TL;DR: Good game with a fun core marred by some fundamental issues. A little bit pricey for the amount of content offered but worth it if you can get it half off or so. Spark the Electric Jester 3 is a game I desperately want to like and fills a relatively unfulfilled niche of 3D Sonic-esque games, but a few glaring issues keep me from really getting into it. Despite the fact that I might not finish the game I want to give the developer a positive review anyway for their amazing work ethic, porting in an entire other game *for free* and for showing remarkable improvement from title to title. I'll definitely check out the sequel/next game that this creator makes and I hope it can win me over. Rooting for you! Anyway, onto the review. Spark 3 is, for the most part, a 3D Sonic type speed game ala Unleashed or Colors but without the 2D sections. You run, jump, have a homing attack, a boost, and a slew of other miscellaneous powers to navigate levels, which tend to be very linear but with a bunch of different branching paths you can use to get to the same destination. They are extremely dense and you will not find everything in a level on your first time through- that combined with challenge medals (eg. clearing it in a certain time or completing special requirements) and 10 special medallions you need to find in each big stage means that you're practically required to play them many times over to see and do everything. In additon, there are also smaller challenge levels that split out from each big level, usually being shorter and more focused in objective. Each level complete gives an emblem, and you need a certain amount to move onto the next area. The best part of the game is by far how good the controls feel. While it can be slightly awkward at first, Spark's ability to turn on a dime and accelerate to a pretty decent speed from nothing, as well as his very respectable mid-air mobility, makes him extremely versatile to control and once you get the hang of things you can go just about anywhere you want- and the stages allow you to flex those muscles by letting you switch routes on the fly if your movement tech is good enough. The basic gameplay of soaring through levels was nailed perfectly, and that goes a long way in this genre. Unfortunately, there is a very hard to ignore blemish that mars the otherwise fun gameplay, and that is the combat. One of the most oft-critiqued aspects of Sonic Unleashed was being forced to stop and do boring, repetitive hand to hand combat with an underdeveloped fighting system, and that's almost exactly what happens in Spark 3. I recognize that there was an attempt at something: you can parry opponents with a block and hit them with attacks to lower their stagger meter, and then launch them into the air to juggle them for a decent amount of damage. However it's half-baked in a lot of ways: Spark's combos don't go very deep while at the same time being overcomplicated to learn; the juggling system is very hard to use consistently; and sometimes he seems to not respond to inputs, making your influence on the battle feel limited to mashing buttons and hoping everything works out. This would be fine if combat is optional, but it's often forced upon you both in the main stages (in the form of sudden death arenas where you're forced to defeat waves of enemies to leave) or in bonus stages that heavily or almost exclusively feature combat. It also extends to the bosses, who are all (so far) a singular enemy in a bland circular arena. I feel there was a real missed opportunity for bosses that test your platforming or dodging skills. With all due respect, I have no idea why it's in the game and I actively groan every time I'm forced to do combat. I don't want to slow to a standstill in my running game, please and thank you. Less major but still an inconvenience is the fact that you are sold additional abilities you can assign to your D-pad. This in itself isn't bad, but it's extremely awkward to use your D-pad and the left stick at the same time, and since this is a speed game you will almost always be using your left stick. Because of this, using extra abilities is extremely awkward and I find myself not using them for that reason. I don't know if there is a good way to fix this beyond changing how they work and just placing gimmicks in levels like how Sonic Colors did with the wisps. EDIT 2/27/24: I've discovered you can access them by holding a bumper and pressing the face buttons, however only for 2 since the other 2 are taken up by other abilities. It's better than nothing but still not an ideal solution in my opinion. Speaking of, it's a fairly minor gripe but money feels slightly pointless in this game. You get enough to buy out the shop relatively quickly and after that it doesn't do much except maybe affect score..? So you start ignoring money about halfway into the game. I know it's a holdover from Sonic's rings, but they feel kind of vestigial. Finally, there's the discussion of price. Before I would tell you this game is super overpriced at $25 for ~5hrs for the main story. However in a subsequent update, the dev added the entirety of Spark 2 to the game as post game content, which is another 3 hours. ~10hrs for $25 is still a bit on the pricey side, but if you can pick this up for 30%-50% off I think it would be pretty worth it now. Ultimately, even though I only have a few complaints, they are unfortunately major enough to wear me down quickly whenever I'm playing this game to the point that I don't think I have the energy to finish it. That doesn't mean it's a bad game, however! If you're looking to scratch that 3D Sonic itch, I think this is still one of the best games on the market for achieving that. For anyone that's not a speed junkie, however, maybe give this one a pass or wait for a sale.
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