely confined to brief boss appearances, quickly vanquished without much narrative weight. However, in Episode 2, his influence is pervasive, culminating in multiple thrilling boss battles against Sonic. This integration helped bridge Sonic CD, often considered a standalone classic, more firmly into the broader Sonic canon. The return of Little Planet, Sonic CD‘s iconic setting, now reimagined as a power source for a new Death Egg, was another brilliant callback that begged for deeper exploration.
This duality of fascination and frustration is precisely why Sonic 4 continues to captivate. It introduced compelling concepts, cleverly re-introducing classic Sonic elements, but often too late in its episodic rollout. Episode 1 felt largely like a modernized rehash of Sonic 1 and Sonic 2 with only minor innovations. Episode 2, however, truly ramped up the ambition and originality. Yet, just as players became invested in its evolving narrative and gameplay, the series abruptly ended. And what about Episode 3? Well…
For a long time, the existence of a third episode was merely speculation, with many assuming Episode 2’s sales weren’t strong enough to warrant its development. However, years later, former Sonic 4 brand manager Ken Balough confirmed in an interview that a trilogy was planned but was cancelled for unknown reasons. This was further substantiated recently with the discovery of an Episode 2 beta, which included a captivating, but ultimately cut, post-credits scene. This scene teased the Death Egg being powered by the Master Emerald, hinting at the grand return of Knuckles.
This unearthed scene not only confirmed Episode 3’s planned existence but strongly suggested Knuckles would have been a central, likely playable, character. It raises exciting questions: would he have explored past levels à la Metal Sonic, or joined Sonic as a co-op partner like Tails? Could Episode 3 have truly united Episodes 1 and 2 into a singular, cohesive Sonic 4 experience, much like Sonic 3 & Knuckles became the definitive Sonic 3? We can only imagine the possibilities.
(Video Placeholder: A conceptual video depicting the rumored cut sequel hook from Sonic the Hedgehog 4: Episode 2, showcasing the Death Egg and the Master Emerald with a tease of Knuckles’ appearance.)
Perhaps the most heartbreaking aspect of this “missed potential” is the revelation that Episode 3 was once considered for development by Christian Whitehead, the brilliant mind behind the critically acclaimed Sonic Mania. Just imagine: an Episode 3 with flawless classic physics and the Mania Team’s unparalleled level design. Better yet, envision Whitehead’s team tweaking the physics of Episodes 1 and 2 to align them perfectly with the beloved classic games. While Sonic Mania eventually delivered this dream, the idea of the Sonic 4 saga concluding with such a high-quality installment remains a tantalizing “what if.”
I acknowledge that Sonic the Hedgehog 4 was unlikely to ever reach masterpiece status or stand shoulder-to-shoulder with the greatest gaming trilogies of all time. However, I remain captivated by the immense potential it held to be truly exceptional, had Sega seen its original vision through. The conversation around the game hasn’t changed much in 15 years: it’s an enjoyable, albeit somewhat uninspired, sidescrolling Sonic adventure that just scratched the surface of what it could have been.